Jab's Rifts Builds (Rifts- A Final Summation!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Serpent of the Wind

Post by Jabroniville »

Image

SERPENT OF THE WIND R.C.C.
Role:
Wingless Dragons, Greedy Schemers
PL 11 (257)
(PL 16 Defensively)
STRENGTH
9 STAMINA 14 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+8)
Expertise (Survival) 6 (+10)
Expertise (Magic) 8 (+11)
Expertise (Monster Lore) 6 (+9)
Insight 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+9)
Persuasion 2 (+6)
Technology 8 (+11)
Treatment 2 (+5)
Vehicles 6 (+6)

Advantages:
All-Out Attack, Great Endurance, Power Attack, Ranged Attack 11

Powers:
"Animal Senses" Senses 9 (Darkvision, Vision Counters Concealment, Acute & Extended Scent- Tracking) [9]
Immunity 12 (Cold, Cold Damage, Heat, Fire Damage) (Flaws: Limited to Half-Effect) [6]
Protection 4 [4]
Regeneration 4 [4]
Morph 3 (Living Beings) (Quirks: Limited to 4 Hours -2) [13]
Concealment 2 (Vision) [4]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Flight 5 (30 mph) (Flaws: Winged) (5) -- [6]
  • AE: "Animal Physiology" Speed 3 (16 mph) (3)
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) [61]

"Magic" (All Air Elemental Spells Level 1-7, Animate & Control Dead, Turn Dead, Resurrection, Heal Wounds, Exorcism, plus one other set of spells)
"Psionics" (All Sensitive & Physical Powers)

Offense:
Unarmed +13 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +18, Fortitude +14, Will +8

Complications:
Obsession (Greed)- Serpents of the Wind are the most covetous of all Dragons, and many will destroy hundreds of lives to get any random item they want.

Total: Abilities: 88 / Skills: 56--28 / Advantages: 13 / Powers: 112 / Defenses: 16 (257)

-Serpents of the Wind are vaguely similar to Asian concepts of Dragons, but are "greedy, conniving schemers" (something Fatal & Friends accuses Palladium of falling uncomfortably close to stereotypes of Asians about). They hoard and desire stuff to the point that they will do ANYTHING to capture something that's caught their fancy, morals be damned. Unlike most Dragons, they have no Breath Weapon, but maintain the standard stats otherwise.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Wooly Dragon

Post by Jabroniville »

WOOLY DRAGON R.C.C.
Role:
Emblematic Rifts Craziness, Wingless Dragon, Big Dumb Dragons
PL 14 (288)
(PL 17 Defensively)
STRENGTH
13 STAMINA 15 AGILITY 4
FIGHTING 15 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 4 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Survival) 6 (+10)
Expertise (Monster Lore) 6 (+5)
Insight 4 (+8)
Intimidation 10 (+11 Size)
Perception 5 (+9)
Persuasion 3 (+2)

Advantages:
Fast Grab, Power Attack, Languages 2, Ranged Attack 8, Startle, Takedown

Powers:
"Dragon Physiology"
"Draconic Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) [2]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Acute & Extended Scent- Tracking, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8) [9]
"Dragon's Scales" Protection 4 (Extras: Impervious 11) [15]
Regeneration 8 [8]

"Fire Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) [61]

"Psionics" (All Sensitive Powers)

Offense:
Unarmed +15 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +19 (+6 Impervious), Fortitude +15, Will +11

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.

Total: Abilities: 86 / Skills: 38--19 / Advantages: 14 / Powers: 147 / Defenses: 22 (288)

---

WOOLY DRAGON HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, Wingless Dragon, Big Dumb Dragons
PL 12 (257)
STRENGTH
13 STAMINA 13 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 4 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Survival) 6 (+10)
Expertise (Monster Lore) 6 (+5)
Insight 4 (+8)
Intimidation 10 (+10 Size)
Perception 5 (+9)
Persuasion 3 (+2)

Advantages:
Fast Grab, Power Attack, Ranged Attack 7, Startle, Takedown

Powers:
"Dragon Physiology"
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -5 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) [2]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Acute & Extended Scent- Tracking, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 6) [7]
"Dragon's Scales" Protection 0 (Extras: Impervious 5) [5]
Regeneration 6 [6]

"Fire Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) [61]

"Psionics" (Six Sensitive Powers)

Offense:
Unarmed +11 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +13 (+6 Impervious), Fortitude +15, Will +8

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.

Total: Abilities: 82 / Skills: 38--19 / Advantages: 11 / Powers: 133 / Defenses: 12 (257)

-"These furry giants are the neanderthals of Dragonkind", the book indicates- huge, dinosaur-like creatures with fine body hair and long manes. Said to be a dying species, they are known only on Palladium World, where they primarily hunt other large animals- they're ill-tempered, aggerssive brutes. They are tan or reddish, and possess no magic powers at all, making them the least-varied, but they are substantially tougher than all but the Great Horned Dragon (2D4x1000 M.D.C.), and do as much damage unarmed as most Dragons can do with their Breath Weapons, with 8 attacks to boot! They're also dumb as rocks by Dragon standards, having below-average Mental Abilities, but have all the Sensitive Psi-Powers. As Hatchlings, most powers and attacks are halved, but there's no indication they hit any less hard. This makes them PL 12 tanks, overall.
Jabroniville
Posts: 24693
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Re: Jab's Rifts Builds (Dragons! Hydra! Kukulcan! Serpent of the Wind!)

Post by Jabroniville »

Alas, this is it for the Dragons. Kind of sad, since that was the whole reason I bought the book from the Antique Mall I found it at, rather than devote the time to reading a PDF and translating from there, lol.

It's kind of interesting looking at them, since many Dragons are indeed God-Tier, and could easily scrap with most of the mid-tier Gods out there on Rifts Earth. The M.D.C. counts are pretty even- running 4-6,000 in most cases.

Most Dragons end up around here, defensively:

PL 16: Tlaloc, Xipe Totec, Xolotl, Tlazoteol, Corellion, Ereshkigal, Nergal, Mummu, Apollo, Hephaestus, Charon, Dionysus, Triton, Hecate, Fake Hercules, Mercury, Tvashtri, Soma, Surya, Ratri, Kubera, Njord, Sharevar, Haurvatat, Ameretat
PL 17: Cihuacoatl, Tiamat the Younger, Cerberus, Mamers, Varuna, Ganesa, Yama, Vritra, Kumbakarna, The Fenrir Wolf, Hrungnir, Clay Giant, Haoma, Apis, Pachamama, Manco Capac, Mokosh, Khors. Strobpg

Only the higher end Gods have the attack numbers (usually MUCH more than Dragons) to compete:

Offensively:
PL 15: Marduk, Gilgamesh, Enkidu, Gilgamesh the Wanderer, Herakles, Hermes, Athena, Apollo, Ares, Hades, Cronus, Mamers, Fake Zeus, Indra, Agni, Yama, Kumbakarna, Odin, Loki, Hel, Woden the Hangman, Ahura Mazda, Armaiti, Sharevar, Vayu, Atar, Set, Apepi, Ammit, Bes, Bast, Inti, Manco Capac, Ever Tide, Uktena, Whispering Maiden, She Who Walks the Circle, Stribog
PL 16: Huitzilopochtli, Ishtar, Zeus, Artemis, Atlas, Brahma, Hanuman, Devy'Orhal, Thor, The Midgard Serpent, Hrungnir, Wothan the Slayer, Asha, Mithras, Ahriman, Balor II, Ra, Horus, Thunderbird, Svarog (Thunderbolt)
PL 17: Pluto, Indra (w/ Somas), Agni (to Demons), Parvati, Ravana, Shiva the Annihilator, Aeshma, Bres the Beautiful, Lugh, Anhur, Isis, Simba, Viracocha, Old Flame Dancing, Bright Sky, Perun, Sventovit
PL 18: Apsu, Tiamat, Vishnu, Skanda, Kali, Dagda, Illapa, Strong Eagle, The Rainbow Serpent
PL 19: The Hundred-Handed
PL 20: Siva

Defensively:
PL 18: Quetzalcoatl, Tezcatlipoca, Enlil, Enki, Marduk, Hermes, Gilgamesh, Enkidu, Ishtar, Zeus, Hades, Poseidon, Fake Zeus, Indra, Agni, Garuda, Hanuman, Kansa, Loki, Ahura Mazda, Aeshma, Ahzi Dahaka, Anubis, Amon, Ammit, Bes, Ever Tide, Standing Mountain, He Who Gives Life, Spider Woman, Thunderbird, Svarog, Dazhbog
PL 19: Huitzilopochtli, Anu, Gilgamesh the Wanderer, Artemis, Athena, Promethus, Jupiter, Brahma, Odin, Tyr, Thor, Heimdall, Balder, Hel, Freyr, Asha, Vayu, Atar, Ahriman, Balor II, Thoth, Horus, Bennu the Phoenix, Bast, Inti, Beautiful Rock Dancer, She Who Walks the Circle, Strong Eagle, The Rainbow Serpent
PL 20: Ares, Cronus, Atlas, Pluto, Kali, Shiva the Annihilator, The Midgard Serpent, Verethragana, Anahita, Bres the Beautiful, Set, Apepi, Anhur, Ra, Uktena, Whispering Maiden, Perun
Jabroniville
Posts: 24693
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Eandroth

Post by Jabroniville »

Image

Fatal & Friends says they’re just Gorn from Star Trek. Makes sense.

EANDROTH R.C.C.: STA +1, INT -2, AWA -2, PRE -2, Immunity (Starvation & Thirst- Half-Effect), Immunity (Heat), Environmental Adaptation- Desert, "Psionics" (Heat Point- creates a single point of flame, Affliction 6- Dazed/Stunned/Incapacitated- Ranged, Penetrating, Limited to Stationary Opponents; Females have Sense Evil) [-6 + Psionics]

EANDROTH ROGUE- MALE R.C.C. (Template): ST +2, STA +2, INT +4, AWA +4, PRE +2 [26]

EANDROTH ROGUE- FEMALE R.C.C. (Template): STA +1, INT +4, AWA +6, PRE +6, "Psionics" (As Mind Melter or Mind Mage) [34 + Psionics]

-Eandroth are typically friendly, kind-hearted solitary adventurers with a fairly unique social system (it looks like Kevin or someone really wanted to make them "stand out", and thus created a complex society). They spend 6 years as infants, then 19 more as "childlike and solitary" wanderers in the great deserts of Palladium World. Their breeding is dangerous, however- males outnumber females 8 to 1, and will fight to the death during the mating season, which takes out 20% of the males. Those who survive about 25 years shift into "Rogues"- meaner, stronger characters feared by the others. These Rogues are aggressive and intolerant of others- a deep contrast to the young.

-Male Eandroth Rogues can take nearly any O.C.C. save the Psionic ones, and typically use Mega-Damage gear. They're physicaly mightier and have MUCH more S.D.C. (about 1/4 of a Juicer's). Female Rogues effectively become Mind Melters or Mind Mages (whatever the hell that is) and are the true leaders of Eandroth society. Optional O.C.C.s from that point are Mind Melter or Wilderness Scout/Body Fixer (both with Master Psionics options). Both types of Rogues simply stack on extra dice to their Physical & Mental Abilities, going from below-average (at baseline Eandroth are actually CHEAPER than humans!) to above average (typically 4D6 dice per stat overall).
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Eye Killer

Post by Jabroniville »

EYE KILLER
Role:
Psionic Monster
PL 7 (62 + Psionics)
STRENGTH
2 STAMINA 7 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Athletics 4 (+6)
Expertise (Survival) 5 (+6)
Intimidation 8 (+6)
Perception 6 (+7)
Stealth 5 (+5)

Advantages:
Ranged Attack 7, Tracking

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]

"Psionics" (All Sensitive & Physical Powers, Bio-Manipulation, Empathic Transmission)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Disabled (Animal)- Eye Killers cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 24 / Skills: 28--14 / Advantages: 8 / Powers: 6 + Psionics / Defenses: 10 (62 + Psionics)

-Eye Killers are part of Native American mythology (appearing in Rifts Spirit West), and have the front body of a coyote, the back half of a serpent, and the head of an owl. They have Bio-Manipulation & Empathic Transmission, which is why old myths said they could inflict pain and death by staring at people. Even by Palladium standards, they have no character- their only real aim is to cause pain and suffering, wandering the North American plains finding victims "to torment and kill".

-They aren't much in combat, doing almost no damage, but Eye Killers have TONS of Psionic powers, making them very dangerous with stuff like Bio-Manipulation.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Feathered Death

Post by Jabroniville »

FEATHERED DEATH
Role:
Evil Dicks
PL 7 (76)
STRENGTH
0 STAMINA 4 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -3

Skills:
Expertise (Survival) 8 (+6)
Intimidation 9 (+2 Size)
Perception 8 (+6)
Sleight of Hand 5 (+5)

Advantages:
Ranged Attack 4

Powers:
Senses 3 (Low-Light Vision, Extended Vision 2) [3]
Speed 1 (2 mph) [1]
Flight 2 (8 mph) (Flaws: Winged) [2]
Morph 1 (Hawk Form) (Flaws: Source- Daylight) (4) -- [5]
  • AE: Morph 1 (Humanoid Form) (Flaws: Source- Full Moon -3) (2)
"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +7 (+0 Damage, DC 15)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +4, Fortitude +4, Will +4

Complications:
Motivation (Harrassing Humanoids)- Feathered Death love to torture small people, but will kill or harass just about anyone.

Total: Abilities: 16 / Skills: 30--15 / Advantages: 4 / Powers: 28 / Defenses: 13 (76)

-Given a funny name, these are tiny bird-like creatures with human hands on their wings, and ugly human faces. They are tiny but strong, and particularly target Faeries, whom they hate for being pretty. They LOVE abducting and torturing small humanoids and children, but will gladly kill living beings of any size, to the point of being nuisances who will steal from them and alert other creatures to their presence. They are not known to exist on Rifts Earth yet.

-Feathered Death, despite their name, aren't particularly deadly, nor are they very interesting, having no unique powers or abilities beyond being strong for their size.
Jabroniville
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Grimbor

Post by Jabroniville »

Image

GRIMBOR R.C.C.: ST +4, STA +3, AGI -2, FIGHTING +2, INT -2, AWA -2, Low-Light Vision, Acute & Extended Scent- Tracking [10]
-Grimbor are a race of giant, lumbering, horned ape-men, once common but now reduced to few since they're too dumb to oppose the more intelligent races. They're gentle giants who prey mostly on small animals, and live a hunter-gatherer lifestyle. They are popular as slave gladiators on Rifts Earth, and this has made them hate humans & Splugorth Slavers, attacking them on-sight.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Gruunor

Post by Jabroniville »

GRUUNOR
Role:
Giant Insects
PL 8 (59)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Athletics 2 (+7)
Expertise (Survival) 5 (+6)
Perception 6 (+7)
Stealth 5 (+7)

Advantages:
None

Powers:
"Animal Senses" Senses 2 (Darkvision) [2]
Movement 2 (Wall-Crawling 2) [4]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +5, Fortitude +5, Will +4

Complications:
Disabled (Animal)- Gruunor cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 26 / Skills: 18--9 / Advantages: 0 / Powers: 12 / Defenses: 12 (59)

-Gruunor are giant, segmented insects that live underground and appear to have two heads- one is a disguised stinger. They are aggressive and not too bright, and will attack pretty much any mammal. If the prey proves too difficult, the Gruunor will curl up into a ball like an armadillo. They're PL 7 on offense, PL 8 on defense- not terribly interesting.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Gromek

Post by Jabroniville »

GROMEK R.C.C.: ST +2, STA +2, FIGHTING +1, INT -2, PRE -2, Parry +1, Dodge +2, Flight 3 (Winged), Favored Environment (Airborne), Extended Vision 2, Low-Light Vision, Immunity (Fire- Limited to Half) [15]

-The Gromek are a race of 8-10 foot tall aliens with wings, horns, and an overall Draconic/Demonic appearance. They are a warrior race from another dimension, and they disdain all weaker forms of life- their natural urge is to dominate and subjugate the weak. The technology level of their homeworld is similar to Earth's Middle Ages, but they adapt well, forming small tribes that last for years before finally expanding outwards to conquer the immediate area. They find Rifts Earth exciting, thanks to its incredible challenges and ever-changing world, and they could be a serious threat if they found a gateway to and from their homeworld. Despite all the hype, though, they're just another pretty-strong race. Nothing more than Ogres or Orcs with wings! I was expecting an M.D.C. creature with all that big-talk.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Gryphon

Post by Jabroniville »

Image

GRYPHON- Young
Role:
Monster, Desired Mount
PL 9 (96)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 2 (+8)
Expertise (Survival) 5 (+6)
Intimidation 12 (+9 Size)
Perception 8 (+9)
Stealth 5 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Hold, Improved Initiative, Prone Fighting, Ultimate Intimidation Check

Powers:
"Animal Senses" Senses 5 (Darkvision, Extended Vision 2, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
"Natural Weapons- Claws & Teeth" Strength-Damage +3 [3]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Flight 4 (30 mph) (Flaws: Winged) (4) -- [5]
  • AE: Speed 2 (8 mph) (2)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Claws & Teeth +8 (+10 Damage, DC 25)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Gryphons cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 36 / Skills: 34--17 / Advantages: 9 / Powers: 18 / Defenses: 14 (96)

--

GRYPHON- Adult
Role:
Monster, Desired Mount
PL 11 (103)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 2 (+8)
Expertise (Survival) 5 (+6)
Intimidation 12 (+9 Size)
Perception 8 (+9)
Stealth 5 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Hold, Improved Initiative, Prone Fighting, Ultimate Intimidation Check

Powers:
"Animal Senses" Senses 5 (Darkvision, Extended Vision 2, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
"Natural Weapons- Claws & Teeth" Strength-Damage +3 [3]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Flight 4 (30 mph) (Flaws: Winged) (4) -- [5]
  • AE: Speed 2 (8 mph) (2)
Offense:
Unarmed +11 (+7 Damage, DC 22)
Claws & Teeth +11 (+10 Damage, DC 25)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Gryphons cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 42 / Skills: 34--17 / Advantages: 10 / Powers: 18 / Defenses: 17 (103)

-Hundreds of Gryphons now populate Rifts Earth, where they prefer mountainous habitats. As flying M.D.C. creatures, they are highly desired mounts- the Splugorth trade in them, Cyclops train them, and Simvan often tame them. Young Gryphons are PL 9, Gryphons that are 50+ years old are PL 10.5.
Jabroniville
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Harpy

Post by Jabroniville »

HARPY
Role:
Flying Monster
PL 8 (76)
STRENGTH
5 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 7 (+6)
Intimidation 8 (+5)
Perception 7 (+6)
Stealth 2 (+4)

Advantages:
None

Powers:
"Animal Senses" Senses 4 (Darkvision, Detect Good/Evil- Ranged) [4]
"Claws" Strength-Damage +2 [2]
"Horrible Stench" Affliction 4 (Fort; Impaired/Disabled) (Extras: Area- Scent Perception, Reaction +3) (Flaws: Limited Degree) [16]
Flight 4 (30 mph) (Flaws: Winged) [4]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Claws +7 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Disabled (Animalistic)- Harpies cannot speak to humans, but typically understand Gobbley and Dragonese.
Disabled (Scent)- Harpies have a terribly sense of smell, and themselves smell terribly.

Total: Abilities: 26 / Skills: 24--12 / Advantages: 0 / Powers: 26 / Defenses: 12 (76)

-Harpies are natural to fantasy universes, though oddly they're nearly always jobbers. Here, they are ugly beings that hate beauty, and will naturally attack anything pretty. They are demonic scavengers from another dimension, and are typically carrion-eaters. They are PL 7 scrappers and light M.D.C. creatures with PL 8 to Dodge, but borderline braindead (1D6 IQ!) and have no skills. Their most interesting aspect is their permanent stench- the book dislikes them THAT MUCH.
Jabroniville
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Kelpie

Post by Jabroniville »

Image

KELPIE
Role:
Murderhorse
PL 12 (104)
STRENGTH
7 STAMINA 12 AGILITY 2
FIGHTING 10/12 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 7 (+6)
Expertise (Demon & Monster Lore) 8 (+6)
Expertise (Faerie Lore) 6 (+4)
Intimidation 8 (+5)
Perception 7 (+6)
Stealth 2 (+4)

Advantages:
Startle

Powers:
"Animal Senses" Senses 4 (Infravision, Ultravision, Darkvision) [4]
Immunity 1 (Drowning) [1]
Morph 1 (Horse) (Feats: Metamorph) [6]
"Claws & Kicks" Strength-Damage +4 (Feats: Split) [5]

"Aquatic Specialists"
Enhanced Fighting 3 (Flaws: Source- Underwater) [3]
Enhanced Dodge 4 (Flaws: Source- Underwater) [2]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Claws +7 (+11 Damage, DC 26)
Underwater +13 (+7 Damage, DC 22)
Claws +13 (+11 Damage, DC 26)
Initiative +2

Defenses:
Dodge +10 (+12 Underwater, DC 20-22), Parry +10 (+12 Underwater, DC 20-22), Toughness +12, Fortitude +12, Will +5

Complications:
None

Total: Abilities: 50 / Skills: 38--19 / Advantages: 1 / Powers: 21 / Defenses: 14 (105)

-Kelpies are horselike monsters who lurk near rivers, streams & swamps, where they sneak up on creatures to drown and eat them, as well as transforming into stallions to lure humanoids into riding them- they will then bolt into the water and attack. Kelpies are actually INCREDIBLY dangerous, sporting at least 300 M.D.C. (Dragon Hatchling-tier) and doing respectable damage, with six attacks in the water. This makes them PL 12 creatures when in their natural habitat- nothing to sneeze at, despite garbage mental stats.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Ki-Lin

Post by Jabroniville »

Image

KI-LIN R.C.C.
Role:
Noble Asian Unicorn
PL 10 (125)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Expertise (Survival) 6 (+6)
Expertise (Demon & Monster Lore) 4 (+4)
Expertise (Faerie Lore) 4 (+4)
Perception 6 (+6)
Stealth 4 (+6)

Advantages:
Inspire

Powers:
Immunity 1 (Aging) [1]
Immunity 12 (Fire Damage, Heat, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]
Protection 1 [1]
Regeneration 2 [2]
"Bite & Kick" Strength-Daamge +4 [4]

"Animal Senses" Senses 8 (Darkvision, Vision Counters Concealment, Evil Detection- Ranged) [8]
Concealment (Vision) 2 [4]
Comprehend 2 (Languages) [4]
Flight 3 (16 mph) [6]

"Inspirational Goodness" Enhanced Defenses 1 (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Limited to Good Beings, Limited to While Doings Acts of Good) [3]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Bite & Kicks +9 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude +8, Will +6

Complications:
Motivation (Stopping Evil)

Total: Abilities: 56 / Skills: 24--12 / Advantages: 1 / Powers: 39 / Defenses: 17 (125)

-Creatures of Asian mythology, Kilin/Quilin/Kirin are scaly horse-like creatures with Unicorn-like horns. They are seen as good luck, and nearly always good. They tend to avoid humanoids, but have partnered up with some for years if they become friends. They are so famously just and noble that demons and other evil beings seek them out. Ki-Lin are moderate PL 10 beings- light on M.D.C. but about as tough as an armored human, and with solid accuracy and hitting power. Their Invisibility and other things makes them quite good as PCs, though not as much as Dragons. Many learn magical O.C.C.s.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Kinnie Ger

Post by Jabroniville »

KINNIE GER R.C.C.: ST +2, STA +3, AGI +2, FIGHTING +5, INT -2, AWA -2, PRE +2, Dodge +3, Athletics +4, Stealth +4, Darkvision, Leaping 1 (15 feet), "Tail" Extra Limb, Precognition- Limited to Storms, Detect Water- Ranged, Kelpie/Water & Air Elemental Awareness- Radius & Ranged) [37]

-Kinnie Ger have the heads & tails of mountain lions and bodies of men. They are famously sly & sneaky, and great hunters, and LOVE to torture their prey, taking pleasure in watching things die. They are typically solitary or found in mated pairs- that's about all the bio these things get. They're big dumb fighters with VERY solid S.D.C., but still only S.D.C. (about half of what a Juicer would get). Their primary advantage is having five attacks per round innately, though their tails act as divining rods for a few different things.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Lizard Man

Post by Jabroniville »

LIZARD MAN R.C.C.: AWA -2, FIGHTING +1 (Underwater Only), Immunity (Drowning), Environmental Adaptation- Aquatic, Swimming 2 [2]

-Lizard Men are semi-aquatic and very aggressive, native to Palladium World, intent on colonizing the various waterways of their world, but they were a dying race. One Summoner of their kind discovered Earth soon after the Great Cataclysm, returning with a thousand of his people to found a new home in South America- immensely fitting for their people with all its rivers and tributaries. 30,000+ now live in South America on homes raised on poles above the water. "On Earth, with fewer natural predators, as many as 50% (of their young) survive"... RIFTS EARTH. FEWER NATURAL PREDATORS. Did they think that through? Though aggressive and driven to procreate and control land, they are not evil and typically will not kill those who bother them.
-Their stats are pretty generic (equal to humans but less wise), but are good at being aquatic (no gills are mentioned, yet they can breathe underwater indefinitely). Typically using low-tech, they will trade for Mega-Damage gear.
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