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

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

Ruin Lizard

Post by Jabroniville »

RUIN LIZARD
Role:
Awesome Mounted Beast, Bulky Amphibians
PL 10 (88), PL 12 Defenses
STRENGTH
9 STAMINA 11 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 9 (+6, +7 Size)
Perception 6 (+6)
Stealth 6 (+7)

Advantages:
Close Attack 2, Uncanny Dodge

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]
"Animal Physiology" Speed 3 [3]
Leaping 1 (15 feet) [1]
"Rear Leg Kick" Strength-Damage +2 (Feats: Reach) [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]
"Giant Six-Fingered Feet" Movement 3 (Wall-Crawling, Sure-Footed, Environmental Adaptation- Aquatic) [6]

Offense:
Unarmed +9 (+9 Damage, DC 24)
Natural Weapons +9 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +7 (DC 17), Toughness +11, Fortitude +12, Will +5

Complications:
Disabled (Animal)- Ruin Lizards cannot speak to humans, nor use their paws to easily manipulate objects.
Responsibility (Natural Climbers)- Even tamed Ruin Lizards tend to leap onto the sides of structures and hang on, making them poor mounts.

Total: Abilities: 38 / Skills: 26--13 / Advantages: 3 / Powers: 19 / Defenses: 15 (88)

-Ruin Lizards are actually amphibians of a sort, but bulky and bigger than a horse. They enjoy dark, shaded areas, which makes the ruins of Madhaven a delight. They eat almost anything, but will never attack humans- some can even ride them, but they're too big to be ridden like a horse by anything but Dyna-Men & Savage Lummoxes. They are solid, burly brawlers, hitting PL 10 on offense and PL 9-12 on defense.

Male Ruin Lizard- PL 12 (92): FIGHTING +2 [4]
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Ruin Rat

Post by Jabroniville »

RUIN RAT
Role:
Giant Vermin
PL 9 (73), PL 10 Defenses
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

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

Advantages:
Close Attack 2, Fast Grab, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent 2- Tracking) [5]
Leaping 1 (15 feet) [1]
"Bite" Strength-Damage +1 [1]

"Psionics" (Presence Sense, Sixth Sense, See Aura, See the Invisible)

Offense:
Unarmed +10 (+7 Damage, DC 24)
Natural Weapons +10 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +3

Complications:
Disabled (Animal)- Ruin Rats cannot speak to humans, nor use their paws to easily manipulate objects.
Enemy (Everything)- Nearly everything in Madhaven either hates the rats or considers them natural prey.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 5 / Powers: 7 + Psionics / Defenses: 12 (73 + Psionics)

-Naturally, a New York of the future will also be infested by its most notorious vermin: rats. It's suggested that the Haven Mutants & Ruin Rats were mutated by the same thing, and Ruin Rats are now aggressive man-sized predators. Both Ruin Rats & Haven Mutants hunt each other for food, raiding parties attacking the other frequently. Typical hunting packs consist of 2D4+8, but huge packs can number from 40-60! They will drag away anything they can, but typically only target children unless their numbers are enormous. Even though nearly everything in Madhaven hunts and eats the, their numbers are increasing- the scholarly Knights of the White Rose suspect that within 10 years, there will be so many Ruin Rats they could overwhelm the entire region, and even spill out of it.

-Ruin Rats are actually very, very potent for something dismissed as "Vermin" that only attacks in huge numbers- PL 9! This means a pack of them are actually a good challenge for a starting party (PL 9-10 sorts), much less if their numbers are huge. PL 10 defenses only makes this worse- they are light-Mega-Damage creatures, but still have the M.D.C. of a light suit of armor.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Toothback Wallcrawler

Post by Jabroniville »

TOOTHBACK WALLCRAWLER
Role:
Wall-Crawling Predators
PL 13 (95)
STRENGTH
6 STAMINA 8 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

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

Advantages:
Benefit (Ambidexterity), Fast Grab

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent 2- Tracking) [5]
Leaping 1 (15 feet) [1]
Immunity 1 (Disease) [1]
Extra Limbs 2 [2]
Movement 2 (Wall-Crawling) [4]

"Bite" Strenght-Damage +7 (7) -- [8]
  • AE: "Claws" Strength-Damage +3 (Feats: Split) (4)
Offense:
Unarmed +13 (+6 Damage, DC 21)
Claws +13 (+9 Damage, DC 24)
Bite +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +8, Fortitude +8, Will +3

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

Total: Abilities: 46 / Skills: 26--13 / Advantages: 2 / Powers: 21 / Defenses: 13 (95)

-Looking like a multi-limbed cigar made of flesh with a giant mouth making up the back, these are solitary monsters, but will sleep in massive groups. They appear pretty minor-league until you look at the horrifying damage of their back-mouths, and the huge number of attacks they have. +13/+13 fighters!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

War Bird

Post by Jabroniville »

WAR BIRD
Role:
Awesome Mounted Beast, Elite Fliers
PL 12 (134)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 9 (+6, +7 Size)
Perception 8 (+10)
Stealth 6 (+7)

Advantages:
Close Attack 2, Uncanny Dodge

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Extended Vision 3- Tracking) [5]
Flight 6 (120 mph) (Flaws: Winged) [6]
Regeneration 2 [2]
"Talons & Beak" Strength-Damage +3 (Feats: Reach) [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]

Energy Aura 7 [28]
Strength-Damage +1 [1]

"Telepathic Link With Rider"
Senses 1 (Communication Link- Rider) [1]
Enhanced Fighting 2 (Flaws: Affects Others Only +0, Limited to Rider) [2]
Enhanced Dodge 2 (Flaws: Affects Others Only +0, Limited to Rider) [1]

"Psionics" (Empathy)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Aura Unarmed +12 (+10 Damage, DC 25)
Talons +12 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +10 (DC 20), Toughness +10, Fortitude +11, Will +7

Complications:
Disabled (Animal)- Ruin Lizards cannot speak to humans, nor use their paws to easily manipulate objects.
Responsibility (Natural Climbers)- Even tamed Ruin Lizards tend to leap onto the sides of structures and hang on, making them poor mounts.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 3 / Powers: 55 + Psionics / Defenses: 20 (134)

-Black, blue or white, the War Birds are giant predators who crackle with magical energy when engaged in serious combat or flight. They are highly territorial, attacking anything that enters a ten-mile radius around their home and doesn't appear to be in a hurry to leave. Knights of the Order of the White Rose have begun training them as elite mounts, making themselves immune to their Energy Aura. A group of 24 Knights make up a "Special Forces" air force called "The Rose's Thorn".
Jabroniville
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Ghosts of Madhaven

Post by Jabroniville »

GHOSTS OF MADHAVEN:
-So now it's time for my least-favourite part of any book- ENTITIES! Weird stuff with odd rules that don't translate well to M&M, can barely be roleplayed, and are ignored by the vast majority of the line. All of these are invisible, have a natural energy sphere form that can fly at 30 mph and are intangible. They cannot interact with mortals at all unless they take their ghostly appearance, however, negating these powers. Madhaven's entities love tormenting people and driving them mad or to their doom. All are rare except in Madhaven, the home of so much mass death.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Gluttonous Entity

Post by Jabroniville »

GLUTTONOUS ENTITY
Role:
Invisible Force, Evil Ghost
PL 7 (89)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -1

Skills:
Deception 9 (+8)
Intimidation 8 (+5)
Perception 7 (+4)
Stealth 2 (+4)

Advantages:
Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 2 [2]
"Drain P.P.E." Weaken Magic & Psionics 4 (Extras: Broad) (Flaws: Limited to When Spells are Cast in Anger) [5]

"Psionics" (Empathy, Mind Block, Presence Sense, See Aura, Sense Magic, Telekinesis, Telepathy, Empathic Transmission)

Offense:
Unarmed +5 (-- Damage, DC xx)
Drain P.P.E. +5 (+4 Weaken, DC 14)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude --, Will +2

Complications:
Motivation (Greed)- Gluttonous Entities are relentless hoarders of wealth, goods, finer things and even women. The more others desire them, the more these Entities must possess them.
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.

Total: Abilities: -20 / Skills: 26--13 / Advantages: 4 / Powers: 84 + Psionics / Defenses: 8 (89 + Psionics)

-Gluttonous Entities are psychic energy that's imprinted upon the personalities of the most greedy people. They are compelled to gather riches, fine items and weapons, even though an Entity can make use of none of these things. They will even harass women, as greedy people tend to want as many women as possible, too. They will manipulate desperate, lost people with desire for the same things as well, but will steal the item away and leave the person with the blame. Gluttonous Entities rarely kill their victims, instead revelling in their living misery... except for later in the bio where it says they consume P.P.E. from the dead, so they try to foment wholesale slaughter (EDITING!).
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Beautiful Ghost

Post by Jabroniville »

Image

... what? It fits! Read the description!

BEAUTIFUL GHOST
Role:
Invisible Force, Seductresses/Mournful Beings
PL 6 (101)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE 3

Skills:
Deception 5 (+8, +13 Attractive)
Intimidation 8 (+5)
Perception 6 (+3)
Persuasion 5 (+8, +13 Attractive)

Advantages:
Attractive 2, Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Protection 7 [7]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 2 [2]
"Drain I.S.P." Weaken Psionics & Magic 4 (Extras: Broad) [9]

"Psionics" (Empathy, Mind Block, Presence Sense, Ectoplasm, Telepathy, Empathic Transmission)

Offense:
Unarmed +5 (-- Damage, DC xx)
Drain P.P.E. +5 (+6 Weaken, DC 16)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7, Fortitude --, Will +2

Complications:
Motivation (Greed)- Gluttonous Entities are relentless hoarders of wealth, goods, finer things and even women. The more others desire them, the more these Entities must possess them.
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.
Hatred (Ugly People)- Beautiful Ghosts are so repulsed by ugly people that they will leave the area.

Total: Abilities: -12 / Skills: 24--12 / Advantages: 6 / Powers: 87 + Psionics / Defenses: 8 (101 + Psionics)

-Beautiful Ghosts appear as wispy, attractive women with a soft glow, appearing friendly and luring prey in. Some are good and will actually help out mortals, flirting innocently with mortal males. However, they are alien beings unable to comprehend complicated emotions like love, and will mistake lust, obsession and abusive love for the real thing. Mournful Beautiful Ghosts are consumed by the loss of loved ones, and may latch onto mortal men who resemble their lost love, or children that resemble their own. This can prove dark if they wish to kill the mortal to "keep them together". Possessive Mournful Ghosts are likely to strike out in a jealous rage. A Vengeful Beautiful Ghost is naturally the most dangerous, and is driven by lust, obsession and jealousy, trying to make all men pay for what was done to her in the past.

-Beautiful Ghosts are among the least durable, but most manipulative, targetting males.
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Davies
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Location: Edmonton, AB

Re: Beautiful Ghost

Post by Davies »

Jabroniville wrote: Sun Apr 23, 2023 12:47 am
-Beautiful Ghosts are among the least durable, but most manipulative, targetting males.
<eyebrow>

"Two other corresponding demons appear as well: Ardat lili, who visits men by night and begets ghostly children from them, and Idlu lili, a male counterpart to Ardat lili who visits women by night and begets from them. Ardat lili is derived from ardatu, the word for "a woman of marriagable age", while idlu lili is derived from idlu, meaning a "grown man"."

How is it that Bronze Age Mesopotamian mythology is less sexist than stuff made up in the twenty-first century?
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Harmful Ghost

Post by Jabroniville »

Image

HARMFUL GHOST
Role:
Invisible Force, Evil Ghost
PL 7 (115)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 11 (+8)
Perception 7 (+4)
Stealth 2 (+4)

Advantages:
Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 3 [3]

"Drain P.P.E." Weaken Magic & Psionics 4 (Extras: Broad) (Flaws: Limited to When Spells are Cast in Anger) [5]
"Electromagnetic Disturbance" Affliction 3 (Tech Skill of Creator; Impaired/Disabled) (Extras: Reaction +3, Area-120ft. Burst +3) (Flaws: Limited Degree, Limited to Electronics, Uncontrolled) [12]
"Aura of Fear" Affliction 4 (Will; Entranced/Compelled) (Extras: Reaction +3, Area- 120ft. Burst +3) (Flaws: Limited Degree, Limited to Fear) [20]

"Magic" (Horror, Fear, Shadow Meld, Heavy Breathing, Fingers of the Wind, Seal, Horrific Illusion, Hallucination, Shatter, Wither Plants, Spoil Food & Water)
"Psionics" (Empathy, Ectoplasm, Telekinesis, Telekinetic Punch & Push, Telepathy, Bio-Manipulation)

Offense:
Unarmed +5 (-- Damage, DC xx)
Drain P.P.E. +5 (+4 Weaken, DC 14)
Aura of Fear +4 Area (+4 Affliction, DC 14)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude --, Will +2

Complications:
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.
Vulnerable (Sunlight)- Harmful Ghosts cannot stand the light of day. They lose all Magic and suffer light damage every round (will kill them after 30-50 rounds). Globe of Daylight and other spells work the same way.
Obsession (Haunted Focus)- Harmful Ghosts are obsessed with certain objects that remind it of its "life"- if someone is able to get a hold of these, they can force the Ghost to obey their mandates. They will do anything to protect these things or get them back.

Total: Abilities: -24 / Skills: 20--10 / Advantages: 4 / Powers: 117 + Psionics / Defenses: 8 (115 + Psionics)

-Harmful Ghosts are Entities who captured the spirit of a person who was betrayed in some way, or otherwise met a horrible end. This has driven them into creatures of pure vindictive rage, and they will attempt to kill anyone they encounter. They are drawn to objects that reminds them of what was taken away from them. These look like walking corpses, often showing whatever killed them- nooses, bulletholes, waterlogged from being thrown in the river, etc.

-Harmful Ghosts are not overly powerful, but have two constantly-active effects, one of which is Uncontrolled (since it clues anyone familiar with them into the fact that a Harmful Ghost is stalking them).
Last edited by Jabroniville on Tue Apr 25, 2023 8:46 pm, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Madness Ghost

Post by Jabroniville »

MADNESS GHOST
Role:
Invisible Force, Evil Ghost
PL 9 (135)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 11 (+8)
Perception 7 (+4)
Stealth 2 (+4)

Advantages:
Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 2 [2]

"Drain Sanity" Weaken Awareness 10 (Feats: Subtle 2) (Extras: Continuous +3, Affects Corporeal) (Flaws: Limited to One Rank at a Time) [42]

"Limited Possession" Affliction 8 (Strength, then Will; Entranced/Compelled/Controlled) (Quirks: Limited to 10 Minutes -1) (7) -- [9]
  • AE: "Drain P.P.E." Weaken Magic & Psionics 4 (Extras: Broad) (Flaws: Limited to When Spells are Cast in Anger) (5)
  • AE: "Cause Nightmares" Weaken Strength 4 (Extras: Affects Corporeal) (Flaws: Limited to Sleeping Victims) (4)
"Magic" (Befuddle, Calling, Compulsion, Fear, Heavy Breathing)
"Psionics" (Empathy, Detect Psionics, Ectoplasm, Presence Sense, Telekinesis, Telepathy, Psychosomatic Distress)

Offense:
Unarmed +7 (-- Damage, DC xx)
Drain P.P.E. +7 (+4 Weaken, DC 14)
Drain Sanity +7 (+10 Weaken, DC 20)
Possession +7 (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +7 (DC 17), Toughness +8, Fortitude --, Will +2

Complications:
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.
Vulnerable (Silver)- Madness Ghosts will abandon a victim any time silver is placed upon their bodies.

Total: Abilities: -20 / Skills: 20--10 / Advantages: 4 / Powers: 127 + Psionics / Defenses: 14 (135 + Psionics)

-Madness Ghosts are almost completely unique to Madhaven, and are responsible for driving people insane- this is the reason that travellers are in constant danger when they enter Madhaven. They number in the thousands and seek only to spread madness. Only Haven Mutants are immune, and Mystic Knights of the White Rose are safe within the Garden. Their key attack is a form of possession that is horrific because the wispy ghostlike entity appears before the person and physically forces their mouth open, entering their body the old-fashioned way! The victim is then forced to engage in insane behavior, leaping about like a lunatic, tearing off clothing and armor, setting things on fire, etc. The Ghost always then leaves to enjoy watching the aftermath.

-Madness Ghosts's "Drain Sanity" attack is a Subtle 2 effect that leaves people slowly insane- as the creatures are invisible and such, this is impossible to notice at the time, but will eventually leave people raving lunatics. This also gifts Palladium's favorite thing: Random Insanities, but the drain is bad enough. Though in M&M terms, this is easily recoverable so it's tricky, so I made it Continuous.
Jabroniville
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Conglomerate Entity

Post by Jabroniville »

Image

CONGLOMERATE ENTITY
Role:
Invisible Force, Evil Ghost, Super-Powerful Monster, Split Personality Ghost
PL 14 (221)
STRENGTH
8 STAMINA -- AGILITY 2
FIGHTING 16 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 11 (+8)
Perception 7 (+4)
Stealth 2 (+4)

Advantages:
Ranged Attack 16, Startle

Powers:
"Empathic Being" Senses 6 (Emotion Awareness- Ranged & Radius, Extended Vision 2, Low-Light Vision) [6]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect) [40]
Protection 10 [10]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 10 (Flaws: Ranks 9-10 have Source: Killing Others) [9]

"Life Drain" Weaken Strength 12 (12) -- [14]
  • AE: "Drain P.P.E." Weaken Magic & Psionics 4 (Extras: Broad) (Flaws: Limited to When Spells are Cast in Anger) (5)
  • AE: "Electric Touch/Deadly Ectoplasm" Strength-Damage +4 (Feats: Variable- Electrical/Ectoplasm) (5)
"Psionics" (Bio-Manipulation, Electrokinesis, Telekinesis, TK Lift, TK Punch, TK Push)

Offense:
Unarmed +16 (+8 Damage, DC 23)
Deadly Ectoplasm +16 (+12 Damage, DC 27)
Life Drain +16 (+12 Weaken, DC 22)
Drain P.P.E. +7 (+4 Weaken, DC 14)
Initiative +2

Defenses:
Dodge +16 (DC 26), Parry +18 (DC 28), Toughness +10, Fortitude --, Will +6

Complications:
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.
Disabled (Multiple Personalities)- Conglomerate Ghosts have personalities that change out of nowhere. Tactics, personalities and more will be completely different form moment to moment.
Power Loss (Immunity to Damage)- Silver weapons do normal damage as Mega-Damage to Conglomerate Ghosts. Psi-Swords and most non-elemental forms of magic do normal damage and Holy Weapons do double-damage.
Responsibility (Strange Focus)- Conglomerate Entities have a 60% chance of completely ignoring anybody who turns away and doesn't look them in the face(s).

Total: Abilities: 24 / Skills: 20--10 / Advantages: 17 / Powers: 145 + Psionics / Defenses: 25 (221 + Psionics)

-Considered the most dangerous of all Entities, the Conglomerate Entity is given some good art by the "freak" artist, being comprised of numerous gnarled spirits. They are what happens when multiple people die in the same spot at the same time- a psychic Entity picks up on multiple souls. It becomes a mass of tortured souls, all with their own different agendas, in an effort to kill and trap other people within its growing form.

-Conglomerate Entities have more M.D.C. than other Entities, and better Regeneration AND Immunities, sporting half to all damage. They have solid attacks, but more importantly, there are NINE of them, giving them ridiculous accuracy.
Jabroniville
Posts: 24695
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Contagion Entity

Post by Jabroniville »

CONTAGION ENTITY
Role:
Invisible Force, Evil Ghost

Template: S.D.C. becomes M.D.C. (typically Toughness +6-8), Regeneration 2, "The Contagion" Affliction 12 (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Extras: Incurable, Extra Condition, Progressive +2, Contagious) [74 + M.D.C.]

-These guys don't get art. Contagion Entities are evil ghosts who spread disease, seeking victims to infect. Their M.O. is to possess people who want to kill as many as possible- people driven by vengeance. The possession modifies the stats of the basic person, and the creature doesn't have much of its own. The part on the disease is like a full damn page by itself, containing every spell or whatever that can affect it. The Entity itself is Toughness +8 and has Telepathy, Empathy, Empathic Transmission, Radiate Horror Factor & See Aura.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Rotting Entity

Post by Jabroniville »

Image

ROTTING ENTITY
Role:
Invisible Force, Stinky Ghost
PL 11 (204)
STRENGTH
5 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 11 (+8)
Perception 7 (+4)
Stealth 2 (+4)

Advantages:
Close Attack 2, Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]
Enhanced Strength +0 (Feats: Affects Insubstantial) [1]

"Energy Being"
Immunity 40 (Fortitude Effects, Mind Control, Illusions) [40]
Protection 9 [9]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
Regeneration 10 [10]
Immunity 10 (Energy Damage) [10]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect) [40]

"Rotting Touch" Weaken Stamina 10 (Extras: Incurable) (Flaws: Requires Skin-To-Skin Contact) Linked to Damage 13 (Flaws: Requires Skin-to-Skin Contact) (17) -- [18]
  • AE: "Drain P.P.E." Weaken Magic & Psionics 4 (Extras: Broad) (Flaws: Limited to When Spells are Cast in Anger) (5)
"Noxious Odor" Affliction 5 (Fort; Impaired/Disabled) (Extras: Reaction +3, Area- Scent Perception) (Flaws: Limited Degree) [20]

"Magic" (Agony, Calling, Heal Wounds, All Spoiling Magic)
"Psionics" (Deaden Pain, Detect Psionics, Healing Touch, Psychic Diagnosis, Psychic Surgery, Stop Bleeding, Telepathy, See Aura, Sense Magic, Sense Evil))

Offense:
Unarmed +9 (+5 Damage, DC 20)
Drain P.P.E. +9 (+4 Weaken, DC 14)
Rotting Touch +9 (+10 Weaken & +13 Damage, DC 20 & 28)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +9, Fortitude --, Will +2

Complications:
Weakness (Certain Spells)- Control/Enslave Entity, Banishment, Constrain Being, Commune with Spirits, Summon and Control Entity, Exorcism, Protection Circles.
Noticeable (Smell)- Rotting Entities smell like rotting flesh, vomit and feces. They are noticeable everywhere they go.
Weakness (Silver, Iron)- Both do double their normal S.D.C. damage in Mega-Damage- typically +8-11.

Total: Abilities: 2 / Skills: 20--10 / Advantages: 7 / Powers: 173 + Psionics / Defenses: 12 (204 + Psionics)

-Given a zombie-like appearance, the Rotting Entity is the last thing in the book. They are festering, stinking beings that lives to inflict terror and rot things- usually food and such. This is pretty devastating in an area with little food. They must inhabit fresh corpses in order to take hold in our world. Their special attack is to magically rot flesh, permanently deforming people- they require the death of the Rotting Entity in order to be reversed. Victims are often left with insanities- fear of Madhaven, being unclean, zombies, etc. They also have a boatload of Immunities, mostly to almost all forms of damage, making their Toughness +9 go a long ways.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Madhaven Complete

Post by Jabroniville »

RIFTS MADHAVEN FINISHED:
-So that's in for Rifts Madhaven! That's... a book. Very strange overall. Like a handful of Rifts books, it comes off like three different manuscripts stapled together- one third about Noble Knights on a mission of goodness, one third about crazy punker (I hate punkers) mutants, and one third about Beasts and Entities of various types, each affecting different saves and being JUST different enough to be worth the pages. They even have different artists on each section! The White Knights are actually a little interesting in that they're a magical version of Cyber-Knights... effectively D&D Paladins on Rifts Earth. This is actually quite interesting, even though the writer goes above and beyond in ensuring his precious pets are "protected", as they're in this impossible-to-reach, Super-Hidden-By-Illusion zone in a city nobody can enter for more than a few days without going crazy.

In fact, much of the setting itself seems devoted to justifying the "whys"- why have people not touched the greatest of America's cities? Why has no Human Empire set up shop here? Why are there Knights that nobody can hunt down and kill? It's there but in some ways it's a tad clumsy and going out of its way to justify these things.

The Haven Mutants aren't really different enough to be worth that much- some are INCREDIBLY overpowered while others are a bit unique, but to me, most of the societies are hardly different enough to be worth being different tribes at all. There's even PEACE between most of them! The disgusting designs are eye-popping but I can't imagine many people would want to play any of these. The Entities are as boring as always- I dunno if anyone cares about that but I don't.

All in all, not a bad book, but not a great one. I can see it being worth it to some, and there's some solid ideas in there. Longtime players will probably be bugging their GMs for Phantom Wolf & War Bird mounts for WEEKS after reading this one in particular.
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Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Jab's Rifts Builds (Madness Ghost! Conglomerate Entity! Madhaven Done!)

Post by Sidious »

Well I do know one of the reasons no one sets up shop in old NYC.
The land outside is claimed in whole or part by Archie's Shemarian Nation.
So anyone wanting it would first have to go through them.
Most of the rest of North America know nothing about the Shemarians outside of rumor and hearsay.

The Southern Tier to the Capital District of NY and southward is all claimed by the Shemarians. That even includes NYC but no one goes there. Closest they get is to over looking the island of Manhatten.The Quebecios are trying to get get as much info on them as they can, but not getting anywhere
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