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

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Jabroniville
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Nymph

Post by Jabroniville »

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NYMPH
Role:
Nature Spirit
PL 11 (170 + Magic)
STRENGTH
-1 STAMINA 8 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 8 (+7)
Expertise (Survival) 8 (+8)
Expertise (Faerie Lore) 8 (+8)
Expertise (Singing & Dancing) 8 (+7)
Intimidation 8 (+7)
Perception 6 (+5)
Stealth 4 (+6)

Advantages:
Ranged Attack 6

Powers:
Immunity 1 (Aging) [1]
Senses 12 (Darkvision, Vision Counters Concealment, Detect Ley Lines- Ranged & Radius, Detect Water- Ranged & Radius) [12]
Comprehend 2 (Languages) [4]
Flight 2 (8 mph) [4]
Movement 2 (Permeate) (Flaws: Limited to Wood, Earth & Stone) [2]

Immunity 80 (All Damage) (Flaws: Limited to Non-Magical) [60]

"Magic" (The Faerie's Dance, Sleep, Dust Storm, Summon Fog, Purple Mist, Call Lightning, Wind Rush, Finger of the Wind, Thunderclap, Extinguish Fires, Part Waters, Calm Waters, Calm Storms, Repel Animals, Grow Plants, Animate Plants, Wall of Thorns, Breath of Life, Ley Line Transmission)

Offense:
Unarmed +13 (+1 Damage, DC 16)
Call Lightning +9 (+14 Ranged Damage, DC 29)
Initiative +2

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +8, Fortitude +8, Will +4

Complications:
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.
Disabled (Weighs Three Ounces)- Nymphs are so light nearly any creature can pick them up.

Total: Abilities: 40 / Skills: 50--25 / Advantages: 6 / Powers: 83 + Magic / Defenses: 16 (170 + Magic)

-Nymphs are a bit different from the other Faeries- they are mysterious nature spirits, defending a few miles of land each. They appear as beautiful naked elven maidens bathed in light, and cannot be harmed except by magic. They are good-natured and only attack evil beings, and have a boatload of magic spells- typically Nature-based. They have six attacks, but only Call Lightning is particularly damaging- as all Faeries cast magic as 10th-level Wizards, that's a 10D6 Mega-Damage spell! And remember that Fae have limitless magic, and she can cast that endlessly.
Nooneatall
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Nooneatall »

Pl 11 super lady!!

I feel like nymphs would know bio magic from South America as well…
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Davies
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Davies »

Nooneatall wrote: Fri Apr 15, 2022 11:52 pm Pl 11 super lady!!

I feel like nymphs would know bio magic from South America as well…
That hadn't been introduced when these were described, but it would make sense.
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Jabroniville
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Spriggan

Post by Jabroniville »

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SPRIGGAN
Role:
Temperamental Builder
PL 12 (125 + Magic)
STRENGTH
10 STAMINA 8 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 8 (+6)
Expertise (Architecture) 7 (+6)
Expertise (Faerie Lore) 8 (+7)
Intimidation 8 (+6)
Perception 6 (+4)
Technology 5 (+5)
Vehicles 5 (+5)

Advantages:
Ranged Attack 12

Powers:
Immunity 1 (Aging) (Flaws: Limited to Half-Effect) [0.5]
Senses 5 (Darkvision, Detect Earth Elementals- Ranged & Radius) [5]
"Thrown Boulder" Blast 9 (Flaws: Source- Boulders) [9]
Movement 2 (Permeate) (Flaws: Limited to Earth & Stone) [2]

"Magic" (Dust Storm, Hopping Stones, Mend Stone, Crumble Stone, Rock to Mud, Clay to Stone, Stone to Flesh)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Thrown Boulders +12 (+9 Ranaged Damage, DC 24)
Initiative +2

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +8, Fortitude +8, Will +4

Complications:
Obsession (Stone Monuments)- Spriggans are compelled by some mysterious force to build crop circles and immense stone pillars in circular shapes.
Temper- Spriggans are notoriously bad-tempered and will attack anyone who annoys them.
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc. Non-evil Faeries will not enter sad or gloomy places.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 56 / Skills: 47--23.5 / Advantages: 12 / Powers: 16.5 + Magic / Defenses: 18 (125 + Magic)

-Spriggans are about 3 feet tall and have incredible strength- they're "husky" and have a "ruddy complexion", and are known for their bad tempers, but they typically ignore non-Faeries. They compulsively build tall pillars of stones in circular patterns, like Stonehenge, and will make crop circles as well. Why they do it is unknown, even to the Spriggans! They're best left ignored, as they will attack anyone who makes fun of them. They are actually VERY powerful, hitting PL 11.5 with ease unarmed, having six attacks and doing 3D6 Mega-Damage unarmed. They can even throw boulders for Mega-Damage! They're also technologically-skilled, unlike all other Faeries, and will get Pilot skills.
Jabroniville
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Tree Sprite

Post by Jabroniville »

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TREE SPRITE
Role:
Mischievous Fair Folk, Prankster
PL 9 (89 + Magic)
STRENGTH
-3 STAMINA 7 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 10 (+8)
Expertise (Faerie Lore) 8 (+6)
Expertise (Singing & Dancing) 6 (+4)
Intimidation 10 (+2)
Perception 6 (+4)

Advantages:
Close Attack 6, Ranged Attack 7, Uncanny Dodge

Powers:
Immunity 1 (Aging) [1]
Senses 12 (Darkvision, Vision Counters Concealment, Detect Ley Lines- Ranged & Radius, Detect Water- Ranged & Radius) [12]
Speed 1 (2 mph) [1]
Flight 2 (4 mph) (Flaws: Winged) [2]
Enhanced Dodge 4 (Flaws: Limited to While Flying) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Magic" (The Faerie's Dance, Chameleon, Charm, Animate Plants)

Offense:
Unarmed +7 (-3 Damage, DC 12)
Initiative +2

Defenses:
Dodge +7 (+11 While Flying, DC 17-21), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Pranking)- Faeries are innate pranksters and very mischievous.
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc. Non-evil Faeries will not enter sad or gloomy places.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 6 / Skills: 40--20 / Advantages: 14 / Powers: 43 + Magic / Defenses: 6 (89 + Magic)

-Tree Sprites are even smaller than other Faeries, and Tree Sprites are bright yellow/green with semi-transparent yellow wings. They tend to raid beehives and eat birds' eggs and flower nectar, and play in the sun. They like to undo saddles & trousers on passers-by. They have the weakest magic of any Faerie and are otherwise not very special, but have better flight (+4 to dodge when flying). It's kind of funny how the Faeries are SO DETAILED that "like a fairy, but yellow and kinda different" is a thing.
Last edited by Jabroniville on Sun Apr 17, 2022 8:59 pm, edited 1 time in total.
Jabroniville
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Water Sprite

Post by Jabroniville »

Image

WATER SPRITE
Role:
Mischievous Fair Folk, Prankster, Aquatic Faerie
PL 9 (92 + Magic)
STRENGTH
-3 STAMINA 7 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Athletics 6 (+3)
Expertise (Survival) 10 (+8)
Expertise (Faerie Lore) 8 (+6)
Expertise (Singing & Dancing) 6 (+4)
Intimidation 10 (+2)
Perception 6 (+4)

Advantages:
Close Attack 6, Ranged Attack 7, Uncanny Dodge

Powers:
Immunity 1 (Aging) [1]
Senses 12 (Darkvision, Vision Counters Concealment, Detect Ley Lines- Ranged & Radius, Detect Water- Ranged & Radius) [12]
Speed 1 (2 mph) [1]
Flight 2 (4 mph) (Flaws: Winged) [2]
Enhanced Dodge 4 (Flaws: Limited to While Flying) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Magic" (Befuddle, Swim as the Fish, Summon Fog, Circle of Rain, Purple Fog, Summon & Control Animals- Frogs Only)

Offense:
Unarmed +7 (-3 Damage, DC 12)
Initiative +2

Defenses:
Dodge +7 (+11 While Flying, DC 17-21), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Pranking)- Faeries are innate pranksters and very mischievous.
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc. Non-evil Faeries will not enter sad or gloomy places.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 6 / Skills: 46--23 / Advantages: 14 / Powers: 43 + Magic / Defenses: 6 (92 + Magic)

-Water Sprites are pale and have dark hair, with blue, iridescent wings. They live by streams and near glens, and torment fishermen.
Last edited by Jabroniville on Mon Apr 18, 2022 7:06 am, edited 1 time in total.
Nooneatall
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Nooneatall »

Jab,

I was putting together some basic coalition patrols and I came across TWO power calculation you seemed to miss as I was absolutely floored a skullsmasher was pl12.



Missiles larger than mini.
Missile volleys that count as one melee attack

The skullsmasher for instance can fire medium range smart missiles (+5 strike) 5d6x10 blast 50ft these can also be in a volley up to 4 at a time. That’s a ton of damage!
Jabroniville
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Jabroniville »

Nooneatall wrote: Mon Apr 18, 2022 6:04 am Jab,

I was putting together some basic coalition patrols and I came across TWO power calculation you seemed to miss as I was absolutely floored a skullsmasher was pl12.



Missiles larger than mini.
Missile volleys that count as one melee attack

The skullsmasher for instance can fire medium range smart missiles (+5 strike) 5d6x10 blast 50ft these can also be in a volley up to 4 at a time. That’s a ton of damage!
Ah- the missile rules are buried somewhere and are variable so I always leave them out and just write "Missiles" most of the time, lol. The problem is in Palladium you can fire as many as you like at once, and run out quickly if you do- the M&M mechanics can make that nearly any possible level of threat, so everyone with missiles has a highly variable attack value. I generally leave missiles out when dealing with them.
Nooneatall
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Nooneatall »

Jabroniville wrote: Mon Apr 18, 2022 7:07 am
Nooneatall wrote: Mon Apr 18, 2022 6:04 am Jab,

I was putting together some basic coalition patrols and I came across TWO power calculation you seemed to miss as I was absolutely floored a skullsmasher was pl12.



Missiles larger than mini.
Missile volleys that count as one melee attack

The skullsmasher for instance can fire medium range smart missiles (+5 strike) 5d6x10 blast 50ft these can also be in a volley up to 4 at a time. That’s a ton of damage!
Ah- the missile rules are buried somewhere and are variable so I always leave them out and just write "Missiles" most of the time, lol. The problem is in Palladium you can fire as many as you like at once, and run out quickly if you do- the M&M mechanics can make that nearly any possible level of threat, so everyone with missiles has a highly variable attack value. I generally leave missiles out when dealing with them.
That makes sense. It’s kind of crazy cause these large robots can floor even gods with missiles from 40-80 miles away. Nothing magical can do that much damage I don’t think.
Jabroniville
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Wind Puff Sprite

Post by Jabroniville »

WIND-PUFF SPRITE
Role:
Mischievous Fair Folk, Prankster
PL 9 (89 + Magic)
STRENGTH
-3 STAMINA 7 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 10 (+8)
Expertise (Faerie Lore) 8 (+6)
Expertise (Singing & Dancing) 6 (+4)
Intimidation 10 (+2)
Perception 6 (+4)

Advantages:
Close Attack 6, Ranged Attack 7, Uncanny Dodge

Powers:
Immunity 1 (Aging) [1]
Senses 12 (Darkvision, Vision Counters Concealment, Detect Ley Lines- Ranged & Radius, Detect Water- Ranged & Radius) [12]
Speed 1 (2 mph) [1]
Flight 2 (4 mph) (Flaws: Winged) [2]
Enhanced Dodge 4 (Flaws: Limited to While Flying) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Magic" (The Faerie's Dance, Charm, Mend Wood & Clay, Globe of Daylight, Fingers of the Wind, Wind Rush)

Offense:
Unarmed +7 (-3 Damage, DC 12)
Initiative +2

Defenses:
Dodge +7 (+11 While Flying, DC 17-21), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Pranking)- Faeries are innate pranksters and very mischievous.
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc. Non-evil Faeries will not enter sad or gloomy places.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 6 / Skills: 40--20 / Advantages: 14 / Powers: 43 + Magic / Defenses: 6 (89 + Magic)

-Wind-Puff Sprites have large, frilled wings that make them look like little puffs of white when they fly. They live in meadows and grassy plains, and are quite shy, but curious. They have a tendency to tie knots, and to investigate sleeping travellers by rummaging through all their stuff and tossing it about. Mechanically, they're not any different from Tree Sprites except they get different spells... and can ride butterflies, I guess.
Jabroniville
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Toad Stool

Post by Jabroniville »

Image

TOAD STOOL
Role:
Ugly Faeries, Faerie-Eaters
PL 9 (98 + Magic)
STRENGTH
0 STAMINA 8 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 8 (+6)
Expertise (Faerie Lore) 8 (+6)
Intimidation 8 (+6)
Perception 6 (+4)

Advantages:
Ranged Attack 8

Powers:
Senses 8 (Darkvision, Detect Water- Ranged & Radius, Detect Ley Lines- Ranged & Radius) [8]
Immunity 1 (Poison) [1]
"Nauseous Bite" Strength-Damage +0 Linked to Affliction 6 (Fort; Dazed/Defenseless) (Extras: Progressive +2) [18]
"Painful Warts" Affliction 4 (Fort; Impaired/Disabled) (Extras: Reaction +3) (Flaws: Limited to Disabling Initiative & Skills, Limited to Skin to Skin Contact, Limited Degree) [4]

"Magic" (Dust Storm, Hopping Stones, Mend Stone, Crumble Stone, Rock to Mud, Clay to Stone, Stone to Flesh)

Offense:
Unarmed +10 (+0 Damage, DC 15)
Nauseous Bite +10 (+0 Damage & +6 Affliction, DC 15 & 16)
Warts +10 (+4 Affliction, DC 14)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4

Complications:
Weakness (Faerie Things)- Faeries have numerous things that make them not bother people- red ribbons, horseshoes, wearing one's clothes backwards, etc. Non-evil Faeries will not enter sad or gloomy places.
Vulnerable (Salt)- Salt will stun Faeries, leave them flightless, and leave them with attack & defensive bonuses halved. No Faerie can step over salt.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 28 / Skills: 30--15 / Advantages: 8 / Powers: 31 + Magic / Defenses: 16 (98 + Magic)

-Ugly toad-creatures, these are the grossest of the Faeries, and are as cruel as they are ugly, sneaking up on the other Faeries and EATING THEM. They also eat all types of poison, and live in swamps and bogs. They aren't terribly dangerous, but will make you sick with their bite, and will create ugly warts that show up on your body and mess up your skills until you use Remove Curse on them.
Jabroniville
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Beast Dragon

Post by Jabroniville »

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BEAST DRAGON
Role:
Chimera, Monster
PL 14 (190)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 16 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 2 (+8)
Expertise (Survival) 5 (+6)
Intimidation 12 (+12 Size)
Perception 8 (+9)
Stealth 5 (+8, +4 Size)

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

Powers:
"Lion Head"
Senses 4 (Low-Light Vision, Acute & Extended Scent- Tracking) [4]
Immunity 20 (Psionic Effects) [20]

"Antelope Head"
Immunity 20 (Magical Effects) [20]

"Serpent Head"
Senses 5 (Vision Counters Concealment, Infravision) [5]
Immunity 1 (Poison) [1]

Senses 1 (Radius Sight) [1]
Speed 2 (8 mph) [2]
Regeneration 3 [3]
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Antelope's Fire Breath" Blast 10 (Feats: Accurate 5) (25) -- [27]
  • AE: "Serpent's Toxic Breath" Damage 5 (Extras: Area- 15ft. Cloud) (10)
  • AE: "Lion's Bite" Strength-Damage +2 (2)
Offense:
Unarmed +16 (+9 Damage, DC 24)
Claws & Teeth +16 (+11 Damage, DC 26)
Toxic Breath +5 Area (+5 Damage, DC 20)
Fire Breath +10 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +9, Fortitude +11, Will +8

Complications:
Disabled (Animal)- Beast Dragons cannot use their paws to easily manipulate objects.
Power Loss (Attacks & Powers)- Beast Dragons' heads are more vulnerable than their bodies- slaying each head one at a time will drop the accuracy of moves by a bit..

Total: Abilities: 47 / Skills: 32--16 / Advantages: 11 / Powers: 92 / Defenses: 24 (190)

-The Beast Dragon here looks more like what most people think of when they see a Chimera, albeit with the lion, antelope (not goat) & dragon's head all being on long necks on a draconine body. They're not true dragons, but look similar- it's suggested that either the Elves or Dwarves conjured the monsters into Palladium World during their great war. They are extremely aggressive and ill-tempered beasts, and will adopt an area and never leave unless it's destroyed or they're forcibly captured or killed. Like most Kevin Creatures, they LOVE torture and enjoy tormenting those smaller than themselves. Currently none are known on Rifts Earth, but some were seen during the old Federation of Magic/Chi-Town War.

-Like most multi-headed or multi-limbed creatures in Palladium games, Beast Dragons are AMAZING fighters, sporting an absurd nine attacks (literal God-tier), albeit with the standard natural weapons of most beasts. This is because each head reacts separatedly and has its own attack.
Last edited by Jabroniville on Tue Apr 19, 2022 10:06 pm, edited 1 time in total.
Jabroniville
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Re: Jab's Rifts Builds (Faeries! Leprechaun! Puck! Nymph!)

Post by Jabroniville »

And with that, we're done with the Faeries and are moving on to the Monsters. The "Monster" section comprises a huge chunk of the book, and is largely just a standard-issue Bestiary, though it oddly throws in a ton of racial R.C.C.s as well, despite having the baseline PC races earlier. No idea why aside from reprinting old material and Kevin not wanting to mess up his order (since he put these together by hand).

As I've worked a bit ahead, I notice certain things- there's a fairly "Standard Monster" bio common to many creatures (the Chimera, Gryphon & Manticore are nearly identical, for example), but anything with multiple heads is way out of bounds in terms of power, as Kevin ALWAYS stats these out by giving them many extra attacks.

It's alphabetical, so the section on Dragons is good & early (this was taken out of a reprint, because it went into a Dragons & Gods book or something, but thankfully my version has it).
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Re: Jab's Rifts Builds (Puck! Nymph! Sprites! Beast Dragon!)

Post by catsi563 »

yeah the first conversion book was basically more of a FAQ and Errata book that focused on HU NInjas and Superspies and recon and robotech and TMNT and after the bomb and Paladium Fantasy especially the last section which essentially was the Fantasy beastiery and the dragons from dragons and gods
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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Bug Bear

Post by Jabroniville »

BUG BEAR R.C.C.: ST +3, STA +6, FIGHTING +5, INT -2, AWA -2, PRE -2, Dodge +3, Darkvision, See the Invisible, Invisibility, Teleport 1, Morph (Bear- Metamorph), Claws +2 (+3 as Bear) [40]

-Bugbears appear here, but as "evil Teddy Bears"- barbaric nomads who hunt small humanoids, particularly Goblins. Light M.D.C. creatures on Rifts Earth, they may appear due to being popular in gladatorial arenas. They're actually good fighters with good bonuses, turning into PL 9.5 beings in Bear Form!
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