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

Where in all of your character write ups will go.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Dragon Wolf

Post by Jabroniville »

Image

DRAGON WOLF R.C.C.
Role:
Magical Smart Wolf
PL 9 (55)
STRENGTH
2 STAMINA 10 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -1

Skills:
Athletics 2 (+4)
Expertise (Hunters) 4 (+6)
Expertise (Magic) 1 (+1)
Insight 2 (+4)
Intimidation 6 (+5)
Perception 6 (+8)
Stealth 1 (+5)

Advantages:
All-Out Attack, Great Endurance, Improved Critical (Natural Weapons), Fast Grab, Improved Trip, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
Immunity 10 (Fire & Cold Damage) (Flaws: Limited to Half-Effect) [5]
Morph 1 (Humanoid) (Flaws: Limited to During a Full Moon -2) [3]
Comprehend 2 (Speak to & Understand Languages) [4]

Flight 4 (30 mph) (Flaws: Winged) (4) -- [5]
  • AE: "Animal Physiology" Speed 2 (2)
"Frost Breath" Damage 9 (Feats: Reach 2) (20) -- [21]
  • AE: "Natural Weapons- Teeth" Strength-Damage +2 (2)
Offense:
Unarmed +7 (+2 Damage, DC 17)
Natural Weapons +7 (+4 Damage, DC 19)
Frost Breath +7 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +10, Fortitude +10, Will +5

Complications:
Relationship (The Pack)- Wolves are known by a strict pecking order in the pack, with the Alphas getting first choice in any matter, and Omegas at the bottom. The pack fights as one, and moves as one.

Total: Abilities: 48 / Skills: 22--11 / Advantages: 7 / Powers: 44 / Defenses: 4 (66)

-Dragon Wolves are winged, serpent-tailed wolves who can think and speak like sentient beings, and have stubby hands and fingers, allowing them some measure of dexterity. They love games of intrigue and manipulation, and are an optional race. They're PL 6 unarmed, but PL 8 with their Breath Weapon and PL 8.5 defensively, with stats all over the place. I mean, they're M.D.C. beings who can't physically harm each other in the slightest. The options are open for vehicle operators (despite being... wolves with hands) and Magic O.C.C.s.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Dragons

Post by Jabroniville »

DRAGONS:
-The stats for adults Dragons were missing from the Main Rulebook, so here they are, along with a longer description of Dragon-kind. Dragons undergo a transformation after about 600 years that makes them exponentially more powerful. It says most are friends with humanoids and rarely prey on them (nearly every example in here seems to hate them, though). They vary between good and evil as much as any person, with some being monstrous torturers and others being as good as any paladin. Adults have far more varied skills than Hatchlings (who have very poor ones- it's implied you're often only DAYS old), and will use high technology as well as magic.

Most Dragons are incredibly skilled with magic, especially the Big Four (Ice, Fire, Thunder, Horned), but have few Psionics (rarely above 3rd level). Lifespans can go into the thousands of years, and even the good Dragons tend to be covetous and greedy. They can go for weeks without food, water or sleep, and aged ones are so experienced and subtle that they often appear lazy. Their body parts and eggs are expensive and desirable, especially to men of magic (females lay 1D4 eggs every 400 years, and they often take ten years to hatch!).
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Basilisk

Post by Jabroniville »

BASILISK R.C.C.
Role:
Serpentine Dragon, Evil Manipulator
PL 12 (195)
STRENGTH
10 STAMINA 11 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE -1

Skills:
Deception 10 (+9)
Expertise (Survival) 8 (+10)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Insight 4 (+8)
Intimidation 11 (+10)
Perception 6 (+10)
Persuasion 5 (+4)

Advantages:
Great Endurance, Great Endurance, Fast Grab, Improved Trip, Ranged Attack 8

Powers:
Senses 5 (Darkvision, Extended & Acute Scent- Tracking) [5]
Regeneration 8 [8]
Comprehend 2 (Speak to & Understand Languages) [4]
Concealment 2 (Vision) [4]

"Serpentine Body"
Movement 2 (Slithering 2) [4]
Features 1: Increased Mass [1]
Reach 1 [1]

Transform (Anything to Stone) 8 (24) -- [25]
  • AE: "Petrification" Affliction 8 (Fort; Dazed & Impaired/Stunned & Defenseless/Transformed to Stone & Unaware) (Extras: Ranged, Extra Condition) (Quirks: Will Usually Count as "Transform" to Armor/Vehicles -2) (22)
"Magic" (Typically Low-Level- Any Type)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Petrification +8 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +11, Fortitude +12, Will +8

Complications:
Motivation (Power & Greed)
Involuntary Transformation (Stone)- Mirrors (or Glitter Boys) will send the Basilisk's beams back at them, turning them to stone for 2D4 weeks.

Total: Abilities: 92 / Skills: 52--26 / Advantages: 12 / Powers: 52 / Defenses: 13 (195)

-Basilisks are evil Dragons that manipulate others for their own needs- often the secret leader behind a "puppet king", and so trearcherous that other Dragons shun them. They have beaky mouths, "bone-ribbed crowns" on their heads, and are generally serpentine creatures.

-Basilisks are relatively low-Toughness for Dragons (averaging to 245 M.D.C.), but have a "Save Or Die" Petrification effect- you can only be saved if the Basilisk is slain (all effects end) or a Stone to Flesh spell is used. Their Petrification needs only a "13" to pass in the Palladium's stats, so it's not THAT high level.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Cockatrice

Post by Jabroniville »

Image

COCKATRICE R.C.C.
Role:
Serpentine Dragon, Evil Manipulator
PL 11 (182)
STRENGTH
10 STAMINA 10 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 2 PRESENCE -2

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

Advantages:
Great Endurance, Great Endurance, Fast Grab, Improved Trip, Ranged Attack 8

Powers:
Senses 7 (Darkvision, Extended & Acute Scent- Tracking, Extended Vision 2) [7]
Regeneration 8 [8]
Comprehend 2 (Speak to & Understand Languages) [4]

"Serpentine Body"
Flight 5 (30 mph) (Flaws: Winged) [5]
Movement 2 (Slithering 2) [4]
Features 2: Increased Mass, Presene Withers Flowers for 10 Feet [2]
Reach 1 [1]

Transform (Anything to Stone) 8 (24) -- [25]
AE: "Petrification" Affliction 8 (Fort; Dazed & Impaired/Stunned & Defenseless/Transformed to Stone & Unaware) (Extras: Ranged, Extra Condition) (Quirks: Will Usually Count as "Transform" to Armor/Vehicles -2) (22)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Petrification +8 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +8

Complications:
Motivation (Power & Greed)
Vulnerable (The Cock's Crow)- Cockatrices avoid daylight, for the crow of a cock will paralyze them for 1-4 hours.

Total: Abilities: 76 / Skills: 50--25 / Advantages: 12 / Powers: 56 / Defenses: 13 (182)

-The infamous chicken-headed monster is here a Dragon that adores hunting and torture, particularly of smaller humanoids. They usually travel in pairs, but not much is mentioned of them. The book gives them similar stats to the Basilisk, but makes them dumber... and also there's "Petrification" mentioned but not detailed. I guess the same as the other one?
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Fire Dragon

Post by Jabroniville »

FIRE DRAGON R.C.C.
Role:
Emblematic Rifts Craziness, The Blaster
PL 14 (331)
(PL 17 Defensively)
STRENGTH
12 STAMINA 15 AGILITY 4
FIGHTING 16 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 4 (+9)
Expertise (Survival) 6 (+9)
Expertise (Magic) 8 (+13)
Expertise (Monster Lore) 6 (+11)
Insight 5 (+10)
Intimidation 6 (+13 Size)
Perception 5 (+10)
Persuasion 2 (+7)
Technology 8 (+13)
Treatment 2 (+7)
Vehicles 4 (+8)

Advantages:
Fast Grab, Power Attack, Languages 2, Ranged Attack 10, 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]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 6 (Heat, Fire Damage) [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) [12]
Regeneration 8 [8]

"Fire Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (61) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Fire Breath" Blast 13 (Extras: Penetrating 6) (32)
"Magic" (All Spells Level 1-6, Animate/Control Dead, Turn Dead, Exorcism, Resurrection, Remove Curse; knows either more spells or another school)
"Psionics" (All Sensitive & Physical Powers)

Offense:
Unarmed +16 (+12 Damage, DC 27)
Dragon's Fire +14 (+13 Ranged Damage, DC 28)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +19 (+6 Impervious), Fortitude +15, Will +12

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: 112 / Skills: 56--28 / Advantages: 16 / Powers: 154 / Defenses: 21 (331)

-The Fire Dragon is a good, solid, emblematic Dragon, but is unfortunately here obviously inferior to the Great Horned Dragon (as Hatchlings, it does more damage, but here that's mostly equal). They're the red ones, and shoot fire. They are said to be among the most prolific in the study of magic (and have plenty of spells- all from Levels 1-6).

-Humorously, the Fire Dragon's breath weapon doesn't increase in power with age- it's still 6D6 Mega-Damage! However, now they nearly match that unarmed now as well. They are incredibly accurate and strong, and now hit PL 14 offensively, PL 17 defensively- they're seriously on par with Gods.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Great Horned Dragon

Post by Jabroniville »

Image

GREAT HORNED DRAGON R.C.C.
Role:
Emblematic Rifts Craziness, The Uber-Dragon
PL 14 (338)
(PL 18 Defensively)
STRENGTH
13 STAMINA 15 AGILITY 4
FIGHTING 15 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 4 (+10)
Expertise (Survival) 6 (+10)
Expertise (Magic) 8 (+14)
Expertise (Monster Lore) 6 (+12)
Insight 5 (+10)
Intimidation 6 (+14 Size)
Perception 5 (+11)
Persuasion 2 (+8)
Technology 8 (+14)
Treatment 2 (+8)
Vehicles 4 (+8)

Advantages:
Fast Grab, Power Attack, Languages 2, Ranged Attack 9, 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]
"Actually Kinda Slow" Flight 6 (120 mph) (Flaws: Winged) [6]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 6 (Heat, Fire Damage) (Flaws: Limited to Half-Effect) [3]
"Metamorphosis" Morph 3 (Any Living Being) (Feats: Metamorph) [16]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8) [9]
"Dragon's Scales" Protection 4 (Extras: Impervious 11) [15]
Regeneration 10 [10]

"Horned Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (61) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Fire Breath" Blast 13 (Extras: Penetrating 6) (32)
"Magic" (All Spells Level 1-11, Restoration, Resurrection; knows either more spells or another school)
"Psionics" (All Sensitive, Healing, Physical Powers, plus Bio-Manipulation & Psi-Sword)

Offense:
Unarmed +15 (+13 Damage, DC 28)
Dragon's Fire +13 (+13 Ranged Damage, DC 28)
Initiative +4

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +19 (+6 Impervious), Fortitude +15, Will +12

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: 118 / Skills: 56--28 / Advantages: 15 / Powers: 154 / Defenses: 23 (338)

-The largest and most powerful of the Dragons are the Great Horned Dragons- slightly better as PCs as Hatchlings, they are now MUCH stronger than the rest of Dragonkind. They can be anywhere from green to orange, so I guess fit the "Generic" Dragon design the best.

-Great Horned Dragons are almost impossibly-powerful- as durable as most Gods (2D4x1000 +500 M.D.C.) and with EVERY PSIONIC POWER, plus the two best Super-Psionic Powers, combined with more Magic than the Fire Dragons even get- all in all, they're almost impossible to beat.
Last edited by Jabroniville on Fri Apr 29, 2022 11:23 pm, edited 2 times in total.
User avatar
Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Jab's Rifts Builds (Cockatrice! Fire & Great Horned Dragon!)

Post by Sidious »

umm... there are some small things about this that are not entirely accurate.
you want a pm?

Edit: Now that I know, I know. :)
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Ice Dragon

Post by Jabroniville »

Image

ICE DRAGON R.C.C.
Role:
Emblematic Rifts Craziness, The Blaster
PL 13 (325)
(PL 17 Defensively)
STRENGTH
12 STAMINA 15 AGILITY 4
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 5 PRESENCE 5

Skills:
Deception 4 (+9)
Expertise (Survival) 6 (+9)
Expertise (Magic) 8 (+11)
Expertise (Monster Lore) 6 (+9)
Insight 5 (+10)
Intimidation 6 (+13 Size)
Perception 5 (+10)
Persuasion 2 (+7)
Technology 8 (+11)
Treatment 2 (+5)
Vehicles 4 (+8)

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]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) [12]
"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]

"Ice Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (61) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Ice Breath" Blast 12 (Extras: Penetrating 6) (30)
"Magic" (All Spells Level 1-6, Animate/Control Dead, Turn Dead, Exorcism, Resurrection, Remove Curse; knows either more spells or another school)
"Psionics" (All Sensitive & Physical Powers)

Offense:
Unarmed +14 (+12 Damage, DC 27)
Dragon's Ice +12 (+12 Ranged Damage, DC 27)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +19 (+6 Impervious), Fortitude +15, Will +12

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: 104 / Skills: 56--28 / Advantages: 14 / Powers: 160 / Defenses: 19 (325)

-I always liked the idea of Ice Dragons, and I like that the Palladium version isn't "the weakest and dumbest of the Dragons" like the D&D version is, but just another ultra-powerful monster. These can be any shade of blue, and once held great power on the Palladium World, commanding large troops of Orcs, Goblins & Wolfen- Ice Dragons are still said to be fond of Wolfen.

-Ice Dragons are 100 M.D.C. more durable than Fire Dragons, but have one fewer attack and do less damage overall with their breath weapon (which is "merely" Blast 12). Their Magic & Psionics are identical.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Thunder Lizard

Post by Jabroniville »

THUNDER LIZARD R.C.C.
Role:
Emblematic Rifts Craziness, Wingless Dragon, The Blaster
PL 12 (312)
(PL 17 Defensively)
STRENGTH
10 STAMINA 15 AGILITY 4
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 4 (+9)
Expertise (Survival) 6 (+9)
Expertise (Magic) 8 (+13)
Expertise (Monster Lore) 6 (+11)
Insight 5 (+10)
Intimidation 6 (+13 Size)
Perception 5 (+10)
Persuasion 2 (+7)
Technology 8 (+13)
Treatment 2 (+7)
Vehicles 4 (+8)

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, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Invisibility" Concealment 2 (Vision) [4]
Immunity 6 (Heat, Fire Damage) (Flaws: Limited to Half-Effect) [3]
"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) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Poison Breath" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (36)
"Magic" (All Spells Level 1-6, Animate/Control Dead, Turn Dead, Exorcism, Resurrection, Remove Curse, Heal Wounds, Cure Illness; knows either more spells or another school)
"Psionics" (All Sensitive & Physical Powers)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Poison Breath +12 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +19 (+6 Impervious), Fortitude +15, Will +12

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: 104 / Skills: 56--28 / Advantages: 14 / Powers: 147 / Defenses: 19 (312)

-Thunder Lizards were always curious to me- the most "different" of the Dragons, being wingless ones that breathe poisonous vapor instead of shoot energy. They once dominated the Old Kingdom of the Palladium World, and are now multi-dimensional adventurers. Most are of good alignment.
Jabroniville
Posts: 24791
Joined: Fri Nov 04, 2016 8:05 pm

Hydra

Post by Jabroniville »

Image

HYDRA R.C.C.
Role:
Emblematic Rifts Craziness, Ultra-Killy Monster
PL 15 (381)
(PL 20 Defensively)
STRENGTH
13 STAMINA 15 AGILITY 4
FIGHTING 17 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 2 PRESENCE -1

Skills:
Expertise (Survival) 6 (+8)
Expertise (Magic) 6 (+4)
Expertise (Monster Lore) 8 (+6)
Insight 2 (+4)
Intimidation 12 (+13 Size)
Perception 8 (+10)

Advantages:
Fast Grab, Power Attack, Ranged Attack 13, 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, Dragon Awareness- Ranged 2, Acute & Extended Scent- Tracking) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]

"Draconic Combat"
"Dragon's Scales" Protection 5 (Extras: Impervious 11) [16]
Regeneration 10 [10]

"Head-Specific Powers"
Senses 2 (Infravision, Ultravision) [2]
Immunity 5 (Mind Control) (Flaws: Limited to the Seventh Head) [3]

"Fire Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (Flaws: Unreliable- 40%) (51) -- [65]
  • AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
  • AE: "Head One: Fire Breath" Blast 14 (Feats: Extended Range) (29)
  • AE: "Head Two: Frost Breath" Blast 13 (Feats: Extended Range) (27)
  • AE: "Head Four: Breath of Death" Damage 8 (Extras: Area- 30ft. Burst, Penetrating) (Feats: Extended Range) (36)
  • AE: "Head Five: Corrosive Spray" Blast 12 (Extras: Secondary Effect) (Feats: Extended Range) (37)
  • AE: "Head Six: Cloud of Slumber" Affliction 12 (Fort; Fatigued/Exhausted/Asleep) (Feats: Extended Range) (Extras: Ranged, Area- 15ft. Cloud) (37)
"Head Seven: Bio-Manipulation"
  • AE: "Pain" Affliction (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Ranged, Cumulative, Extra Condition) (4 pp/rank +6 AEs)
  • AE: "Blindness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Sight Only)
  • AE: "Deafness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Hearing Only)
  • AE: "Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Ranged, Cumulative, Speech Only)
  • AE: "Paralysis" Affliction (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Ranged, Cumulative, Extra Condition)
  • AE: "Stun" Affliction (Fort; Dazed/Stunned/Incapacitated) (Ranged, Cumulative)
  • AE: "Tissue Manipulation" Affliction (Fort; Impaired/Disabled) (Ranged, Cumulative, Limited Degree)
  • AE: "Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8, Multiattack 13) (21)
"Magic" (Sense Magic, Sense Evil, Repel Animals, Animate & Control Dead, Turn Dead)

Offense:
Unarmed +17 (+13 Damage, DC 28)
Fire Breath +17 (+14 Ranged Affliction, DC 29)
Frost Breath +17 (+13 Ranged Damage, DC 28)
Poison Breath +17 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +20 (DC 30), Parry +20 (DC 30), Toughness +20 (+6 Impervious), Fortitude +15, Will +10

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.
Power Loss (Breath Weapons)- Each head of the Hydra may be attacked individually- severing it depowers certain things.

Total: Abilities: 84 / Skills: 42--21 / Advantages: 17 / Powers: 126 / Defenses: 31 (381)

---

HYDRA HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, Ultra-Killy Monster
PL 12 (231)
(PL 16 Defensively)
STRENGTH
11 STAMINA 13 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 2 PRESENCE -1

Skills:
Expertise (Survival) 6 (+8)
Expertise (Magic) 6 (+4)
Expertise (Monster Lore) 8 (+6)
Insight 2 (+4)
Intimidation 12 (+13 Size)
Perception 8 (+10)

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

Powers:
"Dragon Physiology"
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Speed 2 (8 mph) [2]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]

"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Dragon Awareness- Ranged 2, Acute & Extended Scent- Tracking) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]

"Draconic Combat"
"Dragon's Scales" Protection 5 (Extras: Impervious 11) [16]
Regeneration 8 [8]

"Head-Specific Powers"
Senses 2 (Infravision, Ultravision) [2]
Immunity 5 (Mind Control) (Flaws: Limited to the Seventh Head) [3]

"Dragon Powers"
Teleport 8 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (Flaws: Unreliable- 40%) (41) -- [55]
  • AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
  • AE: "Head One: Fire Breath" Blast 11 (Feats: Extended Range) (23)
  • AE: "Head Two: Frost Breath" Blast 10 (Feats: Extended Range) (21)
  • AE: "Head Four: Breath of Death" Damage 6 (Extras: Area- 30ft. Burst, Penetrating) (Feats: Extended Range) (31)
  • AE: "Head Five: Corrosive Spray" Blast 10 (Extras: Secondary Effect) (Feats: Extended Range) (31)
  • AE: "Head Six: Cloud of Slumber" Affliction 10 (Fort; Fatigued/Exhausted/Asleep) (Feats: Extended Range) (Extras: Ranged, Area- 15ft. Cloud) (31)
"Head Seven: Bio-Manipulation"
  • AE: "Pain" Affliction (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Ranged, Cumulative, Extra Condition) (4 pp/rank +6 AEs)
  • AE: "Blindness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Sight Only)
  • AE: "Deafness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Hearing Only)
  • AE: "Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Ranged, Cumulative, Speech Only)
  • AE: "Paralysis" Affliction (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Ranged, Cumulative, Extra Condition)
  • AE: "Stun" Affliction (Fort; Dazed/Stunned/Incapacitated) (Ranged, Cumulative)
  • AE: "Tissue Manipulation" Affliction (Fort; Impaired/Disabled) (Ranged, Cumulative, Limited Degree)
  • AE: "Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8, Multiattack 13) (21)
"Magic" (Sense Magic, Sense Evil, Repel Animals, Animate & Control Dead, Turn Dead)

Offense:
Unarmed +12 (+11 Damage, DC 26)
Fire Breath +12 (+11 Ranged Damage, DC 26)
Frost Breath +12 (+10 Ranged Damage, DC 25)
Poison Breath +12 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +15 (+6 Impervious), Fortitude +13, 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.
Power Loss (Breath Weapons)- Each head of the Hydra may be attacked individually- severing it depowers certain things.

Total: Abilities: 74 / Skills: 42--21 / Advantages: 12 / Powers: 112 / Defenses: 12 (231)

-Okay, now THIS is the supreme game-breaker of the Dragons, as they do the standard "throw multiple attacks onto a multi-headed creature" thing and give this thing a ludicrous SIXTEEN attacks! Hydras are simple-minded, savage monsters with very little bio beyond "They love to kill and eat humans & dragons". They also have one of those things that you can easily do in Palladium or D&D, but never works in M&M- Multi-Headed Creatures where every head has its own attack. In most RPGs, this is handy because you can have multiple attacks per round, and every attack ends up being its own thing- so you can toss out Stun or Anti-Magic or Poison or whatever, one at a time, each round. And then you get the option to kill each head individually, cleverly depowering the enemy one head at a time. The multi-eyed Beholder works out that way, for example.

-Okay, now THIS is the supreme game-breaker of the Dragons, as they do the standard "throw multiple attacks onto a multi-headed creature" thing and give this thing a ludicrous SIXTEEN attacks! Hydras are simple-minded, savage monsters with very little bio beyond "They love to kill and eat humans & dragons". They also have one of those things that you can easily do in Palladium or D&D, but never works in M&M- Multi-Headed Creatures where every head has its own attack. In most RPGs, this is handy because you can have multiple attacks per round, and every attack ends up being its own thing- so you can toss out Stun or Anti-Magic or Poison or whatever, one at a time, each round. And then you get the option to kill each head individually, cleverly depowering the enemy one head at a time. The multi-eyed Beholder works out that way, for example.

-But in M&M, the entire game is constructed around even the fastest character having ONE attack and only ever one. So instead you have to handwave it all away, or do a convoluted "Constant Summoned Minions" thing (that is in itself a game-breaker thanks to the aforementioned "Everyone else only has one attack" thing). So I just gave them tons of accuracy (all those heads mean SOMETHING's gonna get through!) and Multiattack to enable the boosted attack power.

-Despite the huge number of attacks, the Hydra can "only" strike nine melee attacks and seven breath attacks per round, so I made it sliiiiiiiiightly less than the maximum if it had 16 raw attacks (something like +26 to hit!). The final M.D.C. is greater than any other Dragon's- 1D6x1000 +2000 (still within +19, but I boosted it to +20 because it's nearly double what other Dragons would get in Palladium). Ultimately it's a PL 15-16 brawler & Blaster combined with PL 20 defenses (with so many attacks, it's easy to "give up" one for a free dodge).

-The Hatchling is in itself a terror- if a GM short-sightedly gives this to a Player Character, it will pack thousands of M.D.C. and EIGHT attacks to start! Never mind the seven separate breath attacks and all the Immunities.
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Re: Jab's Rifts Builds (Great Horned & Ice Dragon! Thunder Lizard! Hydra!)

Post by catsi563 »

my Red kept one of those as a pet guardian at his lair. amazing how fast one becomes compliant when you rip off a head and threaten to rip the others off in rapid succession.

Dragons in palladium tend to be what I always though dragons should be in any system Powerhouses that shake even the gods when they fight.

I always used a Chromatic scale for mine with Fire = Red, Ice = White, Thunder Dragons = Blue Green and Black with breath weapons to match, and Great horned = Gold and Silver
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Re: Hydra

Post by Ares »

Jabroniville wrote: Mon May 02, 2022 11:48 pm Image
Yet another solid THIS IS RIFTS, MOTHER F***ER pic
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Kukulcan

Post by Jabroniville »

Image

KUKULCAN R.C.C.
Role:
Serpent Bird, Good Dragon
PL 14 (287)
(PL 17 Defenses)
STRENGTH
10 STAMINA 14 AGILITY 4
FIGHTING 15 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 6 PRESENCE 6

Skills:
Deception 2 (+8)
Expertise (Survival) 6 (+12)
Expertise (Demon & Monster Lore) 6 (+11)
Insight 4 (+10)
Intimidation 2 (+8)
Perception 4 (+10)
Treatment 2 (+7)
Vehicles 4 (+8)

Advantages:
Great Endurance, Great Endurance, Fast Grab, Improved Trip, Ranged Attack 11

Powers:
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Regeneration 8 [8]
Concealment 2 (Vision) [4]
Immunity 12 (Cold, Cold Damage, Heat, Fire Damage) (Flaws: Limited to Half-Effect) [6]

"Serpentine Body"
Flight 5 (30 mph) (Flaws: Winged) [5]
Protection 4 [4]
Reach 1 [1]
"Metamorphosis" Morph 3 (Any Living Being) [15]

Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (61) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
"Magic" (All Air Elemental Spells Level 1-6, Animate & Control Dead, Turn Dead, Exorcism, Restoration, Resurrection, Remove Curse, Cure Minor Disorders, Cure Illness, Heal Wounds, plus 1 additional set of spells)
"Psionics" (All Sensitive, Physical & Healing Powers, Bio-Manipulation, Group Mind Block)

Offense:
Unarmed +15 (+10 Damage, DC 25)
Poison Breath +15 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +18, Fortitude +14, Will +12

Complications:
Motivation (Protecting the Weak & Innocent)

Total: Abilities: 128 / Skills: 30--15 / Advantages: 15 / Powers: 112 / Defenses: 17 (287)

---

KUKULCAN HATCHLING R.C.C.
Role:
Serpent Bird, Good Dragon
PL 11 (273)
STRENGTH
10 STAMINA 11 AGILITY 4
FIGHTING 15 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 6 PRESENCE 6

Skills:
Deception 2 (+8)
Expertise (Survival) 6 (+12)
Expertise (Demon & Monster Lore) 6 (+11)
Insight 4 (+10)
Intimidation 2 (+8)
Perception 4 (+10)
Treatment 2 (+7)
Vehicles 4 (+8)

Advantages:
Great Endurance, Great Endurance, Fast Grab, Improved Trip, Ranged Attack 11

Powers:
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Regeneration 8 [8]
Concealment 2 (Vision) [4]
Immunity 12 (Cold, Cold Damage, Heat, Fire Damage) (Flaws: Limited to Half-Effect) [6]

"Serpentine Body"
Flight 5 (30 mph) (Flaws: Winged) [5]
Reach 1 [1]
"Metamorphosis" Morph 3 (Any Living Being) [15]

Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (61) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
"Magic" (All Air Elemental Spells Level 1, +2 per level)
"Psionics" (Four Powers Each from Sensitive, Physical & Healing Powers)

Offense:
Unarmed +15 (+10 Damage, DC 25)
Poison Breath +15 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +11, Fortitude +11, Will +8

Complications:
Motivation (Protecting the Weak & Innocent)

Total: Abilities: 122 / Skills: 30--15 / Advantages: 15 / Powers: 108 / Defenses: 13 (273)

-The Serpent Birds of Mesoamerican mythology are here represented as 300-lb. weaker Dragons. They are gentle, peaceful wind-aligned creatures who protect the weak & innocent. They are among the favorite prey of the Cockatrice & Basilisk... which makes absolutely no sense, as they have THOUSANDS of M.D.C. vs. the hundreds those creatures have.

-Kukulcan are also extremely durable and have vast powers (all Psionics but Super-Powers, and tons of Magic), but don't do a lot of damage. They have some of the highest Mental Abilities of all the Dragons, however. A pathetically small amount of modification is given to Hatchlings, where there's like... 1D4x100 M.D.C. (standard to Dragons) and far weaker Magic & Psionics but nothing mentioned about the other Ability Scores at all. So like... are they supposed to be just as smart and hit just as hard as the centuries-old adults, and are just as good at fighting? What IS this?
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Night Stalker

Post by Jabroniville »

NIGHT STALKER R.C.C.
Role:
Evil Dark Dragon
PL 12 (114)
(PL 16 Defensively)
STRENGTH
10 STAMINA 14 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

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 6 [6]
Morph 3 (Living Beings) (Quirks: Limited to 4 Hours -2) [13]
"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) -- [63]
  • AE: "Dimensional Teleport" Movement 2 (Dimensional Travel 2) (4)
  • AE: "Fire Breath" Blast 11 (22)
"Magic" (All Spells Level 1-3, Animate & Control Dead, Turn Dead, Remove Curse, Resurrection, Heal Wounds, Exorcism, plus one other set of spells)
"Psionics" (All Sensitive Powers)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Fire Breath +11 (+11 Ranged Damage, DC 26)
Initiative +3

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

Complications:
Disabled (Light Sensitive)- Night Stalkers are easily blinded by regular daylight, and require sunglasses.

Total: Abilities: 94 / Skills: 56--28 / Advantages: 13 / Powers: 112 / Defenses: 16 (114)

-The weird Night Stalkers are grey, green or black Dragons that are generally evil monsters who covet treasure and LOVE torture. They're light-sensitive, and so the book specifies they wear sunglasses... turning this potentially devious elite monster into SUNGLASSES WEARING DRAGONS, which is so 1980s and goofy, lol. They are very low-tier fighters compared to other Adult Dragons (about PL 11-12 overall), but maintain similar durability- their Hatchlings only have a little bit describing their toughness (again typical of Dragons- about Toughness +11 to start).
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Re: Night Stalker

Post by Davies »

Jabroniville wrote: Wed May 04, 2022 10:18 pm They're light-sensitive, and so the book specifies they wear sunglasses...
Even at night? Well, better not switch the blade on the drake in shades, oh no.
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