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

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Jabroniville
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Rift Demon

Post by Jabroniville »

RIFT DEMON
Role:
P.P.E. Vampire, Evil Demon
PL 12 (107)
STRENGTH
10 STAMINA 10/11 AGILITY 3
FIGHTING 9/11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE -1

Skills:
Expertise (Survival) 5 (+7)
Insight 4 (+6)
Intimidation 8 (+7, +8 Size)
Perception 6 (+8)
Stealth 3 (+6, +5 Size)

Advantages:
Close Attack 2, Ranged Attack 5, Startle

Powers:
Senses 5 (Extended Vision 2, Low-Light Vision, Acute Scent- Tracking) [5]
"Light Blue Coloration" Enhanced Skills 6: Stealth 6 (+11) (Flaws: Source- Ley Lines) [2]
Comprehend 2 (Languages) [4]
"Ley Line Spark" Strength-Damage +1 [1]

Enhanced Stamina 1 (Flaws: Source- Nexus/Ley Lines) [1]
Enhanced Fighting 4 (Flaws: Source- Nexus/Ley Lines) [4]
Enhanced Advantages 4: Ranged Attack 4 (Flaws: Source- Nexus/Ley Lines) [2]
Protection 2 (Flaws: Source- P.P.E.) [1]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Regeneration 6 (Flaws: Source- Ley Lines) [3]
Immunity 3 (Aging, Dimensional Storms) [3]
"P.P.E. Drain" Affliction 8 (Fort/Power; Impaired/Disabled/Transformed to Powerless) (Extras: Cumulative) (Flaws: Limited to Magical Powers) [8]

"Magic" (Ley Line Fade, Ley Line Tendril Bolts, Ley Line Ghost, Ley Line Phantom, Rift to Limbo) (4/day each)
"Magic" (Blinding Flash, Sense Magic, See the Invisible, Befuddle, Chameleon, Call Lightning, Electric Arc, Lightning Arc, Energy Bolt, Mystic Portal, Armor Bizarre)

Offense:
Unarmed +11 (+11 Damage, DC 26)
Ley Lines +13 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +6
"By Ley Lines" Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +11, Fortitude +11, Will +6

Complications:
Motivation (For the Evulz)- Rift Demons cause mayhem and terror for its own sake.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 8 / Powers: 39 + Magic / Defenses: 10 (107)

-Given a pretty generic name, "Rift Demons" also hide in dimensional nexus points, doing so to cause harm for its own sake and attack travellers. Immune to the various storms therein, they can drain P.P.E. and do decent damage, but the most potent thing is that they have six attacks within these Nexuses.
Jabroniville
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Nexus Maw

Post by Jabroniville »

NEXUS MAW
Role:
Evil Demon, Sudden Attacker
PL 12 (141), PL 16 Defensively
STRENGTH
13 STAMINA 16 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 3 PRESENCE -1

Skills:
Expertise (Dimensional Traveller) 6 (+6)
Intimidation 11 (+10, +14 Size)
Perception 5 (+8)

Advantages:
Benefit (Ambidexterity), Chokehold, Fast Grab, Improved Grab, Improved Hold, Ranged Attack 9, Startle

Powers:
"Huge Size"
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Protection 2 [2]
Elongation (Feats: Innate) [3]
Immunity 10 (Cold & Heat Damage) (Flaws: Limited to Half-Effect) [5]
Extra Limbs 8 [8]

Senses 8 (Darkvision, Ultra & Infravision, Vision Counters Concealment) [8]
Comprehend 2 (Languages) [4]
Remote Sensing (Sight, Hearing) 4 (Feats: Dimensional) (Flaws: Source- Larvae) [9]

"Create Pocket Dimension"
Movement 1 (Dimensional Travel) [2]
Transform (Landscape to Landscape) 5 (Flaws: Limited to Within Pocket Dimension) [10]

"Magic" (All Spells Level 1-6, All Ley Line Magic, All Dimensional Spells)
"Psionics" (Empathy, Telepathy, Levitation, Presence Sense, Read Dimensional Portal, Remote Viewing, See Aura, Telekinetic Push, Mind Block Auto-Defense, Mentally Possess Others, Mind Bond, Psychic Omni-Sight)

Offense:
Unarmed +11 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +18, Fortitude +16, Will +6

Complications:
Vulnerable (Energy Attacks)- Energy attacks do their S.D.C. in Mega-Damage to Nexus Maws.

Total: Abilities: 32 / Skills: 22--11 / Advantages: 11 / Powers: 66 + Magic/Psionics / Defenses: 21 (141)

-Sheer predactors, Nexus Maws are only barely intelligent, and thrive off of negative emotions. They appear after Dimensional Storms, using larvae of theirs to see and hear what's going on on the surface and then creating a portal to give them an avenue of attack- appearing almost at random to their victims (ie. it's a random encounter being). They will take on any being (from lowly animals to Dragons), but prefer beings experiencing hate or fear. They almost never ally with anyone, being too simple-minded and self-interested, and are thought to be a "subspecies" of Alien Intelligences.

-Nexus Maws are MASSIVELY durable, sporting 2,000+ M.D.C., and can reach for hundreds of feet. They start with six attacks (one per pair of tentacles), but ones with 8-10 attacks are "not uncommon". They're actually pretty weak attackers
Jabroniville
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Shifter

Post by Jabroniville »

ImageImage

SHIFTER O.C.C.
Role:
Summoner
PL 8 (309)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 2 (+5)
Expertise (Magic) 8 (+11)
Expertise (Demon Lore) 4 (+7)
Expertise (Dimensional Lore) 6 (+9)
Insight 3 (+6)
Investigation 3 (+5)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 1, Ritualist

Powers:
"Familiar Link"
Senses 1 (Mental Link- Familiar) [1]
Mind Control 8 (Flaws: Limited to One Creature Only -2, Side-Effect- Feels Pain of Familiar, Cannot Gain Another For 1 Year If Familiar Dies) [4]

"Link to the Supernatural!"
Senses 1 (Communication Link- Supernatural Being) [1]
Enhanced Stamina 1 [2]
Enhanced Will 2 (Flaws: Limited to vs. Psionics or Supernatural) [1]

"Anti-Magic Cloud" Nullify Magic 6 (Extras: Ranged, Area- 30ft. Cloud +2, Sustained, Broad, Simultaneous) (42) (*) -- [50]
  • AE: "Fire Ball" Blast 8 (16) (*)
  • AE: "Life Drain" Weaken Toughness 8 (Reach 5) & Affliction 8 (Fort; Impaired/Disabled) (Limited Degree, Reach 5) (22) (*)
  • AE: "Exorcism" Nullify Possession 8 (Reach 2) (10) (*)
  • AE: "Mystic Portal" Movement 1 (Permeate) & Teleport 5 (Easy, Accurate, Portal +2, Extended +2) (42) (*)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Call Lightning" Damage 8 (Ranged 2, Line) (18)
  • AE: "Constrain Being" Mind Control 8 (Flaws: Ranged, Limited to Simple Commands, Limited to When Not Being Struck) (8)
  • AE: "Trance" Affliction 8 (Will; Entranced/Compelled/Transformed to Mindless Trancelike State) (Reach 2) (10)
  • AE: "Dimensional Rift Home" Movement 1 (Dimensional Travel- Home Dimension) (2)
  • AE: "Repel Animals" Mind Control 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Animals, Limited to "Go Away", Touch Range) (24)
  • AE: "Dimensional Portal" Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (Flaws: Unreliable- P.P.E. Intensive) (12)
  • AE: "Communication Rift" Communication (Vocal) 3 (Feats: Dimensional) (Flaws: Unreliable- P.P.E. Intensive) (6)
(*): Indicates Spell Given From Link to the Supernatural

"Dimensional Sense" Senses 4 (Detect Dimension- Acute, Analytical) [4]
"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (Standard Action -2) [1]
"Sense Evil" Senses 3 (Detect Evil- Ranged, Acute) (Standard Action -2) [1]
"Sense Rifts" Senses 3 (Detect Rifts- Ranged, Acute) (Standard Action -2) [1]
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) [8] (*)
"Concealment" Concealment 2 (Visuals) (Affects Others, Ranged, Objects Only) (Standard Action -2) [8]
"Chameleon" Concealment 2 (Visuals) (Affects Others, Blending) (Standard Action -2) [1]
"Shadow Meld" Concealment 4 (Vision) (Flaws: Requires Shadows) (Standard Action -2) [2]
"Time Slip" Speed 4 & Quickness 4 (Standard Action -2) [6]
"Tongues" Comprehend 3 (All Languages) (Affects Others) (Flaws: Limited to 5 Rounds) [6]

"Summoning" Summon 12 (Extras: Heroic +2, 6 Minions +6, Continuous, Variable- Demons) (Flaws: Hostile- Requires Contest of Wills to Control -2, Unreliable -2- 1/day, Source- Communication Rift) [84]

"Summon & Control Canines" Summon 4 (Active, Controlled, Horde, 1-4 Minions- Uncontrolled, Variable 1- Canines) (32) -- [33]
  • AE: "Summon Lesser Being" Summon 8 (Extras: Controlled, Heroic, Continuous) (Flaws: Requires Ritual) (32)
Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +5 (+7 Ranged Damage, DC 22)
Call Lightning +8 Area (+8 Damage, DC 23)
Fireball +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+8 Armor), Fortitude +4, Will +8

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.
Reputation (Dangerous)- Shifters are seen as outsiders even to other Wizards, who mistrust them as potentially consorting with Demons.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 8 / Powers: 218 / Defenses: 8 (309)

-So the game reprints the Shifter O.C.C., but also expands on it, so let's see how I modify my original Shifter build (which used my old set-up of "assuming they have whatever for accuracy" instead of locking everyone in to the baseline):

-A Shifter is a specific kind of Wizard- one gaining a TON of basline powers, and sporting the highest-level ones of the three classes! He actually matches the Line Walker pretty well, though most of his spells are chosen ahead of time, and must be built via learning them, the way Walkers do. Shifters are more focused around opening and travelling through Rifts- they are said to enjoy teleporting through them, because they can always find their way home. This seems COMPLETELY SUICIDAL in a world as dangerous as this one, but the game's already a bit nuts.

-A key ability is their "Link to the Supernatural", in which the manual explicitly lays out how an otherworldly force will connive and fool the Shifter into doing their bidding, before inevitably turning on them or teleporting into the Shifter's world and laying waste to it. So it's either a class for people who wanna see that happen, or for people who think they can one-up the creature, given how the class description even points out that you're supposed to be fooled by them.

-So stuff that gets added: Tongues, Repel Animals, Dimensional Portal (1000 P.P.E. cost in Rifts- 6 points in M&M), and a "Dimensional Sense" power that lets them know the nature of wherever they end up. However, the "Summoning" aspect really ramps them up- it's a personal helper that's Continuous, powerful and you can make more than one of them... it does have drawbacks, though- to the point where the drawbacks are so huge it's rather silly it's an 84-point power in M&M terms but that's kind of how Summon shakes down. Like, the thing can theoretically overpower and kill you if it doesn't like you, it needs the "Communication Rift" (a hugely-expensive in P.P.E. power) to be established, and more. But it's a Continuous (ie. you can't even Array it) Summon.

LINK TO THE SUPERNATURAL:
* Shifters can also now get a few different aspects with the "Link to the Supernatural" one, including one not just for evil Shifters.

Demons: Summon Alu/Lassae/Shedim (1/day, 1 hour per level). Demon Lord may use the "Agony" spell on them.
Deevils: Summon Deevil/Devilry/Fenry (1/day, 2 hours per level). Marked with an invisible detector; if they betray their master, they will be marked for all other Deevils to see.
Gods of Light: 6 Spells (Level 6-12), Healing Touch. Loses powers if they turn to evil.
Gods of Darkness: ST +1, AGI +1, One Demonic Slave for the rest of his life. Becomes an errand boy for the Gods.
Vampire Intelligence: Regeneration 4, Metamorph to Wolf/Bat 3/day for 2 hours per level. Becomes a night owl who thirsts for raw meat.
Elementals: Immunity (Cold/Fire, Limited to Half-Effect). One Elemental Spell per level. Loses powers if engaging in wanton destruction.
Nature Deities: Metamorph to Animal (choose 1, 4/day), 1D4+1 Spells (Level 1-4).
Warrior Gods: STA +1, 1D4+1 Spells (Level 2-5). Expected to be aggressive and dominant.
Gods of Magic: 8 Spells (Level 3-13) or Spells from one other school (ie. Temporal, Bone).
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Batgirl III
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Re: Jab's Rifts Builds (Megaverse Builder! Cerebellus Demon!)

Post by Batgirl III »

Shifters are a cool idea, on paper, since summoning extraplanar nasties is such a key trope of pulp fantasy and the weird sci-fantasy genres. Shifters also look pretty damn cool in the artwork, always bringing these massive Old Ones-esque critters and heavy metal album cover demons through giant glowing portals…

…but I’ve rarely seen anyone play them in RIFTS® and when I have seen it done, the Shifter is usually dead within a few sessions. They don’t unlock any of their really defining traits until they have a few levels in the class, whereas Glitterboys, Juicers, and other technology-based O.C.C.s are ready from the start.
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catsi563
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Re: Jab's Rifts Builds (Megaverse Builder! Cerebellus Demon!)

Post by catsi563 »

The main issue is the Shifter is REALLY good as a taxi getting to various places via rifts. but beyond that theyre basically a limited mage which can functionally do the same thing with a bit of preparation
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Tolkeen Artifact Hunter

Post by Jabroniville »

TOLKEEN ARTIFACT HUNTER O.C.C.
Role:
Super-Archaeologist
PL 8 (311)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 2 (+5)
Expertise (Magic) 6 (+9)
Expertise (Demon Lore) 6 (+9)
Expertise (Dimensional Lore) 8 (+11)
Insight 3 (+6)
Investigation 3 (+5)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 1, Ritualist

Powers:
"Familiar Link"
Senses 1 (Mental Link- Familiar) [1]
Mind Control 8 (Flaws: Limited to One Creature Only -2, Side-Effect- Feels Pain of Familiar, Cannot Gain Another For 1 Year If Familiar Dies) [4]

"Link to the Supernatural!"
Senses 1 (Communication Link- Supernatural Being) [1]
Enhanced Stamina 1 [2]
Enhanced Will 2 (Flaws: Limited to vs. Psionics or Supernatural) [1]

"Anti-Magic Cloud" Nullify Magic 6 (Extras: Ranged, Area- 30ft. Cloud +2, Sustained, Broad, Simultaneous) (42) (*) -- [50]
  • AE: "Fire Ball" Blast 8 (16) (*)
  • AE: "Life Drain" Weaken Toughness 8 (Reach 5) & Affliction 8 (Fort; Impaired/Disabled) (Limited Degree, Reach 5) (22) (*)
  • AE: "Exorcism" Nullify Possession 8 (Reach 2) (10) (*)
  • AE: "Mystic Portal" Movement 1 (Permeate) & Teleport 5 (Easy, Accurate, Portal +2, Extended +2) (42) (*)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Call Lightning" Damage 8 (Ranged 2, Line) (18)
  • AE: "Constrain Being" Mind Control 8 (Flaws: Ranged, Limited to Simple Commands, Limited to When Not Being Struck) (8)
  • AE: "Trance" Affliction 8 (Will; Entranced/Compelled/Transformed to Mindless Trancelike State) (Reach 2) (10)
  • AE: "Dimensional Rift Home" Movement 1 (Dimensional Travel- Home Dimension) (2)
  • AE: "Repel Animals" Mind Control 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Animals, Limited to "Go Away", Touch Range) (24)
  • AE: "Dimensional Portal" Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (Flaws: Unreliable- P.P.E. Intensive) (12)
  • AE: "Communication Rift" Communication (Vocal) 3 (Feats: Dimensional) (Flaws: Unreliable- P.P.E. Intensive) (6)
(*): Indicates Spell Given From Link to the Supernatural

"Dimensional Sense" Senses 4 (Detect Dimension- Acute, Analytical) [4]
"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (Standard Action -2) [1]
"Sense Rifts" Senses 4 (Detect Rifts- Ranged 3, Acute) (Standard Action -2) [3]
"Sense Evil" Senses 3 (Detect Evil- Ranged, Acute) (Standard Action -2) [1]
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) [8] (*)
"Concealment" Concealment 2 (Visuals) (Affects Others, Ranged, Objects Only) (Standard Action -2) [8]
"Chameleon" Concealment 2 (Visuals) (Affects Others, Blending) (Standard Action -2) [1]
"Shadow Meld" Concealment 4 (Vision) (Flaws: Requires Shadows) (Standard Action -2) [2]
"Time Slip" Speed 4 & Quickness 4 (Standard Action -2) [6]
"Tongues" Comprehend 3 (All Languages) (Affects Others) (Flaws: Limited to 5 Rounds) [6]

"Summoning" Summon 12 (Extras: Heroic +2, 6 Minions +6, Continuous, Variable- Demons) (Flaws: Hostile- Requires Contest of Wills to Control -2, Unreliable -2- 1/day, Source- Communication Rift) [84]

"Summon & Control Canines" Summon 4 (Active, Controlled, Horde, 1-4 Minions- Uncontrolled, Variable 1- Canines) (32) -- [33]
  • AE: "Summon Lesser Being" Summon 8 (Extras: Controlled, Heroic, Continuous) (Flaws: Requires Ritual) (32)
Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +5 (+7 Ranged Damage, DC 22)
Call Lightning +8 Area (+8 Damage, DC 23)
Fireball +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+8 Armor), Fortitude +4, Will +8

Complications:
Responsibility (Tolkeen)
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 50 / Skills: 44--22 / Advantages: 8 / Powers: 220 / Defenses: 8 (311)

-Tolkeen Artifact Hunters are actually more Shifters with a focus on intel as much as anything. They report back on newly-explored dimensions to the heads at Tolkeen. At least they did until it fell (this book is post-Coalition Wars)- now many of them are freelance operatives for various powers, solo people, etc. Some try to find Tolkeen's lost artifacts, some search for revenge against the Coalition, etc. They are considered much more trustworthy than Shifters, who have a bad reputation.

-This stats up mostly like the Shifter, except they only rarely do the "Link to the Supernatural" thing, nor Summoning. Which is like... half the cost of the build that now becomes pointless, lol. They get more distance on their "Sense Rifts" power and a bit more skill on "Dimension Lore", but are really just the same as Shifters.
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Re: Jab's Rifts Builds (Megaverse Builder! Cerebellus Demon!)

Post by Jabroniville »

Batgirl III wrote: Sat Feb 25, 2023 6:10 am Shifters are a cool idea, on paper, since summoning extraplanar nasties is such a key trope of pulp fantasy and the weird sci-fantasy genres. Shifters also look pretty damn cool in the artwork, always bringing these massive Old Ones-esque critters and heavy metal album cover demons through giant glowing portals…

…but I’ve rarely seen anyone play them in RIFTS® and when I have seen it done, the Shifter is usually dead within a few sessions. They don’t unlock any of their really defining traits until they have a few levels in the class, whereas Glitterboys, Juicers, and other technology-based O.C.C.s are ready from the start.
Yeah, I feel like the one advantage a Wizard has is that they can't be disarmed when they walk into a club or something the way other characters will, and always have the ability to use their powers on them... but the books ALSO stuck them with boatloads of disadvantages, gave them low amounts of spells, and also made them soft and wimpy. Starting guns do more damage than most Wizards do in the early levels.
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Batgirl III
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Re: Jab's Rifts Builds (Rift Demon! Nexus Maw! Shifter! Artifact Hunter!)

Post by Batgirl III »

Which is a useful benefit in, say, Shadowrun or some other setting where going into secured environments or even just a dive bar with a bouncer is a somewhat regular occurrence… But in RIFTS? How often are the players ever going to in a situation where they need to exit their giant war-robots, let alone go completely unarmed?
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Exotic Familiars

Post by Jabroniville »

EXOTIC FAMILIARS:
-The book now includes some more powerful versions of Familiars, which is to be a big part of the Shifters. "High Animal Intelligence" is the peak allowed for these things, and in most cities they would raise havoc if left around, so it makes a role-playing notice that wizards with Familiars often don't enter large cities, as the animals grow attached to them and will try to intrude even in places where they're not allowed.
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Avian Biomech

Post by Jabroniville »

AVIAN BIOMECH
Role:
Large Birds of Prey
PL 9 (96)
STRENGTH
2 STAMINA 6 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Acrobatics 6 (+10)
Athletics 6 (+3)
Close Combat (Natural Weapons) 4 (+9)
Expertise (Survival) 6 (+6)
Perception 10 (+10)

Advantages:
Close Attack 1, Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Ranged Attack 9

Powers:
"Animal Senses" Senses 7 (Extended, Ultra & Low-Light Vision, Ranged Radius Radio Sense) [7]

"Feather Daggers" Blast 9 (Flaws: Unreliable- 6 Uses) (9) -- [10]
  • AE: "Natural Weapons- Talons & Beak" Strength-Damage +4 (4)
"Bioemechanical"
Protection 2 [2]
Regeneration 2 [2]
Regeneration +2 (Flaws: Source- Mechanical Material) [1]
"Integrate Mechanics" Features 2: May Integrate Mechanical Objects as Part of Themselves Over Hours) [2]

Flight 7 (60 mph) (Flaws: Winged) [7]

"Small Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Natural Weapons +9 (+6 Damage, DC 21)
Feather Toss +9 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude +6, Will +4

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

Total: Abilities: 14 / Skills: 32--16 / Advantages: 14 / Powers: 48 / Defenses: 5 (96)

-Avian Biomechs come from a world where living beings are made out of technology. They are effectively Eagles but are light Mega-Damage creatures, doing minor damage with their talons and having 40-ish M.D.C. However, they can toss their feathers as Blasts, doing a ton of damage (1D6 per feather, and they can throw 4 at a time- though they only have 12 feathers overall). So they're PL 8 attackers with PL 9 defenses & feathers.
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Saurian Biomech

Post by Jabroniville »

SAURIAN BIOMECH
Role:
Mechanical Lizard
PL 9 (92)
STRENGTH
8 STAMINA 6 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Acrobatics 6 (+10)
Athletics 6 (+3)
Expertise (Survival) 6 (+6)
Perception 10 (+10)

Advantages:
Close Attack 5, Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Ranged Attack 9

Powers:
"Animal Senses" Senses 5 (Infravision, Ranged Radius Radio Sense) [5]
"Natural Weapons- Tail Whip" Strength-Damage +1 [1]

"Bioemechanical"
Protection 2 [2]
Regeneration 2 [2]
Regeneration +2 (Flaws: Source- Mechanical Material) [1]
"Integrate Mechanics" Features 2: May Integrate Mechanical Objects as Part of Themselves Over Hours) [2]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +9 (+8 Damage, DC 23)
Natural Weapons +9 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude +6, Will +4

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

Total: Abilities: 26 / Skills: 28--14 / Advantages: 18 / Powers: 30 / Defenses: 5 (92)

-Saurian Biomechs come from the same world as the Avian Biomechs- one where all creatures are bio-mechanical. They are best-used as spies, but are shockingly good at combat, like most of these- PL 9 creatures overall.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Cytoplasmic Blob Familiar

Post by Jabroniville »

CYTOPLASMIC BLOB FAMILIAR
Role:
Amorphous Blob Familiar
PL 9 (54)
STRENGTH
-4 STAMINA 2 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Survival) 5 (+5)
Perception 5 (+5)
Ranged Combat (Acid Spray) 8 (+8)
Sleight of Glob 6 (+6)

Advantages:
Close Attack 4

Powers:
Immunity 2 (Starvation & Thirst) [2]
Immunity 2 (Drowning & Suffocation) (Flaws: Limited to Half-Effect) [1]
Insubstantial 1 [5]
Movement 1 (Slithering) [2]

"Acid Defensive Spray" Blast 9 (Extras: Secondary Effect) (Diminished Range -3) [24]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +5 (-4 Damage, DC 11)
Acid Defensive Spray +8 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Blobs cannot speak to humans, nor use their globby parts to easily manipulate objects.

Total: Abilities: -14 / Skills: 24--12 / Advantages: 4 / Powers: 51 / Defenses: 5 (54)

-"Cyto-Blobs" are amorphous blobs that can go from the size of a grapefruit to to basketball-sized, and often hide in their masters' pockets. Affectionate and always wanting to be near their masters, they are handy because they can pocket items. They are largely this helpful little critter with no attack options save for that ridiculous ACID SPRAY, which does 2D6 Mega-Damage within eight feet and continues to burn for 1D4 rounds! This pushes them from PL 3 nothings with no damage potential to PL 8.5 Blasters.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Drake Familiar

Post by Jabroniville »

DRAKE FAMILIAR
Role:
Tiny Dragons
PL 9 (93)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 6 (+7)
Intimidation 8 (+5)
Perception 8 (+9)

Advantages:
Ranged Attack 11

Powers:
"Animal Senses" Senses 7 (Extended Vision 3, Extended Scent 2- Tracking, Acute Scent) [7]
Flight 3 (16 mph) (Flaws: Winged) [3]
"Claws & Teeth" Strength-Damage +2 (Feats: Split) [3]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Claws +11 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Drakes cannot speak to humans, nor use their talons to easily manipulate objects.
Disabled (Poor Fliers)- Drakes are easily outmaneuvered by birds of prey and cannot stay aloft for long.

Total: Abilities: 48 / Skills: 22--11 / Advantages: 11 / Powers: 13 / Defenses: 10 (93)

-Appearing to be tiny Dragons, Drake Familiars come in many varieties, and are low-level, 2-foot creatures that are 6-8 feet long. They are low-M.D.C. creatures that love to torment their prey (often earth felines), and come from a variety of habitats. They are SHOCKINGLY powerful attackers, though, effortlessly hitting PL 10 and are thus actually as powerful as nearly any starting PC outside of the "God-Tier" classes! The caveat with these is that if they die, you permanently lose 20 Hit Points, lapse into a temporary coma, and cannot have another familiar for 1D4 years.

Drake Varieties:
FIRE DRAKE- PL 10 (118): Perception +2, Stealth +4, Immunity (Heat), Immunity (Fire, Half-Damage), "Mini-Fireballs" Blast 9 [25]
-Fire-breathing Drakes that love to play in superheated volcanic ash.

ICE DRAKE- PL 10 (113): Immunity (Cold), Immunity (Cold, Half-Damage), "Ice Breath" Damage 9 (30ft. Cone +1/2) [20]
-Arctic Drakes.

GREEN DRAKE- PL 10 (108): Stealth +4, Athletics +2, "Poisonous Vapor" Damage 6 (Cloud Area) [15]
-Jungle predators that are great at climbing and hiding.

BLUE DRAKE- PL 11 (119): Swimming 3, Immunity (Electricity, Half-Damage), "Electrical Discharge" Blast 11 [26]
-Aquatic Drakes who fire electricity.

BLACK DRAKE- PL 10 (112): Sleight of Talon +8, "Acid Breath" Blast 5 (Secondary Effect) [19]
-Mountain Drakes. Oddly no Mega-Damage breathe weapon.

GOLD DRAKE- PL 10 (94): Survival +2, "Psionics" (Bio-Manipulation, Remote Viewing, See the Invisible, Telekinetic Leap, TK Punch, Impervious to Cold, Impervious to Poison) [1 + Psionics]
-Psionic Drakes.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Giant Amazonian Spider

Post by Jabroniville »

GIANT AMAZONIAN SPIDER
Role:
Nightmare Fuel
PL 9 (121)
STRENGTH
5 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+9)
Expertise (Survival) 6 (+6)
Perception 6 (+6)

Advantages:
Close Attack 4, Fast Grab, Improved Trip, Power Attack, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 8 (Low-Light Vision, Radius Sight, Infravision, Ultravision, Vision Counters Concealment) [8]
"See Aura" Senses 11 (Detect Fighting Capability- Analytical & Ranged, Detect Magic- Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) [11]
"Polarized Eye" Immunity 2 (Visual Dazzles) [2]
"Eight Legs" Extra Limbs 6 [6]
"Leg Bristles" Affliction 2 (Fort; Dazed) (Extras: Ranged) (Flaws: Limited Degree -2) (Diminished Range -3) [1]
Movement 2 (Wall-Crawling, Sure-Footed) [4]
Leaping 1 (15 feet) [1]
"Webbing" Snare 7 (Flaws: Close-Ranged) [14]

"Fun Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +7, Fortitude +7, Will +4

Complications:
Disabled (Animal)- Spiders cannot speak to humans (save for simple words to their Mage), nor use their legs to easily manipulate objects.
Reputation (Monsters)- Spiders are considered terrifying to most people- ones this big, especially so.

Total: Abilities: 32 / Skills: 16--8 / Advantages: 8 / Powers: 62 / Defenses: 10 (121)

-hahahahahahaha oh my god f*ck off- a 50-lb. SPIDER? Jesus Christ. This is more nightmarish than anything else in the books- imagine seeing an arachnid the size of a border collie in real life. They just happen to be aliens that LOOK like tarantulas and live on Rifts Earth exactly where they do in real life, and they're warm-blooded creatures that bear live young and hunt in packs like wolves, using rudimentary strategy, feints & decoys. Oh, and they are Mega-Damage creatures. AND CAN TALK. Only single-syllable words or else it all comes out slurred, and only the mage can understand them, but still.

-Giant Amazonian Spiders are PL 8 creatures offensively (only doing Mega-Damage with "power punches" that take two melee attacks) and PL 9 defensively.
User avatar
JDRook
Posts: 407
Joined: Fri Dec 30, 2016 11:57 pm
Location: The Calgary Rift - City of Monsters

Re: Drake Familiar

Post by JDRook »

Jabroniville wrote: Thu Mar 02, 2023 2:56 am DRAKE FAMILIAR
Role:
Tiny Dragons
PL 9 (93)
...
Drake Varieties:
FIRE DRAKE- PL 10 (118): Perception +2, Stealth +4, Immunity (Heat), Immunity (Fire, Half-Damage), "Mini-Fireballs" Blast 9 [25]
-Fire-breathing Drakes that love to play in superheated volcanic ash.

ICE DRAKE- PL 10 (113): Immunity (Cold), Immunity (Cold, Half-Damage), "Ice Breath" Damage 9 (30ft. Cone +1/2) [20]
-Arctic Drakes.

GREEN DRAKE- PL 10 (108): Stealth +4, Athletics +2, "Poisonous Vapor" Damage 6 (Cloud Area) [15]
-Jungle predators that are great at climbing and hiding.

BLUE DRAKE- PL 11 (119): Swimming 3, Immunity (Electricity, Half-Damage), "Electrical Discharge" Blast 11 [26]
-Aquatic Drakes who fire electricity.

BLACK DRAKE- PL 10 (112): Sleight of Talon +8, "Acid Breath" Blast 5 (Secondary Effect) [19]
-Mountain Drakes. Oddly no Mega-Damage breathe weapon.

GOLD DRAKE- PL 10 (94): Survival +2, "Psionics" (Bio-Manipulation, Remote Viewing, See the Invisible, Telekinetic Leap, TK Punch, Impervious to Cold, Impervious to Poison) [1 + Psionics]
-Psionic Drakes.
Reminds me of the fire lizards of Pern. Would they have Shrinking 4 as well?
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