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

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Jabroniville
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Rahu-Men

Post by Jabroniville »

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RAHU-MAN R.C.C.: ST +5 (+7 total), STA +6 (+8 total), FIGHTING +4, INT +2, PRE -2, Parry +5, Dodge +1, Growth 2, "Four-Armed" Extra Limbs 2, Sleight of Hand +2, Technology +2, Treatment +2, "Psionics" (All Sensitive Powers) [46 + Psionics]

-Rahu-Men are a race of four-armed giants native to Palladium World, and now live quiet lives as scholars, mystics and sheepherders, sez the book. Many believe they have gone extinct, as few have ever seen them. They went into exile because other humanoids feared their power, causing a number of attacks. Nearly 600 live on the Himalayan mountains of Rifts Earth, taking the place of the "Ancient Lama" archetypes. The book calls them out as the originator of the Yeti myth, as they've actually been on earth for 4,000 years!

-Rahu-Men are incredibly durable, averaging to 210 M.D.C., as well as having pretty solid attacks, with +9 damage- overall, I'd expect a baseline one to be PL 9-10. They know all Sensitive Psionic Powers as well.
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Scarecrow

Post by Jabroniville »

SCARECROW
Role:
Living Strawman
PL 12 (136)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 11 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Any Job) 8 (+7)
Expertise (Any Job) 6 (+5)
Insight 3 (+3)
Intimidation 5 (+5)
Perception 5 (+5)
Stealth 3 (+3)

Advantages:
Jack-Of-All-Trades, Ranged Attack 7

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 13 (Impervious 7) [20]
Immortality 6 (16 hours; not vs. Fire) [12]
"Mega-Damage Punches" Strength-Damage +2 [2]

"Psionics" (Major Psionic- Roll as normal)

Offense:
Unarmed +11 (+9 Damage, DC 24)
Initiative +1

Defenses:
Dodge +11 (DC 11), Parry +11 (DC 11), Toughness +13 (+4 Impervious), Fortitude --, Will +6

Complications:
Weakness (Fire)- Fire does Mega-Damage to Scarecrows (+8-10 damage) and they cannot regenerate from it. They will continue to burn as well. They instinctively fear fire and can be held at bay by a simple burning torch.

Total: Abilities: 32 / Skills: 30--15 / Advantages: 8 / Powers: 64 / Defenses: 17 (136)

-Scarecrows have a weird origin story- they're living golems created by a mad alchemist who was killed after creating literally hundreds of these things. They now wander Palladium World. Being immortal, some have attained considerable skill and experience. Scarecrows have Dragon Hatchling-tier durability and remarkable regenerative powers, returning from even being vaporized in less than a day! They have solid attacks and do reasonable damage, making PL 10 overall, save for their impressive PL 12 defensive stats. Most have at least two O.C.C.s- some may gain magical powers, making them much trickier to defeat.
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Ares
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Re: Rahu-Men

Post by Ares »

Jabroniville wrote: Mon May 23, 2022 10:53 pm Image

RAHU-MAN R.C.C.:
Metal as F***
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
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Sidious
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Re: Rahu-Men

Post by Sidious »

Ares wrote: Wed May 25, 2022 1:08 am
Jabroniville wrote: Mon May 23, 2022 10:53 pm Image

RAHU-MAN R.C.C.:
Metal as F***
I want to see it airbrushed on a van.
Jabroniville
Posts: 24690
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Scorpion Devil

Post by Jabroniville »

SCORPION DEVIL
Role:
Bellowing Monster
PL 7 (53)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Expertise (Survival) 4 (+4)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack

Powers:
Senses 5 (Extended & Acute Scent- Tracking, Accurate Hearing) [5]
"Stinger" Strength-Damage +1 Linked to Weaken Strength 4 [5]

Offense:
Unarmed +9 (+4 Damage, DC 19)
Stinger +9 (+5 Damage & +4 Weaken, DC 20 & 14)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +9 (DC 19), Toughness +4, Fortitude +5, Will +4

Complications:
Disabled (Nearsighted)- Scorpion Devils cannot see more than four feet in front of them.

Total: Abilities: 22 / Skills: 8--4 / Advantages: 2 / Powers: 10 / Defenses: 15 (53)

-Scorpion Devils have no art, and are said to be mammals who attack things up to four times their size whenever they're hungry or upset. They're not very powerful at all- just middling PL 7 creatures with more accuracy than power. Their main thing is suicidally fighting to the death whenever wounded.
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Spectre

Post by Jabroniville »

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SPECTRE
Role:
Energy Being
PL 8 (123)
STRENGTH
2 STAMINA -- AGILITY 0
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 5 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 2 (+7)

Advantages:
Ranged Attack 5

Powers:
Immunity 30 (Fortitude Effects) [30]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical or Psionic -2) [27]
Protection 8 [8]
Flight 2 (8 mph) [4]
Growth 4 (Flaws: Limited to Non-ST & STA Changes) [4]
Remote Senses 6 (Vision) [12]

"Psionics" (All Sensitive & Physical Powers, Detect Psionics, Bio-Regeneration, Bio-Manipulation, Hypnotic Suggestion, Mind Block Auto-Defense, Mind Bolt)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude --, Will +6

Complications:
Motivation (Doing Harm)

Total: Abilities: 20 / Skills: 10--5 / Advantages: 5 / Powers: 85 + Psionics / Defenses: 8 (123)

-Spectres are thought of as ghosts, but are actually energy beings that take humanoid form. "The emobidment of evil", they exist to inflict pain and misery on others. Spectres are immune to nearly EVERYTHING, to the point of being utterly broken, but Magic & Psionics can hurt them. Weirdly, no damage is listed- I guess they just do basic hand-to-hand?
Last edited by Jabroniville on Fri May 27, 2022 10:20 pm, edited 1 time in total.
Jabroniville
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Sphinx

Post by Jabroniville »

SPHINX
Role:
Optional Player Character Monster
PL 11 (138)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 4 PRESENCE 0

Skills:
Expertise (Survival) 5 (+9)
Expertise (Magic) 6 (+10)
Expertise (Current Events) 6 (+10)
Insight 4 (+8)
Intimidation 6 (+7 Size)
Investigation 5 (+9)
Perception 6 (+10)
Technology 4 (+8)

Advantages:
Fast Grab, Great Endurance, Improved Hold

Powers:
"Animal Senses" Senses 5 (Darkvision, Extended Vision 2, Tracking) [5]
Comprehend 3 (Languages) [6]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Enhanced Dodge 2 (Flaws: Limited to When Flying) [1]
"Natural Weapons- Claws & Teeth" Strength-Damage +3 [3]

Flight 4 (16 mph) (Flaws: Winged) (4) -- [5]
AE: Speed 2 (8 mph) (2)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Claws & Teeth +12 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +7

Complications:
Motivation (Adventure & Knowledge)- Sphinx seem to be born adventurers and are always in search of greater gifts or knowledge.
Motivation (Greed)- Sphinx will happily accept gifts from humanoids who worship them.

Total: Abilities: 74 / Skills: 42--21 / Advantages: 3 / Powers: 25 / Defenses: 15 (138)

-The scholarly, intelligent Sphinx make an appearance, and are actually an Optional Player Character choice! They love the finer things in life as well as magical study, and are often revered by humans, which the Sphinxes find amusing and gratifying- they are typically selfish and will accept gifts and such, often making demands of their unfortunate worshippers, but then abandon them with his "blessings". They are mostly unknown in terms of motivations, but seem to love adventure and will pop up whenever great discoveries are made.

-Despite being an optional PC, Sphinx are VERY large and VERY mighty, with around a couple hundred M.D.C. and fantastic Mental Stats (usually +4 to INT & AWA).
Jabroniville
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Syvan

Post by Jabroniville »

SYVAN
Role:
Undead Deceiver
PL 9 (102)
STRENGTH
7 STAMINA 11 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 4 PRESENCE 0

Skills:
Deception 8 (+8)
Intimidation 7 (+7)
Perception 3 (+7)
Stealth 4 (+4)

Advantages:
Ranged Attack 2, Startle

Powers:
Senses 13 (Darkvision, Vision Counters Concealment & Illusion, Emotion Awareness- Ranged & Radius) [13]
Immunity 1 (Aging) [1]

"Psionics" (All Healing, Sensitive & Physical Powers, Empathic Transmission, Bio-Regeneration, Bio-Manipulation, Electrkinesis, Telekinesis- Super, TK Force Field, Mentally Possess Others, Mind Block Auto-Defense, Mind Bond, Mind Wipe, Psi-Shield, Psi-Sword)

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +11, Will +6

Complications:
Motivation (Power)- Syvan are happy to be the power behind the throne.
Prejudice (Undead)- Syvan typically wear disguises, as they are disgusting and decayed-looking, and do not look like living beings.
Hatred (Beauty)
Rivalry (Other Syvan)- The never get along with other Syvan.

Total: Abilities: 64 / Skills: 22--11 / Advantages: 3 / Powers: 14 + Psionics / Defenses: 10 (102)

-Syvan are evil, decayed-looking beings that hate beauty and LOVE cruelty. They often set up shop as the power behind the throne, as they themselves are hideous and don't need the glory of leadership so much as the power. The origin of these undead is unknown- they tend to lose memory of their previous, mortal lives. Syvan have tremendous M.D.C. (Dragon Hatchling-tier), but not a lot of hitting power. Like, they're a piss-poor PL 6 unarmed, but PL 9 defensively.
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Unicorn

Post by Jabroniville »

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UNICORN
Role:
Magical Creature
PL 10 (102), PL 11 (102) to Supernatural Evil
STRENGTH
6 STAMINA 12 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

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

Advantages:
Great Endurance

Powers:
"Magical Horn" Strength-Damage +5 (+8 to Supernatural Evil Creatures) (note: Hooves do +4) [7]
"Animal Senses" Senses 4 (Darkvision, Vision Counters Concealment) [4]
Comprehend 2 (Languages) [4]
Immunity 1 (Aging) [1]

Leaping 4 (120 feet) (4) -- [5]
  • AE: Speed 3 (16 mph) (3)
"Psionics" (No ISP: Sense Evil, Sense Magic, Sixth Sense, ISP Cost: Empathy, Telepathy- Limited, Mind Block, Psychic Purification)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Horn +8 (+11 Damage, DC 26)
Horn to Evil Monsters +8 (+14 Damage, DC 29)
Initiative +1

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

Complications:
Responsibility (Innocents)- Unicorns prefer innocent people and will play with children, and avoid those of darker natures.
Disabled (Illiterate)

Total: Abilities: 52 / Skills: 28--14 / Advantages: 1 / Powers: 21 + Psionics / Defenses: 14 (102 + Psionics)

-Unicorns are here not that much bigger than most people- 400-700 lbs., about the size of a zebra. Most of the bio describes the truth to the myth about only allowing virgins to ride them- it's not REALLY true, but they can sense good alignments and prefer innocent people, creating a myth around it. Though limited skill-wise and having below-average Mental Stats, they have TREMENDOUS hitting power, especially with their horn. Their horns are worth a fortune (and do the same damage if you use it as a melee weapon), as are the creatures themselves, who others will imprison for luck, or to have a slave animal that never tires.
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Waternix

Post by Jabroniville »

WATERNIX
Role:
Flying Thieves
PL 10 (122-126)
STRENGTH
5 STAMINA 10 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Deception 8 (+8)
Expertise (Survival) 5 (+7)
Insight 3 (+5)
Perception 6 (+8)
Stealth 8 (+10)

(Skill Package: Thief)
Expertise (Thief) 8 (+8)
Sleight of Hand 4 (+8)
Technology 4 (+4)
Vehicles 2 (+6)

(Skill Package: Ranger/Scout)
Expertise (Survival) +4 (+11)
Perception +4 (+12)
Treatment 6 (+6)

(Skill Package: Trickster)
Sleight of Hand 4 (+8)
Technology 2 (+2)
Vehicles 2 (+6)

(Skill Package: Magic)
Expertise (Magic) 8 (+8)

Advantages:
Ranged Attack 7

Powers:
"Animal Senses" Senses 8 (Low-Light Vision, Acute & Extended Scent- Tracking, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Regeneration 3 [3]
Enhanced Dodge 2 (Flaws: Limited to When Flying) [1]

"Claws" Strength-Damage +2 [2]
Flight 4 (30 mph) (Flaws: Winged) [4]

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

Defenses:
Dodge +9 (+11 When Flying, DC 19-21), Parry +7 (DC 17), Toughness +10, Fortitude +10, Will +5

Complications:
Motivation (Greed)- Waternix prefer to steal; they are too lazy to gain riches and magic through their own abilities.

Total: Abilities: 60 / Skills: 38-46--19-23 / Advantages: 7 / Powers: 22 / Defenses: 10 (122-126)

-Waternix are bipedal, winged dogs that envy humanoids and love to steal from them, and even lure them to their deaths. They are too lazy to acquire things through honest work, and prefer to simply take it from others. Most are quite evil or at least selfish. Their skills vary- some are worth a fair bit more points than others in M&M, but they are quick, resourceful and stealthy. They're minor Mega-Damage creatures, having good durability and solid defenses (especially in the air), but are PL 7 combatants for the most part.
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Wing Tip

Post by Jabroniville »

WING TIP
Role:
Winged Balls, Sorrow-Fighters
PL 10 (83 + Psionics)
STRENGTH
-3 STAMINA 7 AGILITY 3
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Survival) 5 (+7)
Perception 5 (+7)

Advantages:
Close Attack 4, Improved Defense, Ranged Attack 7, Uncanny Dodge

Powers:
Flight 3 (8 mph) (Flaws: Winged) [3]
Immunity 1 (Aging) [1]

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

"Psionics" (All Sensitive, Healing & Physical Powers, Bio-Manipulation, Empathic Transmission, Hypnotic Suggestion, Mind Block Auto-Defense, Group Mind Block, Mind Bolt, Bio-Regeneration)

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

Defenses:
Dodge +11 (DC 21), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +5

Complications:
Motivation (Soothing Pain)

Total: Abilities: 38 / Skills: 10--5 / Advantages: 13 / Powers: 20 + Psionics / Defenses: 7 (83 + Psionics)

-These strange creatures appear to be irridescent wings connected by cotton balls- they are playful and empathic, and sensitive to the pain of others, which they will try to soothe. They are light Mega-Damage creatures, but have ALL THE PSIONICS, which is crazy.
Jabroniville
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Worms of Taut

Post by Jabroniville »

WORMS OF TAUT:
-Worms of Taut are demonic worms from another dimension, and have a big section of six different creatures here. They may be summoned by sacrificing a venomous snake. Overall, however, they're not very interesting- just generic mid-level mindless monsters for the most part. I'm not sure why Kevin S. or whomever was like "Oh man, we've GOT to include all of these worms! THAT'S what'll set Palladium apart from D&D!", but there you go.
Jabroniville
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Blow Worm

Post by Jabroniville »

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BLOW WORM
Role:
Giant Demon Worm
PL 10 (156)
STRENGTH
12 STAMINA 13 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Close Combat (Unarmed) 2 (+6)
Expertise (Survival) 6 (+7)

Advantages:
Chokehold, Fast Grab, Improved Hold, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 7 (Detect Motion- Ranged & Accurate, Acute & Extended Scent- Tracking) [7]
"Sheer Length" Reach 3 [3]
Strength-Damage +2 [2]
"Glob Attack" Affliction 12 (Strength; Vulnerable, Prone, Impaired & Dazed/Stunned, Immobile, Disabled & Defenseless/Paralyzed, Unaware & Suffocating) (Extras: Progressive +2, Extra Condition +3, Ranged) [84]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +6 (+14 Damage, DC 29)
Glob Attack +7 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +13, Fortitude +13, Will +4

Complications:
Disabled (Animal)- Worms of Taut cannot speak to humans, nor use their tails to easily manipulate objects.
Disabled (Senses)- Blow Worms cannot see.

Total: Abilities: 32 / Skills: 8--4 / Advantages: 4 / Powers: 105 / Defenses: 11 (156)

-Blow Worms are the largest but most docile of the Worms of Taut, and thus aren't usually summoned, despite being 100-200 feet long and weight 1-4 tons. When destructive purposes are needed, summoners will deliberately starve them, causing them to engage in a feeding frenzy once unleashed. Their key advantage is both tremendous hitting power and the mother of all Afflictions- a Blinding/Snaring/Suffocating "Glob" attack that will affect anyone outside of power armor. They have Dragon Hatchling-tier durability as well (about 400 M.D.C. on average), but are basic dumb monsters.
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Re: Rahu-Men

Post by Ken »

Jabroniville wrote: Mon May 23, 2022 10:53 pm Image

-Rahu-Men are a race of four-armed giants native to Palladium World, and now live quiet lives as scholars, mystics and sheepherders, sez the book.
Are they also fore-warned?
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Re: Jab's Rifts Builds (Rahu-Man! Spectre! Sphinx! Unicorn!)

Post by catsi563 »

The one my Dragon beat to a pulp in the atlantean arena was

then i disarmed him :p
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