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

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

Tall Man Goblin

Post by Jabroniville »

TALL MAN GOBLIN
Role:
People-Eater
PL 10 (134)
STRENGTH
9 STAMINA 9/10 AGILITY 2
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 6 (+7)
Intimidation 10 (+7)
Sleight of Hand 6 (+6)
Stealth 4 (+6)

Advantages:
Ranged Attack 11, Startle, Tracking

Powers:
Enhanced Stamina 1 (Flaws: Source- Storms) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 4 [4]
Immunity 4 (Disease, Poison, Cold, Spoiled Food) [4]
"Tongue Strike" Reach 1 [1]

Morph 1 (Butterfly) (Feats: Metamorph) (Flaws: May Not Return to Location For 30 Days) (5) -- [6]
  • AE: Morph 1 (Human) (5)
Morph +1 (Any Human) (Flaws: Limited to Those It's Met Since Dusk -2) [3]
Immortality 5 (Flaws: Source- Storm) (Unless Burned & Given Proper Burial) [5]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]

"Magic" (Earth Elemental Spells: Dirt ot Sand, Dust Storm, Hopping Stones, Identify Minerals, Mend Stone, Mystic Fulcrum, Shatter, Throwing Stones, Wither Plants)

Offense:
Unarmed +12 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +9 (+10 During Storms), Fortitude +9, Will +6

Complications:
Weakness (Iron Weapons)- Iron & steel weapons do +7-9 damage.
Disabled (Nocturnal)- Tall Man Goblins only come out at night- the light of day reduces them to Toughness +7 and gives them -2 to all attacks.
Power Loss (Morph)- Electricity, lightning & the "Globe of Daylight" Spell all reveal the true nature of the Tall Man Goblin.

Total: Abilities: 58 / Skills: 26--13 / Advantages: 13 / Powers: 36 + Magic / Defenses: 14 (134 + Magic)

-The largest and most powerful Goblins, the Tall Man Goblins are incredibly evil monsters who eat humans- the younger and more innocent the better. They look like tall, gaunt humans and are about PL 10. The only kinda unique thing is a tongue attack (which I guess has their unarmed damage?) and the ability to turn into a butterfly, which is only useful as a means of escape.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Lesser Demons

Post by Jabroniville »

LESSER DEMONS:
-Looks like the rest of the book is just "Demons", starting with the lesser ones.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ch'uan Ti

Post by Jabroniville »

CH'UAN TI (Earth Hound)
Role:
Elite Tracker
PL 10 (137)
STRENGTH
9 STAMINA 10 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 9 (+9)
Expertise (Faerie Lore) 5 (+4)
Intimidation 9 (+6)
Stealth 3 (+5)

Advantages:
Ranged Attack 10, Tracking, Uncanny Dodge

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 6 [6]
Immunity 6 (Disease, Heat, Fire Damage) [6]
Immunity 5 (Electrical Damage) (Flaws: Limited to Half-Effect) [3]
Movement 1 (Wall-Crawling) [2]
"Alter Scent" Morph 1 (Any Scent) [5]
"Prehensile Tongue" Extra Limb 1 [1]
Immortality 5 (Next Night) (Unless Melted Down) [10]

"Magic" (Fireblast, Fire Bolt, Fire Ball, Power Weapon, Sheltering Force, Spoil, Time Beast; Earth Elemental: Animate PLants, Chameleon, Chasm, Create Wood, Crumble Stone, Dust Storm, Earth Rumble, Mystic Fulcrum, Repel Animals, Rock to Mud, River of Lava, Rot Wood, Suspended Animation, Throwing Stone, Travel Through Walls)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +6

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Disabled (Cannot Swim)- Ch'uan Ti will sink like a stone and quickly drown.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 54 / Skills: 26--13 / Advantages: 12 / Powers: 42 + Magic / Defenses: 16 (137 + Magic)

-Mish-mash creatures, Ch'uan Ti have the bodies of men but the face of a monkey, ears of a bat, tusks of a wild boar, ape teeth, frog tongues, alligator tails, and horns, plus the legs of upright dogs. They are natural hunters and trackers, and speak in guttural, succinct voices that get right to the point. Unlike most hunting creatures in Rifts, they do not kill for fun, though they enjoy the hunt- only for food or under orders. They're solid, if unspectacular, fighters, but get a ton of Magic Spells. Despite having a backstory involving being amazing trackers and the ability to alter their scent (... Morph? I mean it's not "Illusion" cuz they can actually do it), they appear to have no elite sense of smell, but Palladium oddly seems to ignore that entirely.

-These are basic PL 10 fighters with a LOT of magic and solid defenses (the rare "Automatic Dodge" rule).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Demon Falcon

Post by Jabroniville »

DEMON FALCON
Role:
Elite Minions
PL 12 (130)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Survival) 9 (+9)
Intimidation 5 (+6)

Advantages:
Ranged Attack 12

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 1 [1]
Movement 1 (Wall-Crawling) [2]
Morph 1 (Firefly) (Feats: Metamorph- +5 Dodge) (Flaws: Source- Night) [5]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Wings/Talons" Strength-Damage +2 (Feats: Split) [3]

"Magic" (Armor of Ithan, Blinding Flash, Breath Without Air, Call Lightning, Cloud of Smoke, Distant Voice, Electric Arc, Featherlight, Lantern Light, Light Target, Lightning Arc, Magic Pigeon)
"Demonic Curses" (Pestilence, Animal Disease) (Only in Firefly Form)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Talons +12 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +9, Fortitude +9, Will +6

Complications:
Weakness (Ivory/Bone Weapons)- Ivory or bone weapons do +7-9 damage.
Disabled (Cannot Swim)- Ch'uan Ti will sink like a stone and quickly drown.
Power Loss (Morph)- Electricity, lightning & the "Globe of Daylight" Spell all reveal the true nature of the Tall Man Goblin.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 70 / Skills: 14--7 / Advantages: 12 / Powers: 25 + Magic/Curses / Defenses: 16 (130 + Magic)

-Demon Falcons are said to litter the skies of Rifts China- the species are not free thinkers, and tend to just do the bidding of others. A small blurb indicates that free thinkers are usually killed, leading to some joining human bands. They are fairly straightforward and simple, but are good, defensive fighters with plenty of magic.
Jabroniville
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Fox Faerie

Post by Jabroniville »

FOX FAERIE
Role:
Seductresses
PL 11 (164)
STRENGTH
4/10 STAMINA 8 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 6

Skills:
Deception 2 (+8, +13 Attractive)
Expertise (Survival) 9 (+9)
Perception 5 (+7)

Advantages:
Ranged Attack 12

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Strength 6 (Flaws: Source- Night) [6]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Immunity 2 (Disease, Spoiled Food) [2]
Regeneration 3 [3]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Morph 1 (Human) (Feats: Attractive 2) [7]
"Dynamic Attraction" Affliction 5 (Fort; Impaired & Vulnerable) (Extras: Extra Condition, Reaction +3, Area- Scent Perception) (Flaws: Limited Degree -2) [20]
Immortality 5 (Next Night, Unless Tail is Burned) [10]

"Euphoric Embrace" Affliction 8 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Unaware) (Extras: Extra Condition) (16) -- [17]
  • AE: "Kiss of Death" Weaken Stamina 8 (8)
"Magic" (Agony, Calling, Chameleon, Charm, Charismatic Aura, Cleanse, Concealment, Detect Concealment, Invisibility- Simple, Lantern Light)
"Psionics" (Deaden Pain, Healing Touch, Hypnotic Suggestion, Mind Block, Psychic Diagnosis, Psychic Surgery, Suppress Fear)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Attack By Night +12 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +8 (+9 by Night), Fortitude +8 (+9 Night), Will +6

Complications:
Weakness (Bamboo Weapons)- Bamboo weapons do +7-9 damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 74 / Skills: 16--8 / Advantages: 12 / Powers: 58 + Magic/Psionics / Defenses: 12 (164 + Magic)

-Appearing like evil Kitsune, the Fox Faeries seduce mortals and then suck out their life forces via a kiss. 80% are female, and they have pretty basic stats but good attacks & toughness.
Jabroniville
Posts: 24690
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Headless One

Post by Jabroniville »

Image

Drawing of a Chinese deity that showed up in a Google search, lol.

HEADLESS ONE
Role:
Elite Minions
PL 10 (180)
STRENGTH
10 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Survival) 9 (+9)
Intimidation 5 (+6)

Advantages:
Ranged Attack 8

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 5 [5]
"Green Mist" Insubstantial 3 [15]
"Bite" Strength-Damage +2 [2]
Immunity 80 (All Damage) (Flaws: Limited to Man-Made Weapons, Limited to Half-Effect) [27]
"Breathe Forth Life" Healing 10 (Extras: Resurrection Only +0) Linked to Mind-Reading 10 (Flaws: Limited to Healed Targets) Linked to Weaken Magic 4 (Flaws: Limited to Healed Targets) [32]

"Magic" (Wind Gust, Cure Illness, Cure Minor Disorders, Exorcism, Heal Wounds, Greater Healing, Lifeblast, Negate Poison, Purge Other, Purge Self, Restore Life, Restore Limb, Restoration, Stone to Flesh, Sustain, Armorbane, Breathe Without Air, Distant Voice, Commune With Spirits, Impervious to Fire/Poison, Life Drain, Mental Blast, Reflection)
"Breathe Forth Fever" (Any Sickness-Based Curse)
"Demonic Curses" (Barrenness, Feebleness)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Bite +8 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8 (+9 by Night), Fortitude +8 (+9 Night), Will +5

Complications:
Weakness (Ivory/Bone Weapons)- Ivory or bone weapons do +7-9 damage.
Weakness (Orchids)- Headless Ones cannot come within 100 meters of the scent of orchids. They will also die if more than a dozen are forced into their mouths.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 66 / Skills: 14--7 / Advantages: 8 / Powers: 91 + Magic/Curses / Defenses: 8 (180 + Magic)

-Looking humorously like the Eiwapomas from Rifts South America, the Headless Ones are more evil, with sharp teeth instead of stupid-looking mouths. These creatures can heal people, but exact a cruel price for it. They have poor attacks, but do good damage.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Long-Armed Giant

Post by Jabroniville »

LONG-ARMED GIANT
Role:
Giant Monster, People-Eater
PL 13 (149)
STRENGTH
12 STAMINA 10 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 9 (+9)
Intimidation 5 (+6)

Advantages:
Fast Grab, Improved Grab, Improved Hold, Ranged Attack 8

Powers:
Senses 8 (Low-Light Vision, Extended Vision 3, Vision Counters Concealment) [8]
Comprehend 2 (Languages) [4]
Regeneration 2 [2]
"Stomp" Strength-Damage +1 [1]
Immunity 8 (Disease, Poison, Cold, Electricity) [8]
Immunity 80 (All Damage) (Flaws: Limited to Man-Made Weapons, Limited to Half-Effect) [27]
Immortality 1 (Unless Burned to Ash) [2]

"Numbing Cold" Affliction 6 (Fort; Impaired Fighting) (Extras: Ranged, Area- 30ft. Burst) (Flaws: Limited Degree -2) [6]
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]

Morph 1 (Giant White Stag) (Feats: Metamorph- FIGHTING +4, Damage +13) (6) -- [7]
  • AE: Morph 1 (Tree) (5)
"Magic" (Beathe Without Air, Call Lightning, Chameleon, Cleanse, Create Water, Create Wood, Distant Voice, Energy Botl, Heavy Breathing, Illusory Forest, Influence the Beast, Lantern Light, Manipulate Objects, Orb of Cold, Repel Animals, Wall of Wind, Wave of Frost, Wind Rush)
"Demonic Curses" (Drought)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Stomp +8 (+13 Damage, DC 28)
Stag Horns +12 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +10, Fortitude +10, Will +5
"White Stag Form" Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +5

Complications:
Weakness (Stag Weapons)- Stag bone or antler-based weapons do +7-9 damage.
Weakness (Fire)- Normal S.D.C. fire does +11 damage and M.D.C. fire does double-damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 32 / Skills: 14--7 / Advantages: 11 / Powers: 82 + Magic/Curses / Defenses: 17 (149 + Magic)

-Long-Armed giants are 30-foot tall monsters that eat humans, which is quite similar to Attack on Titan and I'm wondering if there's a similar base myth there. They are pure white and have placid expressions that never change, but typically don't talk to people. Despite all this talk of how threatening they are, they're a base PL 10-11 creature with low durability. However, they have this weird "Large Stag" form that adds two attacks, making them much more threatening.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ma T-ou

Post by Jabroniville »

MA T-OU (The Horse)
Role:
Elite Minions
PL 12 (132)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Blades) 2 (+13)
Expertise (Survival) 9 (+9)
Intimidation 5 (+6)

Advantages:
Ranged Attack 11

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 3 [3]
Immunity 1 (Disease) [1]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Morph 1 (White Horse) (Feats: Metamorph- Blast 10 Fire Breath, +2 FIGHTING) [6]
Speed 2 (8 mph) [2]

"Magic" (Ballistic Fire, Deflect, Distant Voice, Featherlight, Fists of Fury, Lightblade, Magic Shield, Ricochet Strike, Spinning Blades, Targeted Deflection, Thunder Clap, Light Target, Watchguard)
"Psionics" (Alter Aura, Death Trance, Mask PPE, Mind Block)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Blades +13 (+11 Damage, DC 26)
Horse Form +13 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +9, Fortitude +9, Will +6

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Weakness (Cold)- Cold-based attacks do 50% more damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 76 / Skills: 14--7 / Advantages: 11 / Powers: 24 + Magic/Psionics / Defenses: 14 (132 + Magic)

-Elite warriors like the Demon Falcons, Ma T-ou are not zealots and will not fight to the death. They are intelligent, spirited warriors who would only die for a cause they believed in, especially if their master fought at their side. They love fighting and challenges. They are PL 11-ish fighters who are better with blades or in Stag Form.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Monkey-Wolf

Post by Jabroniville »

MONKEY-WOLF
Role:
Riding Animal, Pack Animal, Lesser Demon
PL 9 (101)
STRENGTH
10 STAMINA 8 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Expertise (Survival) 6 (+4)
Intimidation 6 (+3)
Stealth 4 (+6)

Advantages:
Ranged Attack 7, Startle, Uncanny Dodge

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 4 [4]
Immunity 3 (Disease, Poison, Cold) [3]
"Prehensile Tail" Extra Limb 1 [1]

Morph 1 (Human) (Feats: Attractive 2) (Flaws: Source- Night, Limited to One Hour) (5) -- [6]
  • AE: Morph 1 (Wolf) (Flaws: Source- Night) (4)
"Run With The Wind" Flight 3 (16 mph) (Flaws: Low Ceiling) (3) -- [4]
  • AE: Speed 3 (16 mph) (3)
"Psionics" (Detect Psionics, Death Trance, Deaden Senses, Mind Block, Read Dimensional Portal, Sense Evil/Magic, Sixth Sense)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4

Complications:
Weakness (Bone Weapons)- Bone weapons do +7-9 damage.
Responsibility (Easily-Led)- Monkey-Wolves may be easily led even by fools.

Total: Abilities: 42 / Skills: 16--8 / Advantages: 8 / Powers: 27 + Psionics / Defenses: 16 (101 + Psionics)

-Monkey-Wolves are wolves with the heads and tails of monkeys, and generally are easily-led.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ox-Head Demon

Post by Jabroniville »

OX-HEAD DEMON
Role:
Big Dumb Brutes, Bullies
PL 13 (120)
STRENGTH
13 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Expertise (Survival) 9 (+6)
Intimidation 11 (+8)

Advantages:
Improved Initiative, Ranged Attack 11

Powers:
Senses 5 (Low-Light Vision, Extended Hearing 2, Accurate Hearing) [5]
Comprehend 2 (Languages) [4]
Regeneration 3 [3]
Immunity 7 (Visual Dazzles, Fatigue Effects) [7]
Morph 1 (Black Bull) (Feats: Metamorph- Blast 10 Eye Beams, +2 FIGHTING) [6]
Speed 3 (16 mph) [3]

"Magic" (Calling, Distant Voice, Influence the Beast, Magic Shield, Mend the Broken, Mystic Fulcrum, Repel/Summon & Control Animals, Tame Beast)

Offense:
Unarmed +11 (+13 Damage, DC 28)
Black Bull +13 (+13 Damage, DC 28)
Eye Beams +13 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +6

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Weakness (Cold)- Cold-based attacks do 50% more damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 56 / Skills: 20--10 / Advantages: 12 / Powers: 28 + Magic / Defenses: 14 (120 + Magic)

-Ox-Head Demons are more or less big, strong minotaurs- dumb as hell and love to be put in charge of slaves they can pick on. They are IMMENSELY powerful, however, and have a lot of unique attributes- polarized vision, Accurate Hearing, and more.
Jabroniville
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Pig Demon

Post by Jabroniville »

PIG DEMON
Role:
Lazy Demons, Secretly Brilliant Schemers
PL 10 (129)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Peasant Weapons) 2 (+11)
Deception 10 (+11)
Expertise (Survival) 9 (+6)
Insight 3 (+4)
Intimidation 5 (+6)
Investigation 5 (+6)
Perception 8 (+9)

Advantages:
Contacts, Ranged Attack 9

Powers:
Senses 9 (Low-Light Vision, Vision Counters Concealment, Extended Scent 2- Tracking & Acute) [9]
Comprehend 2 (Languages) [4]
Regeneration 2 [2]
Immunity 2 (Poison, Spoiled Food) [2]
Morph 1 (Pig) (Feats: Metamorph- Impaired/Disabled Affliction Breath, +2 FIGHTING) [6]

"Magic" (Escape, Featherlight, Lantern Light, Mystic Alarm, Mask of Deceit, Watchguard, +2 Invocations)
"Psionics" (Mind Block, Remote Viewing, Total Recall)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Stink Breath +9 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +9, Fortitude +9, Will +5

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Weakness (Fire)- Fire-based attacks do double damage.
Responsibility (Bad Rumors)- Pig Demons, though great rumormongers, love rumors so much they'll believe ANYTHING, and typically buy the most exaggerated stories. Less than half their rumors have any truth to them.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 66 / Skills: 42--21 / Advantages: 10 / Powers: 23 + Magic/Psionics / Defenses: 9 (129 + Magic/Psionics)

-Pig Demons are a unique sort- they're seen as ignorant, dumb, lazy slave labor by all the other Demons in existence... but they're secretly skilled, conniving, intelligent creatures who all watch each other's backs as "brothers" and have maintained a long-con for millennia. See, they're not STUPID- they just don't want to do any work! So they trick other Demons into thinking they're good for nothing but the easy grunt work so they don't have to fight or work hard. Apparently despite all the Magic Powers & Telepathy out there and junk, this has always worked. However, they tend to buy any rumors they hear, and aren't the best fighters around.
Jabroniville
Posts: 24690
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Yang Ching

Post by Jabroniville »

YANG CHING (Goat Demon)
Role:
War Mongers, Foot Soldiers
PL 12 (134)
STRENGTH
10 STAMINA 11 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Swords) 2 (+15)
Expertise (Survival) 4 (+6)
Intimidation 8 (+10)

Advantages:
Improved Initiative, Ranged Attack 13

Powers:
Senses 5 (Low-Light Vision, Extended Hearing 2, Accurate Hearing) [5]
Comprehend 2 (Languages) [4]
Regeneration 4 [4]
Concealment (Vision) (Flaws: Source- Fog) [2]
Leaping 2 (30 feet) [2]

"Magic" (Armor of Ithan, Barrage, Blinding Flash, Breathe Without Air, Call Lightning, Crushing Fist, Deflect, Energy Bolt, Fire Bolt, Frequency Jamming, Frostblade, Heal Self, Lantern Light, Light Target, Magic Shield, Mystic Alarm, Power Bolt, Power Weapon)
"Curses" (Curse of Rags)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Initiative +3

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

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Weakness (Rune & Magic Weapons)- Both do double damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 84 / Skills: 14--7 / Advantages: 14 / Powers: 17 + Magic / Defenses: 12 (134 + Magic)

-Yet another goat-headed demon, the Yang Ching are elite foot soldiers who love combat, and try to goad others into fighting, too. They're quite elite, hitting PL 11.5-12 stats.
Jabroniville
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Greater Demons

Post by Jabroniville »

GREATER DEMONS:
-Now we get to the more elite stuff, though stats aren't THAT much different, to be honest.
Jabroniville
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Kinnara

Post by Jabroniville »

KINNARA (Chin-Na-Lo)
Role:
Demon Leaders, Great Artists
PL 13 (171)
STRENGTH
10 STAMINA 10/11 AGILITY 3
FIGHTING 9/15 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Bone) 2 (+17)
Deception 6 (+7)
Expertise (Survival) 4 (+6)
Expertise (Demon & Monster Lore) 6 (+8)
Insight 4 (+6)
Intimidation 7 (+8)
Investigation 4 (+6)
Stealth 5 (+8)

Advantages:
Ranged Attack 9

Powers:
Senses 8 (Low-Light Vision, Extended Vision, Ultravision, Infravision, Vision Counters Concealment) [8]
Comprehend 2 (Languages) [4]
Regeneration 5 [5]
Immunity 10 (Aging, Disease, Poison, Fire Damage, Visual Dazzles) [10]

"Master of Bone Weapons" Features 1: All Bone Weapons Become +7-9 Weapons [1]
"Spit Bone" Blast 9 (Feats: Extended Range 2) (Flaws: Source- Bone) [11]

Morph 1 (Divine Artist Form) (Feats: Metamorph- Great Musician Skill +12) (6) -- [7]
  • AE: Morph 1 (Beautiful Stallion) (6)
"Fight By Night"
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Fighting 6 (Flaws: Source- Night) [6]
Enhanced Dodge 6 (Flaws: Source- Night) [3]
Enhanced Ranged Attack 6 (Flaws: Source- Night) [3]

"Magic" (Aura of Death, Befuddle, Call Lightning, Chameleon, Cloak of Darkness, Deathword, Death Trance, Dessicate the Supernatural, Energy Bolt, Extinguish Fire, Fire Ball, Frostblade, Havoc, Metnal Shock, See in Magic Darkness, Sickness, Spoil)
"Curses" (Curse Heritage/Wasting)
"Psionics" (Alter Aura, Ectoplasm, Bio-Manipulation, Deaden Senses, LEvitation, Mind Block, Sense Time, Sixth Sense)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Bone Weapons +17 (+9 Damage, DC 24)
By Night +15 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +7
"By Night" Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +11, Fortitude +11, Will +7

Complications:
Weakness (Bone Weapons)- Bone weapons do +7-9 damage.
Rivalry (Other Kinnaras)- Kinnaras are fine with any other kind of demon, but dislike each other.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 74 / Skills: 38--19 / Advantages: 9 / Powers: 59 + Magic/Psionics / Defenses: 10 (171 + Magic)

-Kinnaras take two forms- the "Deformed Killer" (a human body with a deformed, four-eyed head) and the "Divine Artist" (a musician with a horned horse's head). Kinnaras are intelligent and good at espionage, making them good leaders. The Divine Artists are crap fighters (FIGHTING 5), but have such great Expertise at Music that demons come from far and away to see them. The Deformed Killers are immensely powerful and do Mega-Damage with even regular bone weapons... but humorously this does LESS damage than their regular attacks. I don't think they thought that one through.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Kou Ching

Post by Jabroniville »

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KOU CHING- THE DOG SPIRIT
Role:
Demon Leaders, Honorable Assassins
PL 16 (358)
STRENGTH
11 STAMINA 11 AGILITY 3
FIGHTING 17 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Deception 3 (+7)
Expertise (Survival) 4 (+8)
Expertise (Demon & Monster Lore) 6 (+8)
Insight 4 (+8)
Intimidation 5 (+8)
Investigation 4 (+8)

Advantages:
Assessment, Ranged Attack 17

Powers:
Senses 7 (Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent) [7]
Comprehend 2 (Languages) [4]
Regeneration 6 [6]
Immunity 1 (Aging) [1]
Immortality 1 (Flaws: Side-Effect- One Year as a Feral Wolf) [1]
Immunity 80 (All Damage) (Flaws: Limited to From Man-Made Weapons, Limited to Half-Effect) [27]

Movement 2 (Dimensional Travel) [4]
Summon Lesser Demons 12 (Extras: Heroic +2, Multiple Minions +3, Horde, Variable 2- Lesser Demons) [120]

Morph 1 (Giant Dog) (Feats: Metamorph- Tracking & Perception +2) (6) -- [7]
  • AE: Morph 1 (Pearl) (Feats: Metamorph- Invincible but Immobile) (6)
"Spit Cannon Ball" Blast 13 (Feats: Extended Range 2) (28) -- [31]
  • AE: "Smoke Breath" Concealment 2 (Vision) (Extras: Attack, Area- 30ft. Cloud +2) (10)
  • AE: "Flaming Swords" Strength-Damage +3 (Feats: Split) (4)
  • AE: "Thrown Swords" Strength-Damage +3 (Extras: Ranged 14) (17)
"Magic" (Anti-Magic Cloud, Ballistic Fire, Dessicate the Supernatural, Dispel Magic Barrier, Electric Arc, Enchant Weapon, Fire Ball, Fire Blossom, Fire Gout, Lightning Arc, Mask of Deceit, Meteor, Negate Magic, Phantom Mount, See in Magic Darkness, Swords to Snakes, Teleport, Transferal, Words of Truth)
"Sword Magic" (Extinguish Fire, Fire Whip, Heal Burns, Globe of Daylight, Plasma Bolt, See Through Smoke, Wall of Flame)
"Psionics" (Mind Block Auto-Defense, Mask PPE, Object Read, See Aura, Sense Time, Telepathy)

Offense:
Unarmed +17 (+11 Damage, DC 26)
Flaming Swords +17 (+14 Damage, DC 29)
Thrown Swords +17 (+14 Ranged Damage, DC 29)
Cannon Ball +17 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +16 (DC 26), Parry +17 (DC 27), Toughness +11, Fortitude +11, Will +8

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Responsibility (Honor)- Kou Ching desire only honorable battles against great opponents. They will decline fights against lesser warriors and even help a target complete a mission so they can then have their fight.
Weakness (Holy & Light Attacks)- These do double-damage.
Weakness (Water)- Being submerged even partiall in water reduces Kou Ching's accuracy & defenses by 8.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 102 / Skills: 26--13 / Advantages: 18 / Powers: 208 + Magic/Psionics / Defenses: 17 (358 + Magic)

-The dog-headed Kou Ching are incredibly powerful, but very honorable demons- their sole goal in life is to hunt down and kill heroes of the Celestial Court in honorable, fair battles. To this end, they will refuse to face weaker opponents unless attacked in great numbers, and if the hero refuses because they have a vital mission to perform, the Kou Ching will then ask to JOIN the adventuring party to help complete the goal, then do the duel afterwards. It's suggested this is a common theme in Chinese myths, and that the Kou Ching and the hero may come to admire each other and respect one another as fighters, thus leading to mixed emotions and a tragic final duel when one slays the other. However, these are still evil monsters, gleefully devouring children under 12 as a "delicacy". All in all, this is probably the first actually interesting thing in the book in terms of a unique threat- something you can really build a campaign arc around. Though the PL of the thing is ridiculous.

-Kou Ching are IMMENSELY powerful, having Adult Dragon-tier accuracy (nine attacks!) despite their lower M.D.C. They can also summon Lesser Demons, but do so mostly to have flunkies for the day, taking care of their horses and such. That of course adds like 120 points to the build, lol.
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