Jab's Rifts Builds (Dragon Ray! Zomba! Stidjron! Underseas Gear!)

Where in all of your character write ups will go.
Jabroniville
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Silhouettes

Post by Jabroniville » Mon Jul 08, 2019 7:56 am

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SILHOUETTE R.C.C.: STA +4, AGI +2, FIGHTING +2, INT +2, PRE +2, Dodge +2, Protection 4, "Meld With Shadows" Concealment 4 (Vision) & Stamina +1 (Source- Shadows), Concealment 2 (Vision, Attack, Area), "Ley Line Walker Powers", "Magic" (6 Spells from Lvls 1-3) [43 + Magic]

-The Silhouettes are a jet-black race of white-eyed people, bringing to mind thoughts of D&D's Drow, especially since they specialize in spycraft and assassination. They were conquered by the Kreeghor centuries ago, but seen as too useful to exterminate- they have thus moved up into positions of high power and prestige, though some are still scattered around. Typically, they are mistrusted by other races, owing to their reputations in evil careers.

-Silhouettes have Carella-esque unique attributes, but then just dump in natural Magic & Ley Line Walker powers, though they will lose them in normal light. They get even WEAKER in bright light, being -2 to hit, and even losing 10 MDC! They're the only race I can think of with no "Skill Plan", instead getting to pick eighteen from a list.
Last edited by Jabroniville on Mon Jul 08, 2019 11:46 am, edited 1 time in total.

Jabroniville
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Kreeghor

Post by Jabroniville » Mon Jul 08, 2019 11:45 am

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KREEGHOR R.C.C.: ST +2, STA +4, AGI +1, FIGHTING +1, Claws +7, Protection 5, Speed 1, Regeneration 2, Will +3 [34]
-Kreeghor are big, strong, MDC creatures, but with decidedly less-advanced stats than a LOT of beings- Machine People, Silhouettes and others are in many ways better. Kreeghor have a big-time warrior culture based around strength, and any non-warriors are seen as weak. Though strong, they cannot becomic Psionics or Wizards- in fact, they take double-damage from all Magical attacks! This was possibly a weakness placed in them by the Splugorth, intending it to make them easier to control.

Jabroniville
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Royal Kreeghor

Post by Jabroniville » Tue Jul 09, 2019 9:22 am

ROYAL KREEGHOR R.C.C.: ST +8, STA +10, AGI +2, FIGHTING +1, Claws +5, Protection 5, Speed 3, Regeneration 6, Regrow Limbs, Will +3, "Magic" (6 Spells from 1-3), "Master Psionics" (3 powers from first three, 1 Super-Psionic Power) [64 + Magic/Psionics]

-Royal Kreeghor are rare (only 10 million in the entire empire) are rare Super-Kreeghor that are much stronger, faster, and more powerful, and are treated as an elite ruling class. Most are military commanders or elite political figures, with one being chosen every two-thousand years to become the new Emperor. These are the only Kreeghor with access to Psionics & Magic. Pushing 350-850 MDC and packing 6D6-ish M.D. Claw attacks, they are not recommended for Player Characters. They have even more vulnerabilities than regular Kreeghor, though, taking ten times damage from weapons forged from the Millennium Tree!

-Their origins are one of the big mysteries Carella left in the Phase World book, with possible originators being some god, Mindworks people, Gene-Splicers, or anything else. Royal Kreeghor are what sprang up to lead the Kreeghor against the Splugorth, so outside forces may have been involved.

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Kreeghor Bloodhound

Post by Jabroniville » Tue Jul 09, 2019 9:23 am

KREEGHOR BLOODHOUND
Role:
Apex Predator, Pack Hunter
PL 9 (62)
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+6)
Close Combat (Natural Weapons) 1 (+7)
Expertise (Hunters) 4 (+6)
Insight 2 (+4)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 1 (+5)

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

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 [2]
"Natural Weapons- Teeth" Strength-Damage +6 (Extras: Penetrating) [12]
Regeneration 3 [3]
Protection 5 (Extras: Impervious 3) [8]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Natural Weapons +7 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +11, Fortitude +8, Will +4

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

Total: Abilities: 34 / Skills: 24--12 / Advantages: 9 / Powers: 31 / Defenses: 5 (91)

-Kreeghor Bloodhounds are your typical "Rifts Animal", just being a dog elevated into an MDC creature with little else added, but their backstory has some of that weird Rifts stuff, where the Splugorth bio-engineer an animal from the Kreeghor homeworld and send them back as a punishment for the Kreeghors' betrayal... and the Kreeghor just exterminate all the wild animals and train the rest as their personal agents, thus turning into a benefit for them as well. Okay, so it annihilated the Kreeghorian Ecology, but whatever- these things are now used as guard dogs, or a preliminary invasion force, meant to "soften up" desirable worlds. And "soften up" they can, with enhanced senses, great stealth, and Dragon Hatchling-level MDC (which I notice Carella keeps using in this book repeatedly- what's with all the 1D4x100 stuff? No wonder people think he was Power-Geeking).

-Kreeghor Bloodhounds thus stand at PL 8.5, which is insane for an animal that can number in the thousands for a proper invasion force.

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Ares
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Re: Space Soldiers

Post by Ares » Tue Jul 09, 2019 3:25 pm

Jabroniville wrote:
Sat Jul 06, 2019 3:00 am
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SPACE SOLDIERS O.C.C.
Role:
Baseline Space Fighters
You know you're good at designing armor when you can make the standard mooks of a space army look like the final boss in any other setting.

Jabroniville
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Arboreal Wailers

Post by Jabroniville » Wed Jul 10, 2019 12:57 am

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ARBOREAL WAILER
Role:
Small Ape-Reptile
PL 8 (120)
STRENGTH
7 STAMINA 6 AGILITY 4
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 7 (+11)
Athletics 3 (+2)
Close Combat (Unarmed) 3 (+5)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Perception 5 (+6)
Sleight of Hand 4 (+4)

Advantages:
Evasion, Fast Grab

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian-Like Anatomy" Enhanced Athletics 8 (+10) (Flaws: Limited to Climbing) [2]
Speed 1 (2 mph) [1]
Leaping 1 (15 mph) [1]
Protection 2 [2]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -2 Intimidation)

"Sonic Wail" Blast 9 (Feats: Accurate 3) Linked to Dazzle Hearing 9 (Feats: Accurate 3) [42]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Sonic Wail +6 (+9 Ranged Damage & Affliction, DC 24 & 19)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude +3, Will +4

Complications:
Disabled (Animal)- Wailers cannot speak to humans.

Total: Abilities: 32 / Skills: 32--16 / Advantages: 2 / Powers: 60 / Defenses: 10 (120)

-Arboreal Wailers are reptilians that act like apes, and have a powerful Sonic Wail. Their low MDC still makes them remarkably tough for animals, adding up to PL 6.5, PL 7.5 at Range.

Jabroniville
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Killer Apes

Post by Jabroniville » Wed Jul 10, 2019 7:55 am

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KILLER APE
Role:
Forboding Symbol
PL 9 (75)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Athletics 1 (+7)
Close Combat (Unarmed) 3 (+7)
Expertise (Survival) 6 (+8)
Insight 3 (+5)
Intimidation 10 (+8)
Perception 4 (+6)
Plus 4 ranks in any other Skill (Expertise: Perform is common)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Unarmed), Improved Hold, Power Attack, Startle, Ultimate Strength Check

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Strength & Long Arms" Strength-Damage +1 (Feats: Reach) [2]
Protection 3 [3]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +11, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Killer Apes cannot speak to humans.

Total: Abilities: 38 / Skills: 32--16 / Advantages: 10 / Powers: 9 / Defenses: 12 (85)

-Killer Apes are big, evil, fuzzy carnivores given a really dumb name (did they just run out of time?), mysterious origins (are they the descendants of a former starfaring race that devolved?), and Dragon Hatchling-level MDC. That's... actually all their is to them. No unique powers or anything- they're just big, savage, smart animals.

Jabroniville
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Re: Jab's Rifts Builds (Naruni! Prometheans! Wolfen! Cosmo-Knights!)

Post by Jabroniville » Wed Jul 10, 2019 7:59 am

Man, the "Bestiary" sections of these books are often just such "filler" with ill-thought-out creatures, but damn they're easy to stat, given I've done all the groundwork with my animal builds.

The funny thing about doing these is that despite page after page of "Feature Bloat" on everything they can get their hands on, Palladium books are HORRENDOUS at actually detailing Super-Senses and the like. Soooooooooo many classes just say "Wolf-Like Senses" or something. Which is a big deal, considering how many things in the game can turn invisible.

Jabroniville
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Ugglies

Post by Jabroniville » Thu Jul 11, 2019 9:25 am

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SPACE UGGLIES
Role:
Nuisances
PL 5 (70)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+7)
Close Combat (Unarmed) 4 (+6)
Expertise (Survival) 4 (+4)
Intimidation 5 (+2)
Perception 5 (+5)
Sleight of Tentacle 8 (+8)
Stealth 8 (+11)

Advantages:
Fast Grab, Improved Hold, Improved Grab

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Direction Sense) [2]

"Octopus Features"
"Six Arms" Extra Limbs 2 [2]
"Boneless Body" Insubstantial 1 (Flaws: Limited to Enough Space For Beak -2) [3]
Movement 1 (Slithering) [2]
Features 1: Regrow Lost Limbs [1]

"Space Creature"
Space Travel 1 [2]
Immunity 5 (Vacuum, Cold, Heat, Suffocation 2) [5]

"Digestive Acids" Weaken Toughness 4 (Extras: Affects Objects) Linked to Damage 2 [10]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Acid +2 (+2 Damage & +4 Weaken, DC 17 & 14)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +5, Will +3

Complications:
Disabled (Animal)- Octopi cannot speak to humans.

Total: Abilities: 8 / Skills: 38--19 / Advantages: 3 / Powers: 27 / Defenses: 11 (70)

-The Ugglies are a Tribble-like "Space Plague", attaching themselves to ships and eating food supplies, tools, and anything else they can touch, via slow-moving acidic secretions.

VAMPIRE UGGLIES
Role:
Worse Nuisances
PL 6 (72)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+4)
Expertise (Survival) 4 (+4)
Intimidation 5 (+2)
Perception 5 (+5)
Sleight of Tentacle 8 (+8)
Stealth 8 (+11)

Advantages:
Fast Grab, Improved Hold, Improved Grab

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Direction Sense) [2]

"Octopus Features"
"Six Arms" Extra Limbs 2 [2]
"Boneless Body" Insubstantial 1 (Flaws: Limited to Enough Space For Beak -2) [3]
Movement 1 (Slithering) [2]
Features 1: Regrow Lost Limbs [1]
Protection 4 [4]
Bite +4 [4]

"Space Creature"
Space Travel 1 [2]
Immunity 5 (Vacuum, Cold, Heat, Suffocation 2) [5]

"Steal Life Force" Weaken Awareness 4 (Feats: Subtle 2, Accurate 3) (Extras: Ranged) (Flaws: Limited to 1 Point at a Time) [9]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Bite +4 (+7 Damage, DC 22)
Weaken Life Force +6 (+4 Ranged Weaken, DC 19)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +7, Fortitude +5, Will +3

Complications:
Disabled (Animal)- Octopi cannot speak to humans.

Total: Abilities: 8 / Skills: 36--18 / Advantages: 3 / Powers: 34 / Defenses: 11 (72)

-Vampire Ugglies are much more dangerous than Space Ugglies, consuming PPE & ISP (Magic & Psionics) instead of doing damage, and being MDC creatures. They typically find one victim and drain them in secret (invisible, hard-to-detect draining, albeit at a low level), usually until they die.

Jabroniville
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The Dominators

Post by Jabroniville » Thu Jul 11, 2019 9:26 am

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THE DOMINATORS
Role:
Galactic Scourge, Big Bads, Conquerors
PL 12 (211)
STRENGTH
5 STAMINA 8 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 5 (+10)
Expertise (Tyrant) 10 (+15)
Expertise (Science) 5 (+10)
Insight 5 (+10)
Intimidation 5 (+10, +14 Size)
Perception 5 (+10)
Technology 7 (+12)

Advantages:
Diehard, Equipment 12 (Nova Gun- Blast 16), Great Endurance, Ranged Attack 5

Powers:
Protection 9 (Impervious 13) [22]
Senses 1 (Low-Light Vision) [1]
Regeneration 12 [12]
Immunity 1 (Aging) [11]
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Starsplitter" (Flaws: Easily Removable) [24]
Blast 16 (Feats: Increased Range 2) (Extras: Penetrating 10) (38) -- (39 points)
  • AE: Strength-Damage +10 (Feats: Reach) (Extras: Penetrating) (21)
"Collector Bubble" (Flaws: Easily Removable) [27]
Snare 15 (45 points)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Starsplitter +8 (+15 Damage, DC 30)
Starsplitter Blast +7 (+16 Ranged Damage, DC 31)
Collector Bubble +7 (+15 Ranged Affliction, DC 25)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +8

Complications:
Motivation (Conquest & Destruction)- The Dominators, like most Rifts villains, have no nuance- they are simply evil and enjoy killing others.

Total: Abilities: 46 / Skills: 42--21 / Advantages: 18 / Powers: 113 / Defenses: 13 (211)

-The Dominators are given only the most bare-bones of bios- they're an Always Evil "Bogeyman Race" of ancient giants from beyond the stars, who apparently genocided all the galaxy's ancient races and faced all of the Three Galaxies in a war that almost killed all of them. Living only to kill and conquer, Dominators tend to set up shop as tyrants. Their arch-enemies are the Cosmo-Knights. They take double-damage from Magic.

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Sidious
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Re: Jab's Rifts Builds (Wolfen! Cosmo-Knights! Dominators!)

Post by Sidious » Thu Jul 11, 2019 11:48 am

Hey look! It's Galactus... I mean the Dominators. :)

Really these guys need outlandish head gear and Kirby Dots everywhere.
Still I always liked them as big bads.

Anthanatos
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Re: Jab's Rifts Builds (Wolfen! Cosmo-Knights! Dominators!)

Post by Anthanatos » Thu Jul 11, 2019 3:31 pm

I would attach some variable power to the Dominators - was just glancing through my Phase World book yesterday. In addition to the capture orbs with 500 MDC (which you have), and a number of other goodies at their disposal which may be different from one Dominator to the next.

Also, can find more information on the Dominators in Thundercloud galaxy, talks about their weapons and armor and other tidbits to make them scarier.

Spectrum
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Re: Jab's Rifts Builds (Wolfen! Cosmo-Knights! Dominators!)

Post by Spectrum » Thu Jul 11, 2019 8:39 pm

Looking at the Dominators picture, lower right corner.

What is a creature that size doing with such tiny Go-Go Enslavement women?
We rise from the ashes so that new legends can be born.

Jabroniville
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Re: Jab's Rifts Builds (Wolfen! Cosmo-Knights! Dominators!)

Post by Jabroniville » Fri Jul 12, 2019 7:58 am

Anthanatos wrote:
Thu Jul 11, 2019 3:31 pm
I would attach some variable power to the Dominators - was just glancing through my Phase World book yesterday. In addition to the capture orbs with 500 MDC (which you have), and a number of other goodies at their disposal which may be different from one Dominator to the next.

Also, can find more information on the Dominators in Thundercloud galaxy, talks about their weapons and armor and other tidbits to make them scarier.
I generally leave out vague equipment, as in a setting this bonkers that could apply to any number of rich or powerful beings. Like you said, it varies too much- one guy could have 50 points of gear, and the next dude 300. Interesting that the characters showed up again- they really came off here like "Well we need a bad guy, but, um... okay, they look like the Phase Adept guys, but we don't have room or ideas for more!" and left it at that :).

Jabroniville
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Star Hives

Post by Jabroniville » Fri Jul 12, 2019 8:01 am

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STAR HIVE BUGS
Role:
Hive Mind Race
PL 7 (52)
STRENGTH
0 STAMINA 4 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)
Perception 5 (+5)
Stealth 1 (+1)

Advantages:
None

Powers:
"Bug Physiology"
Speed 1 (4 mph) [1]
Movement 1 (Environmental Adaptation- Zero Gravity) [2]
Senses 5 (Infravision, Ultravision, "Radar" Ranged Radius Radio Sense) [5]
Communication (Mental) 2 (Extras: Area) (Flaws: Limited to the Hive) [8]
Protection 4 [4]

Offense:
Unarmed +5 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude +7, Will +2

Complications:
Responsibility (The Hive)

Total: Abilities: 18 / Skills: 10--5 / Advantages: 0 / Powers: 20 / Defenses: 9 (52)

-A generic "Kill Everything" threat, much like the Xiticix, the Star Hives have "mysterious origins" (ie. "we don't care") and are multiple kinds of Bug People. Basically generic stuff for you to kill.

KILLER BEETLE- PL 10 (85): ST +7, STA +4, FIGHTING +3, INT -2, PRE -2, Claws +3, Protection 3, Extra Limbs 2, Regeneration 2, Regrow Limbs, Will +2, "Psionics" (See Aura, See Invisible, Sense Magic, Mind Block Auto-Defense) [33 + Psionics]
-The near-mindless, savage, front-line fighters of the Hives, Killer Beetles are what I was expecting to be simple foot soldiers, but HOLY GOD- significantly more MDC than a Dragon Hatchling, five attacks per melee, +5 to hit, and more- these things are annihilators.

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VACUUM WASP- PL 9 (133): ST +2, STA +3, AGI +1, FIGHTING +2, PRE +1, Flight 8, Space Travel 1, Regeneration 2, Regrow Limbs, Extra Limbs 2, Immunity 4 (Suffocation 2, Cold, Heat), Claws +7, Protection 4, Bio-Blast 10 (Inc. Range, Accurate 4), "Psionics" (See Aura, See Invisible, Sense Magic, Mind Block Auto-Defense) [81 + Psionics]
-Vacuum Wasps are generally pretty dumb (INT -2), but Sentient Wasps (statted here) can become Player Characters and have normal intelligence. These are the "Fighter Jets" of the Star Hives, as they can survive in space, flying out of the Hives to attack enemy ships and kill everyone inside. They are a bit less deadly than Killer Beetles, being weaker and only around half as durable, but more versatile, as they can fly faster than almost anything on Rifts Earth, and Blast away.

Image

LOL I love his casual, annoyed pose.

TERMITE ENGINEER- PL 6 (88): STA +4, AGI +1, INT +1, Regeneration 2, Regrow Limbs, Extra Limbs 2, Claws +3, Protection 4, "Secrete Chitin" Snare 6 (Touch Range), "Psionics" (See Aura, See Invisible, Sense Magic, Mind Block Auto-Defense, Telekinesis) [36 + Psionics]
-Termite Engineers are the low-MDC (1D6x10) builders of the Star Hives, secreting chitin (I think they mean resin) that can stick stuff together, or ensnare targets. They are said to be the bugs most likely to attain full sentience.

WORKER ANT- PL 8 (52): ST +4, AGI +1, FIGHTING +1, INT -3, AWA -3, PRE -3, Regeneration 2, Claws +6, Protection 4 [6 + Psionics]
-Worker Ants are said to be utterly mindless and can't be chosen as Player Characters. Respectable hitting power and MDC (+10 damage and +8 Toughness).

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HIVE QUEEN- PL 14 (172): ST +7, STA +4, FIGHTING +3, INT +3, AWA +2, PRE +2, Bite +6, Protection 11 (Impervious), Regeneration 8, Regrow Limbs, Immunity (Aging), Mind Bolt 13 (Accurate 4), Remote Sensing (Vision) 10 (Through Hive Members Only), "Psionics" (All Sensitive Powers, plus Bio-Manipulation, Empathic Transmission, Mind Block Auto-Defense, Mentally Possess Others, Telekinesis, Mind Wipe, TK Force Field) [120 + Psionics]
-The Hive Queens are effectively Alien Intelligences (what's supposed to be a recurring "Holy Shit" threat in Rifts, as the early books keep mentioning them), hitting PL 11 offensively pretty easily, having Rail Gun-level damage on multiple things, lots of Psionic Powers, thousands of MDC (1D6x1000), and more. They are sentient, thinking creatures, ruling their Hives effortlessly.

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