Jab's Rifts Builds (Rifts- A Final Summation!)
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D'Sonoqua
D'SONOQUA- THE CANNIBAL WOMEN: ST +3, STA +5, AGI +3, FIGHTING +4, +1 Dodge, Bite +5, Protection 3, Regeneration 4 (Regrows Limbs- Must Sew Freshly-Torn Limb On), Expertise (Domestic) +5, Expertise (Survival) +6, Stealth +4, Treatment +7, Low-Light Vision, Immunity 5 (Poison, Disease, Cold, Possession), Immunity 80 (All Damage, Limited to Conventional Weapons, Limited to Half), Magic (Sense Evil, Chameleon, Tongues, Negate Poison, Healing Touch, Greater Healing, Cure Illness, Purification (food/water), Calling, Befuddle, Fear, Magic Net, Blind, Mute, Agony, Spoil, Sickness) [88 + Magic]
-D'Sonoqua are a variation of the "Hag" concept, being cannibalistic, haggard old witches who lure children into the woods and kidnap them, using them as both slaves and food stock. They were once ordinary people, but made pacts to turn into monsters, usually out of revenge or because they're just murdering psychopaths. Though powerful, they will drown if thrown into the sea, as they cannot swim.
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Sedna the Sea-Hag
SEDNA THE SEA-HAG
Role: Deadly Water Spirit
PL 15 (318 + Magic)
STRENGTH 10 STAMINA 12 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE -3
Skills:
Expertise (Survival) 9 (+9)
Expertise (Magic) 10 (+14)
Intimidation 14 (+11, +13 Size)
Perception 9 (+9)
Advantages:
Eidetic Memory, Ranged Attack 8, Startle
Powers:
"Sea Spirit"
Immunity 32 (Aging, Life Support, Mist, Weather Effects, Water Effects) [32]
Protection 7 (Extras: Impervious 11) [18]
Regeneration 10 (Feats: Regrows Limbs) [11]
Growth 5 (Flaws: Limited to Non-ST & STA Growths) [5]
Movement 1 (Trackless) (Flaws: Limited to Within Snow) [1]
Swimming 8 (8) -- [9]
- AE: Speed 5 (60 mph) (5)
Senses 4 (Precognition) (Flaws: Limited to Weather & Ocean Patterns) [2]
Movement 3 (Dimensional Travel 3) [6]
Comprehend 2 (Languages) [4]
"Horrifying Appearance" Affliction 8 (Will; Dazed/Stunned/Transformed to Insane or Fearful of the Seas) (Extras: Area- Visual, Reaction +3, Continuous +3) [64]
Immunity 80 (All Damage) (Flaws: Limited to Half, Limited to Kinetic Damage) [27]
"Magic" (All Water, Ice & Cold Spells, All Water Warlock Spells, plus several weather-related ones)
Offense:
Unarmed +11 (+10 Damage, DC 25)
Initiative +2
Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +19, Fortitude +12, Will +8
Complications:
Obsession (Respect)- Sedna demands respect- those who fail to give proper reverence will be punished severely, and those who praise or help her are rewarded.
Power Loss (Horrifying Appearance)- Children and those unfamiliar with Sedna are less vulnerable to her appearance's negative effects.
Power Loss (Durability)- Weapons made from the bones or teeth of a sea animal do their S.D.C. equivalent in Mega-Damage to Sedna. So a spear with a walrus tusk would do Damage 7, for example.
Total: Abilities: 82 / Skills: 42--21 / Advantages: 10 / Powers: 191 + Magic / Defenses: 14 (318 + Magic & Psionics)
-A truly disturbing-looking image sets Sedna apart- a nude old woman with a belly, walking across the ocean floor. Sedna is a singular character and not a race, and is said to be vengeful, but can be swayed to help others via rituals. Sedna was once a human girl, but was betrayed by her father and now rules a Land of the Dead beneath the frozen seas. Sacrificing to her and promising to fear her may result in a boon if she's feeling generous- things like calm seas or good hunting. Those who recoil in horror are often punished severely, but genuine kindness will earn a person eternal immunity from the ravages of the sea.
-I don't normally stat up singular characters, but I got halfway through statting up Sedna so just had to finish, lol. She has the usual "Invincible Rifts Character" crap, such as insane toughness (3,900 M.D.C.), Half-Immunity to kinetic damage (including swords, rail runs, etc.), various other Immunities, five attacks, and tons of Magic. Plus that hyper-expensive Insanity Effect that can harm anyone who looks at her.
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Windigo Demon
WINDIGO DEMON
Role: Mythical Monster, Classic Gleefully-Evil Un-Nuanced Rifts Monster
PL 12 (194)
STRENGTH 10 STAMINA 10 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0
Skills:
Expertise (Survival) 8 (+8)
Intimidation 10 (+11 Size)
Perception 7 (+7)
Stealth 7 (+11, +8 Size)
Advantages:
Daze (Intimidation), Improved Initiative, Power Attack, Startle
Powers:
Senses 9 (Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent, Tracking- Scent, Extended Hearing) [9]
Immunity 3 (Poison, Disease, Cold) [3]
Immunity 80 (All Damage) (Flaws: Limited to Half) [40]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Speed 5 (60 mph) [5]
Regeneration 6 (Feats: Regrows Limbs) [7]
Immortality 8 (Skull Must Be Smashed In To Prevent) [16]
"Understand All Languages; Speak All Native Languages"
Comprehend 1 (Understand Languages) [2]
Comprehend 1 (Speak Lanuages) (Flaws: Limited to Native, Frech & English) [1]
"Paralyzing Scream" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- Audio Perception) (16) -- [17]
- AE: "Claws" Strength-Damage +3 (Feats: Split) (4)
Unarmed +10 (+10 Damage, DC 25)
Claws +10 (+13 Damage, DC 28)
Paralyzing Scream +8 Area (+8 Affliction, DC 18)
Initiative +4
Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +5
Complications:
Motivation (Eating Humanoid Flesh)
Vulnerable (Bone Weapons)- Weapons made from silver or the bones & teeth of a sea animal inflict their equivalent in M.D.C.- so a spear made from walrus tooth would be Damage 7. They also take full damage from Magical attacks.
Total: Abilities: 56 / Skills: 32--16 / Advantages: 4 / Powers: 107 / Defenses: 11 (194 + Psionics)
-Man, Windigos are way more famous than I thought. I'd only ever heard of Marvel's version as a kid, but there's ones in D&D, Monster in My Pocket and now Rifts. Here, they are your typical "Kill for the savage fun of it" malicious monster. They're another PL 12 threat with a ton of Immunties (half-damage from just about everything!), a Paralyzing Scream, and some other good defenses, but are PL 10 defensively.
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Wishpoosh Demon
WISHPOOSH- THE DEMON BEAVER
Role: A F*CKING EVIL BEAVER Y'ALL!
PL 11 (161 + Magic)
STRENGTH 8/11 STAMINA 10 AGILITY 1/3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -2
Skills:
Expertise (Dam-Builder/River-Blocker) 6 (+6)
Expertise (Survival) 8 (+7)
Intimidation 8 (+7 Size)
Perception 6 (+5)
Stealth 6 (+9, +6 Size)
Advantages:
Favored Environment (Underwater), Power Attack, Startle
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 6 [6]
Immunity 17 (Aging, Disease, Cold, Fatigue Effects, Possession 2, Waves 2, S.D.C Weapons 5) [17]
Immunity 7 (Drowning, Pressure, Electrical Damage) (Flaws: Limited to Half-Effect) [3.5]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect, Limited to Non-Magical & Psionic Attacks) [27]
Immunity 5 (Explosives) (Flaws: Limited to While Underwater) [2.5]
Comprehend 2 (Languages 2) [4]
"Ride the Waves" Movement 1 (Water-Walking) [2]
"Aquatic Powerhouse"
Enhanced Strength 3 (Flaws: Limited to While Underwater) [3]
Enhanced Agility 2 (Flaws: Limited to While Underwater) [2]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Swimming 8 (8) -- [9]
- AE: Speed 4 (30 mph) (4)
- AE: "Gnawing" Weaken Toughness 4 (Flaws: Limited to Trees) (4)
"Magic" (Summon & Control Animals- Limited to Frogs & Beavers, Repel Animals, Seal, Sense Magic, Mystic Fulcrum, Mend the Broken, Create Water)
Offense:
Unarmed +8 (+8 Damage, DC 23)
Underwater +8 (+11 Damage, DC 26)
Bite +8 (+13 Damage, DC 28)
Initiative +1 (+3 Underwater)
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10, Fortitude +10, Will +4
Complications:
Motivation (Being Dicks)- Wishpoosh love to play cruel tricks on humans.
Responsibility (Overconfident)- Wishpoosh are not as clever as they think they are, and may be tricked by crafty humans.
Disabled (Poor Day-Vision)- Wishpoosh greatly prefer darkness for this reason.
Vulnerable (Fire)- Fire does slightly more damage than normal.
Vulnerable (Maple Tree Weapons)- Weapons made from the wood of a maple tree inflict their equivalent in M.D.C.- so a spear made from one would be Damage 7.
Total: Abilities: 36 / Skills: 30--15 / Advantages: 3 / Powers: 97 + Magic / Defenses: 10 (161 + Psionics)
-HAHAHAAHAHAHAHA F*CK YES AN EVIL DEMON BEAVER!! This is from an old Native myth about the Wishpoosh, who was driven off by Coyote after the people beseeched him for help. Coyote then transformed into a fir branch, which Wishpoosh swallowed, then "gutted the beast" from inside. Aaaaaaaaand naturally in Rifts this is an entire race of creatures. Wishpoosh are not imaginative or cunning like Coyote, but still like tricking people using cruel tricks and suprise attacks, or just gnawing down trees to block or flood waterways.
-The Wishpoosh is a fairly solid Mega-Damage threat, doing good damage and being reasonably (but not overwhelmingly) tough. It's so Canadian it takes EXTRA DAMAGE FROM MAPLE TREE WEAPONS, but otherwise has the most Immunities I can ever recall seeing in a Palladium game, being immune to stuff as varied as Possession, WAVES, and even underwater explosions. There's also a Half-Immunity to any kind of conventional Mega-Damage weapon, enhanced stats underwater, and an absolutely brutal Bite attack, doing +13 damage (the level of a Rail Gun).
Last edited by Jabroniville on Mon Jun 29, 2020 12:48 am, edited 1 time in total.
Re: Wishpoosh Demon
This is perhaps the most Canadian monster I can imagine.Jabroniville wrote: ↑Mon Jun 29, 2020 12:18 am
WISHPOOSH- THE DEMON BEAVER
-HAHAHAAHAHAHAHA F*CK YES AN EVIL DEMON BEAVER!! This is from an old Native myth about the Wishpoosh, who was driven off by Coyote after the people beseeched him for help. Coyote then transformed into a fir branch, which Wishpoosh swalled, then "gutted the beast" from inside. Aaaaaaaaand naturally in Rifts this is an entire race of creatures. Wishpoosh are not imaginative or cunning like Coyote, but still like tricking people using cruel tricks and suprise attacks, or just gnawing down trees to block or flood waterways.
-The Wishpoosh is a fairly solid Mega-Damage threat, doing good damage and being reasonably (but not overwhelmingly) tough. It's so Canadian it takes EXTRA DAMAGE FROM MAPLE TREE WEAPONS, but otherwise has the most Immunities I can ever recall seeing in a Palladium game, being immune to stuff as varied as Possession, WAVES, and even underwater explosions. There's also a Half-Immunity to any kind of conventional Mega-Damage weapon, enhanced stats underwater, and an absolutely brutal Bite attack, doing +13 damage (the level of a Rail Gun).
EVER.
Yes Wendigo's are one of the more numerous cryptids. You an dive down a VERY deep rabbit hole on YouTube with them.Jabroniville wrote: ↑Sat Jun 27, 2020 9:23 pm WINDIGO DEMON
-Man, Windigos are way more famous than I thought. I'd only ever heard of Marvel's version as a kid, but there's ones in D&D, Monster in My Pocket and now Rifts. Here, they are your typical "Kill for the savage fun of it" malicious monster. They're another PL 12 threat with a ton of Immunties (half-damage from just about everything!), a Paralyzing Scream, and some other good defenses, but are PL 10 defensively.
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Re: Jab's Rifts Builds (Demon Bear, Sedna the Sea-Hag, Windigo)
Query: Is it me, or do older books include a LOT more "+xx to hit, +xx to Parry & Dodge" stuff? I keep seeing that in the old books, and I'm drawing a blank as to how often it happens in books after 2000 (which is... 1/3 the way into the line's existence. God, we're old).
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Angakoq
ANGAKOQ O.C.C.
Role: Noble Savage, Inuit Shaman
PL 7 (82 + Magic & Psionics)
STRENGTH 1 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 4 (+5)
Expertise (Survival) 7 (+9)
Expertise (Magic) 6 (+8)
Expertise (Demons & Monsters) 6 (+8)
Insight 3 (+5)
Perception 3 (+5)
Stealth 2 (+3)
Treatment 3 (+5)
Advantages:
Equipment 5 (Bow & Arrow, Spear, Body Armor From Mega-Damage Creature, Other Gear), Ranged Attack 3, Ritualist
Powers:
"Commune With Spirits" Comprehend 2 (Spirits) (Flaws: Source- Trance) [2]
"Recognize Supernatural Shapechangers" Senses 4 (Vision Penetrates Illusion) (Flaws: Limited to Shapechangers) [2]
"Ley Line Healing" Healing 6 (Extras: Restorative) (Flaws: Limited to Self, Source- Ley Lines) (6) -- [7]
- AE: "Remove Tornaq From Battle" Movement 1 (Dimensional Travel- Spirit World) (Flaws: Affects Others Only +0, Limited to Tornaq Spirit Bear) (1)
"Psionics" (Exorcism, Increase Healing, Psychic Diagnosis, Psychic Surgery, Clairvoyance, See Aura, See the Invisible, Mind Block)
"Amulets & Talismans" (Select Two of Each)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Spear +5 (+3 Damage, DC 18)
Bow & Arrow +5 (+4 Ranged Damage, DC 19)
Initiative +1
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+9 M.D.C. Armor), Fortitude +5, Will +5
Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.
Total: Abilities: 36 / Skills: 34--17 / Advantages: 9 / Powers: 11 + Magic & Psionics / Defenses: 9 (82 + Magic & Psionics)
-So yeah, of course there's an Inuit Shaman O.C.C. And of course they're all about "the old ways are best" and live simply and off the land. Angakoqs (a legit name for shamans in their culture) simply wake up one day with magical powers- the spirits visit them in their dreams and test their compassion and reaction towards the spirits. They are spiritually linked ot their Tornaq guides- the Spirit Bears are how they communicate with Sedna the Sea-Hag, give them more P.P.E. to cast spells, and will defend them to the death against adversaries. However, the Shaman must be careful to spare their ally when necessary (via a Teleportation spell that removes them from the fight instantly)- if a Tornaq dies, it cannot be replaced, and the Shaman is doomed to a life of shame.
-The Angakoq is your everyday "Noble Savage" Shaman stereotype, but has some solid gear (Mega-Damage hide armor!) and a variety of powers, though will not learn any more. They get two talismans & amulets each, can Heal via Ley Lines, and a few more things. Their BEST ability, however, is automatically getting a Spirit Bear guide which amplifies their magical might by a huge magnitude, adding 20+ spells to the Shaman's repetoire.
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Tornaq
TORNAQ
Role: Spirit Bear, Animal Ally
PL 9 (96 + Magic)
STRENGTH 6 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2
Skills:
Athletics 4 (+10)
Expertise (Survival) 8 (+9)
Intimidation 13 (+12 Size)
Percpetion 9 (+10)
Stealth 6 (+8, +5 Size)
Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Improved Initiative, Startle
Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +1 [1]
Speed 1 (4 mph) [1]
"Arctic Predator"
Movement 1 (Environmental Adaptation- Arctic) [2]
"White Fur" Enhanced Skills 6: Stealth 6 (+11) (Flaws: Limited to White Areas) [1.5]
Immunity 1 (Cold) (Flaws: Limited to Half-Effect) [0.5]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +2 (Feats: Reach) [3]
"Mega-Damage Creature" Protection 2 [2]
Regeneration 4 [4]
"Empower the Angakoq" (Magic: Energy Disruption, Superhuman Strength, Swim as a Fish- Superior, Impervious to Cold, Eyes of the Wolf, Armor of Ithan, Turn Dead, Commune with Spirits, Exorcism, Constrain Being, Banishment, Control/Enslave Entity, Blind, Mute, Minor Curse, Remove Curse, Negate Magic, Dispel Magic Barrier, Stone to Flesh, Restoration, Anti-Magic Cloud, Amulet, Talisman, Summon and Control
Animals, Summon Fog, Calm Storms, Aura of Power, Mystic Fulcrum, Fist of Fury, Frostblade, Tame Beast, Restore Life- All limited to 2/day and Affects Others Only, Ranged & Limited to the Angakoq)
Offense:
Unarmed +8 (+8 Damage, DC 23)
Natural Weapons +8 (+9 Damage, DC 24)
Initiative +5
Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +8
Complications:
Disabled (Animal)- Bears cannot speak to humans, nor use their paws to easily manipulate objects.
Relationship (The Angakoq)- The Spirit Bear will defend the Angakoq to the death.
Total: Abilities: 26 / Skills: 40--20 / Advantages: 10 / Powers: 26 + Empower Angakoq / Defenses: 14 (96 + Magic)
-The Tornaq is another Mega-Damage Bear in a book full of them, but differs by the ability to empower the Angakoq with huge amounts of P.P.E. and spellcasting ability- they allow a positively MASSIVE spell-list, but only the Shaman may cast from it, and only two of each per day.
Re: Wishpoosh Demon
They all are.
My Amazing Woman: a super-hero romantic comedy podcast.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Re: Jab's Rifts Builds (Sedna the Sea-Hag, Windigo, Demon Beaver!)
Indeed, it is a big, brown beaver.
.. though that one might be a porcupine.
.. though that one might be a porcupine.
We rise from the ashes so that new legends can be born.
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Inuit Gear
INUIT AMULETS & TALISMANS:
-Angakoqs may make these two items by permanently draining the P.P.E. of their Tornaq guide- something they wouldn't do otherwise. This makes these highly precious. Only the Angakoq or the person he gifts the item to may use them. Only one of each can be worn at one time, and you can't use another for 24 hours after using one, meaning they have a LOT of strict limits on their use, which is funny, because Amulets are pretty terrible. TALISMANS, however, are extremely epic and incredibly useful. The costs are kinda weird, though, as the incredible Bear Claw Talisman gives you like a hundred M.D.C. and Speed, but costs about what the "Turn into a wolf once per day" Talisman does.
AMULETS:
* Amulets are made from animals, and bestow powers that way.
"Buffalo Amulet" +2 Fort/Will against Magic.
"Eagle Amulet" See the Invisible, Communicate with Spirits.
"Raven Amulet" Immune to Possesion.
"Seal Amulet" Immune to Cold, Walk among seals without scaring them (typically used to hunt and kill one, I guess).
"Snake Amulet" Immune to Snake Venom.
TALISMANS:
* Simple worn items.
"Bear Claw" Speed 4 (30 mph), STRENGTH 9, Toughness +9. It will break of the M.D.C. depletes, so take it off first. Will regenerate M.D.C. by the moon.
"Bear Tooth" Track bears, and ensure first strike hits and does "triple damage".
"Caribou Antler" Detect Caribou, accepted as one of them and may lead the entire herd.
"Eagle Feather" See the Invisible, Communicate with Spirits.
"Eagle Claw" Extended Range 1 on Arrows, Accurate and "double damage" (probably Blast 8). Does Blast 9 to supernatural beings.
"Raven Claw" Equivalent S.D.C. damage in Mega-Damage against supernatural beings when bare-handed. Likely doing Damage 6-8. Holds such creatures at bay like a cross to Vampires.
"Turtle Shell" Toughness +8 Force Field (40 M.D.C. added to character's total, likely not messing up the numbers too much math-wise). Regenerates with each new tide, but will break like the Bear Claw one.
"Walrus Bone/Tusk" Swimming 5 (30 mph), Pressurer up to 600 feet, see in murky water, hold breath for 6 minutes. Immunity to Cold.
"Whale Bone" Dive 1000 feet, Immunity to Cold & Pressure, Swimming 5 (40 mph), see in murky water, STRENGTH 12 in the water.
"Wolf Bone" Metamorph into Timber Wolf once per day.
"Wolf Tooth/Skull" Wolf Sight & Scent powers.
OTHER ITEMS:
* Here's some other random stuff.
"The Bear's Coat" Metamorph into Brown or Grizzly Bear, with M.D.C. Mutant Bear's stats. Once per day.
"Demon Mask" Scares away lesser Demons. A long ritual dance will keep demons away from a 1D6 mile radius area for days.
"Spirit Catcher" Spinning it can snatch up any poltergeists, haunting entites and lesser beings in a 100 foot radius. So it makes you a GhostBuster.
-Angakoqs may make these two items by permanently draining the P.P.E. of their Tornaq guide- something they wouldn't do otherwise. This makes these highly precious. Only the Angakoq or the person he gifts the item to may use them. Only one of each can be worn at one time, and you can't use another for 24 hours after using one, meaning they have a LOT of strict limits on their use, which is funny, because Amulets are pretty terrible. TALISMANS, however, are extremely epic and incredibly useful. The costs are kinda weird, though, as the incredible Bear Claw Talisman gives you like a hundred M.D.C. and Speed, but costs about what the "Turn into a wolf once per day" Talisman does.
AMULETS:
* Amulets are made from animals, and bestow powers that way.
"Buffalo Amulet" +2 Fort/Will against Magic.
"Eagle Amulet" See the Invisible, Communicate with Spirits.
"Raven Amulet" Immune to Possesion.
"Seal Amulet" Immune to Cold, Walk among seals without scaring them (typically used to hunt and kill one, I guess).
"Snake Amulet" Immune to Snake Venom.
TALISMANS:
* Simple worn items.
"Bear Claw" Speed 4 (30 mph), STRENGTH 9, Toughness +9. It will break of the M.D.C. depletes, so take it off first. Will regenerate M.D.C. by the moon.
"Bear Tooth" Track bears, and ensure first strike hits and does "triple damage".
"Caribou Antler" Detect Caribou, accepted as one of them and may lead the entire herd.
"Eagle Feather" See the Invisible, Communicate with Spirits.
"Eagle Claw" Extended Range 1 on Arrows, Accurate and "double damage" (probably Blast 8). Does Blast 9 to supernatural beings.
"Raven Claw" Equivalent S.D.C. damage in Mega-Damage against supernatural beings when bare-handed. Likely doing Damage 6-8. Holds such creatures at bay like a cross to Vampires.
"Turtle Shell" Toughness +8 Force Field (40 M.D.C. added to character's total, likely not messing up the numbers too much math-wise). Regenerates with each new tide, but will break like the Bear Claw one.
"Walrus Bone/Tusk" Swimming 5 (30 mph), Pressurer up to 600 feet, see in murky water, hold breath for 6 minutes. Immunity to Cold.
"Whale Bone" Dive 1000 feet, Immunity to Cold & Pressure, Swimming 5 (40 mph), see in murky water, STRENGTH 12 in the water.
"Wolf Bone" Metamorph into Timber Wolf once per day.
"Wolf Tooth/Skull" Wolf Sight & Scent powers.
OTHER ITEMS:
* Here's some other random stuff.
"The Bear's Coat" Metamorph into Brown or Grizzly Bear, with M.D.C. Mutant Bear's stats. Once per day.
"Demon Mask" Scares away lesser Demons. A long ritual dance will keep demons away from a 1D6 mile radius area for days.
"Spirit Catcher" Spinning it can snatch up any poltergeists, haunting entites and lesser beings in a 100 foot radius. So it makes you a GhostBuster.
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Rifts Canada Gear
GEAR:
* Thankfully, the section for gear is quite small in this book, taking up only a few pages at the back, almost as an afterthought. Tundra Rangers have a snowmobile that's Toughness +9, a Hovercycle with +10- the latter has a Blast 11 laser. The Legion SOL Flying Arsenal (yes, it actually means "Shit Out of Luck") is another hover-vehicle that has a ton of gear attached to it. It's Toughness +10, has a Blast 10 front laser, a Blast 13 Rail Gun nose-weapon, various types of Missiles (which, remember, are hugely overpowered in Rifts), and a "Main Laser Cannon" that's Blast 14! The Legion Armored Snow Lion APC is a big super-vehicle that's Toughness +12 and has tons of room for just about everything, Blast 11 guns & grenades, Missiles, and more. There's also some elite skis and a radio-broadcasting helmet in there.
WEAPONS:
-Tundra Ranger Energy Weapons are pretty solid. One is used for base armaments, and is covered artillery with about Toughness +9, doing Blast 12 damage and having Mini-Missiles & stuff.
ARMOR:
"Legion Tundra Body Armor": Toughness +8, cold resistance. Optional Jet Packs add Flight 6.
-The Tundra Rangers' low-end gear.
"Fury Beetle Armor": Toughness +8-9.
-Makeshift, homemade armor from Fury Beetle hides.
"Homemade M.D.C. Armor" Toughness +7.
-Low-rent patchwork armor made as a composite of animal hides and/or bone, plus found stuff. Never environmentally capable.
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Re: Jab's Rifts Builds (Sedna the Sea-Hag, Windigo, Demon Beaver!)
And that does it for yet another World Book! Rifts Canada has some neat art and a handful of semi-good ideas, but feels half-baked overall, with no major areas to visit, and it has to dance around the two biggest "Canada things" in the game- Free Quebec & the Xiticix, both of which are elaborated upon elsewhere. I'm guessing someone's manuscript impressed Kevin enough to get him to offer a book, and they promptly ignored it, justifying the relative power of the Tundra Rangers with "Oh, they phased out of our time for a few hundred years".
Next up... something I kinda wanted to do since I went through England and some other early books- go back to the beginning and churn out some stuff from the early days. In this case, it will be Rifts Sourcebook and then Mechanoids!
Next up... something I kinda wanted to do since I went through England and some other early books- go back to the beginning and churn out some stuff from the early days. In this case, it will be Rifts Sourcebook and then Mechanoids!
Re: Jab's Rifts Builds (Sedna the Sea-Hag, Windigo, Demon Beaver!)
On the whole, I'd say that was much less terrible than I thought it would be.
"I'm sorry. I love you. I'm not sorry I love you."
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