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

Where in all of your character write ups will go.
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Davies
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Re: Jab's Rifts Builds (Aussie Soldiers! Mutants!)

Post by Davies »

... okay, this is kind of awesome.
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Kwarla Mystic

Post by Jabroniville »

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KWARLA MYSTIC R.C.C.
Role:
Noble Savage, Tribal Shaman
PL 7 (115 + Psionics & Magic), PL 9 to Supernatural Creatures, PL 10 to Alien Intelligences
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 4 PRESENCE 2

Skills:
Athletics 4 (+11)
Expertise (Magic) 7 (+7)
Expertise (Survival) 6 (+9)
Expertise (Dreamtime Culture) 6 (+6)
Insight 2 (+5)
Intimidation 3 (+4)
Perception 5 (+8)
Persuasion 1 (+2)
Treatment 2 (+2)

Advantages:
Equipment 7 (Military Gear), Ranged Attack 1

Powers:
Claws +1 (Split) [2]
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
Immunity 2 (Vampire Powers) [2]
Immunity 5 (Mind Control, Limited to vs. Demons/Supernatural) [3]
"Divination" Features 1: Once Per Month, May As a General Question to the GM & Get a Vague Mystical Answer [1]

"Increase M.D.C." Enhanced Stamina 1 [2]
"Claws of Vengeance!" Strength-Damage +5 (Feats: Damages Vampires) (Flaws: Limited to Supernatural) [4]
"Double-Damage to Supernatural Creatures" Strength-Damage +2 (Flaws: Limited to Alien Intelligences) [1]

"Psionics" (Mind Block, Exorcism, Meditation, 3 Sensitive or Healing or 1 from Super-Psionics)
"Magic" (Globe of Daylight, Cleanse, Negate Mechanics, Power Weapon, Speed Weapon, Ironwood, +6 from Levels 1-2, +2 per level)

Offense:
Unarmed +5 (+7 Damage, DC 22)
Claws +5 (+8 Damage, DC 23)
Claws of Vengeance +5 (+13 Damage, DC 28)
vs. Alien Intelligences +5 (+15 Damage, DC 30)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +7 (+8 Boost), Fortitude +7, Will +5

Complications:
Responsibility (Fighting Supernatural Evil)- Kwarla are natural, obsessive Demon Hunters.
Power Loss (Increase M.D.C.)- This can only be done a limited times per day, for 20 per level.

Total: Abilities: 68 / Skills: 36--18 / Advantages: 8 / Powers: 18 + Psionics & Magic / Defenses: 3 (115 + Psionics & Magic)

-Naturally, the tribal Kwarla have an extreme devotion to Shamanism. Tribes are usually led by elder Mystics- revered practitioners of magic. They will take note of which Kwarla joeys will possess magic, and raise them as their own (to the pride of the mothers, apparently)- they are then sent off to train on their own (which is probably how players are expected to play one).

-Kwarla Mystics get very, very small amounts of Magical power, but they're better than regular Kwarla in every way, making them PL 8 normally, PL 9 to Supernatural Creatures, and PL 10 to Alien Intelligences (most of whom would kill them easily, but still). It's effectively a way to play a physically mighty terrible mage.
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Molokoi

Post by Jabroniville »

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MOLOKOI R.C.C.: ST +7, STA +7, INT +1, AWA +1, PRE +1, Chokehold, Fast Grab, Improved Hold, Swimming 5, FIGHTING +2 (Source: Underwater), Claws +2 (Split), Regeneration 3 (Regrows Limbs), Ultravision, Infravision, Ranged Radius Touch (Limited to Within Water) [54]

-Joining the Kwarla are another iconic Aussie creature- the crocodiles get their turn with the techno-aliens known as the Molokoi. They appear drawn by Ramon Perez as hunched over alien-looking crocs, which is a pretty great look- humanoid but still highly unnatural. Their world had once been a thriving tropical paradise, but something went "haywire" and it dried out into a desert, destroying their culture and race. However, a lone Mage Priest sacrificed her life to bring a cryogenic facility containing 3,000 slumbering Molokoi to Rifts Earth, hoping that it would give them a new lease on life. Today, 15,000 reside, but don't push out of their boundaries up north. Their history is a mystery even to themselves- they were in storage when their world fell, and thousands of years have transpired- they don't even know why they're on Earth at all.

-The Molokoi have a matriarchal society, made orderly by a ruling council- many decisions are made via physical contests. They view other races as naturally inferior, only befriending others when a debt is to be paid (they will often abandon their "Friend" the second they do so). However, this is in part due to insecurity and uncertainty. Their race is expected to gain in population rapidly, going from 15,000 to 60,000+ in a decade, and will become a major player in Australia as a result, especially as they tend to dislike humans. Overall, this is some of the most work given in establishing an alien race on Earth, and I quite like these guys. The focus on technology AND Druidism is interesting, as is their lost nature and how they are somewhat sympathetic but also scary and a potential threat (their one ally in the region is the Horune Pirates).

-Molokoi are very strong creatures, doing +9 damage unarmed on average and having about 77 M.D.C. This is boosted by their claws (MUCH more dangerous than their bite, oddly enough- doing about +11 damage), and their underwater focus, gaining an extra attack in there.
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Molokoi Gear

Post by Jabroniville »

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Space Crocodile Death-Gear With Wrist-Blades. FINALLY this book "gets" Rifts.

MOLOKOI GEAR:
* The Molokoi also have a substantial gear section, focusing on Techno-Wizardry.

"Constrictor Web Gun": Snare 8 (Accurate). 8 shots.
"Knuckle Dusters" Damage or Blast 10. +1 accuracy at range, +2 in melee. 20 shots.
"Lava Gun" Blast 11 (Burst Area 4 to a small radius around point of impact). 1,000 foot range. 10 shots.
"Warrior's Blade" Damage 10. Thrown for Blast 10 (returns to sender). +1 when thrown, +2 in melee, +2 parry. Hilariously does less damage than their actual claws (did anyone check that?).

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"Snake-Back/Wrap Armor": Immunity (Energy, Limited to Half), +10 Toughness.
-Ectoplasmic covering that wraps around Molokoi, typically doubling their M.D.C. (only +1, really). Flexible and no stealth penalties, though. Highly desirable to everyone, as anyone can use it.

"Prey-Stalker Armor": Darkvision, Vision Counters Concealment, Sense Magic- Ranged, Magic Spells (Sonic Blast, Electric Arc)- Blast 10. FIGHTING +4, Dodge +6, Parry +2, +13 Toughness, Regenerates.
-Standard Molokoi battle-suit with a ludicrous amount of weapons- beautifully boner-inducingly Rifts-y. Gives 300+ M.D.C. overall and magic spells., and IMMENSE fighting advantages (adding two attacks and bonuses to defenses)- these guys become true heavy-hitters in this stuff.
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Shadow People

Post by Jabroniville »

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SHADOW PEOPLE R.C.C.: ST -2, STA +5, AWA -1, Dodge +1, Athletics +4, Immunity (Aging), Regeneration 2, Low-Light Vision, Extended Vision 2, Wall-Crawling, "Meld Into Shadows" Concealment (Vision, Requires Shadows), "Invisible in Darkness" Concealment (Vision & Hearing, Requires Darkness), "Step Into Rock" Permeate (Limited to Rock), "Become Two-Dimensional" Concealment (All Vision), Immunity (Bludgeoning Damage- Half-Effect, Cannot Move, Must Be Against Object), "Magic" (See the Invisible, Concealment, Detect Concealment, Armor of Ithan, Mystic Fulcrum, Cloak of Darkness, Shadow Meld, +6 Wizard Spells or 3 Temporal Magic Spells) [31 + Magic]

-The Shadow People are a mysterious race that's always lived in the Outback, but they've been sleeping for centuries. Naturally, they returned with the magic, but have mostly remained hidden- most have never heard of nor seen them. Despite looking like the love-child of a Goblin and Slenderman, they are a kind-hearted race that defend Australia from evil. They can create entire worlds within the shadowy cracks of rocks, which is how they stay hidden. They have a lot of Concealment-related abilities, but lose them all at Ley Lines and other magic places. However, they are beings of magic, and all have innate spellcasting ability.
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Desert Worm

Post by Jabroniville »

DESERT WORM
Role:
Titanic Monster
PL 13 (107)
STRENGTH
13 STAMINA 11 AGILITY -1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -2 PRESENCE -4

Skills:
Perception 8 (+6)
Stealth 8 (+7, -8 Size)

Advantages:
Close Attack, Fast Grab

Powers:
"Gigantic Size" Growth 15 (Str & Sta +15, +15 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -15 Stealth) -- (105 feet) (Feats: Innate) (Extras: Permanent +0) [31]
Burrowing 1 [1]
Regeneration 2 (Feats: Regrows Limbs) [3]
"Hair Follicles on Skin" Senses 5 (Accurate Ranged Touch, Extended Scent- Tracking) [5]
"Prowling Underground" Enhanced Skills 12: Stealth 12 (+4 Size) (Flaws: Limited to Underground) [4]

"Ground Thump" Damage 13 (Extras: Area- 120ft. Line +3) (Flaws: Limited to Along Path Traveled) Linked to Affliction 8 (Athletics; Dazed & Hindered/Stunned & Immobile) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Limited Degree) (55) -- [56]
  • AE: "Body Ram" Strength-Damage +1 (1)
Offense:
Unarmed +4 (+13 Damage, DC 28)
Body Ram +4 (+14 Damage, DC 29)
Ground Thump +13 Area (+13 Damage & +8 Affliction, DC 28 & 18)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +3 (DC 13), Toughness +11, Fortitude +11, Will +3

Complications:
None

Total: Abilities: -28 / Skills: 16--8 / Advantages: 2 / Powers: 100 / Defenses: 25 (107)

-300-foot gigantic otherdimensional worms, Desert Worms are predators that swallow victims on the surface. They are inaccurate, and tend to miss their first shot, and will bail for a while if the subject fights back too hard. Some "eccentrics" view them as wise "desert whales" but they are indeed pretty unthinking and dangerous.

-Desert Worms are truly enormous, and have M.D.C. equal to their length in feet plus 1D6x10, meaning around 130-330 M.D.C. most of the time- about equivalent to a human in very strong Power Armor. They're crap fighters (only two attacks- the least I've ever seen on ANY Rifts monster, in fact), but have a MASSIVE area attack that does 1D6x10 M.D.C. to anyone under its body (which, again, is hundreds of feet long). Most people in the deserts have vibration detectors specifically to avoid these things. So it's PL 9 in combat, PL 7 defensively, and has a PL 13 Area Attack. A very unique kind of threat.
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Re: Jab's Rifts Builds (Mutants! Kwarla! Space Crocodiles!)

Post by Jabroniville »

So this next bunch of stuff is really what EVERYONE playing an "Australia" campaign would have been after in the first place- a BESTIARY! Of the most legendarily dangerous, insane part of the real world, where everything is trying to kill you! To be fair, this is a bit before Australia became a huge internet meme in that regard, but it's funny that it's all crammed near the end of the book, considering this is now what everyone thinks of when they think of Australia.

It looks to be a good assortment of Cryptids, Giant Versions of Regular Stuff, and low & high-tier threats, at least.
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Giant Cockroach

Post by Jabroniville »

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GIANT COCKROACH
Role:
Huge Bug Horde
PL 7 (45)
STRENGTH
5 STAMINA 6 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -2 PRESENCE -4

Skills:
Athletics 4 (+9)
Perception 8 (+6)

Advantages:
Close Attack 3, Fast Grab

Powers:
Senses 3 (Low-Light Vision, Extended Scent- Tracking) [3]
"Super-Regeneration" Regeneration 8 (Feats: Regrows Limbs) [9]
"Bite" Strength-Damage +2 [2]

Offense:
Unarmed +6 (+5 Damage, DC 25)
Bite +6 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +3 (DC 13), Toughness +6, Fortitude +6, Will +3

Complications:
Weakness (Bright Light)- Cockroaches hate bright light and are -2 to dodge and lower their speed when exposed to it.

Total: Abilities: 10 / Skills: 12--6 / Advantages: 4 / Powers: 14 / Defenses: 11 (45)

-One of the few "Giant Cockroaches" seen in the setting, despite this book pointing out that it's always been stated that if anything survives a global holocaust, it'd be the cockroach. The bio here emphasizes that a "mere" 25% of these reach man size, and most are only 2-5 feet long. They mostly live off of human refuse, and are a danger primarily because people can starve if their crops are eaten, too. The best way to keep them away is to not leave garbage out in the open- the clean Aborigines and extermination-happy Tech-Cities aren't plagued by them as a result.

-The book indicates that since it's a low power setting, it's unfair to toss too many M.D.C. things at players, and so you get things like this- S.D.C. creatures. However, they still do 1D6 M.D.C. with a bite. They are +1 to hit, but are said to have "No Parry", meaning all attacks hit (tough to pull off in M&M, but +3 is pretty garbage). Overall, they're PL 6.5 creatures. Yes, in Rifts, THIS is the "wimpy" animal.
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Re: Jab's Rifts Builds (Mutants! Kwarla! Space Crocodiles!)

Post by catsi563 »

Wimpy yeah but its the ick factor that they have going for them, throw a dozen of them at a PC team es[ecially after you foreshadow it by having a PC step on a little bitty one. theyll clean them up but the EWWWWs will last forever
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Giant 'Dwombat

Post by Jabroniville »

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Okay that's adorable, lol.

GIANT 'DWOMBAT
Role:
Australian Megafauna
PL 9 (59)
STRENGTH
11 STAMINA 13 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 1 (+7)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+4)
Intimidation 9 (+6, +11 Size)
Perception 4 (+4)

Advantages:
Close Attack 1, Power Attack, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent- Tracking, Low-Light Vision) [4]
Speed 2 (8 mph) [2]
Regeneration 3 [3]

"Natural Size" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [21]

Offense:
Unarmed +7 (+11 Damage, DC 24)
Initiative -1

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +13, Fortitude +14, Will +4

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

Total: Abilities: 2 / Skills: 20--10 / Advantages: 3 / Powers: 30 / Defenses: 22 (59)

-Not settling for mere Diprotodons (ancient ancestors to modern Wombats), Rifts Australia is home to ELEPHANT-sized Wombats, these monsters being 40 feet long. They are skittish, temperamental and unpredictable, often tearing through the Outback in massive stampedes. A single one can ruin an entire crop within a week, and small family groups will destroy entire towns.

-'Dwombats are enormous creatures with tons of M.D.C., averaging out to be more durable than even Dragon Hatchlings. They have nothing to fear from S.D.C. weaponry but are apparently hunted for meat and defense against their crop-destroying tendencies. They do only a "pretty good" number in combat (4D6 Mega-Damage), but can do 1D6x10 with a two-attack charge (Power Attack to +14).
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Giant Kang

Post by Jabroniville »

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GIANT KANG
Role:
Giant Super-Kangaroo
PL 13 (89)
STRENGTH
9 STAMINA 9 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 3 (+5)
Athletics 2 (+6)
Expertise (Survival) 4 (+4)
Intimidation 4 (+2)
Perception 3 (+3)

Advantages:
Close Attack 1, Improved Critical (Kick)

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Tracking, Low-Light Vision) [4]
"Kangaroo Kick" Strength-Damage +4 [4]
Features 1: Increased Mass 1 [1]
"Faster Than a Horse" Speed 4 (30 mph) [4]
Regeneration 2 [2]

Offense:
Unarmed +12 (+9 Damage, DC 24)
Kangaroo Kick +12 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +4

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

Total: Abilities: 50 / Skills: 16--8 / Advantages: 2 / Powers: 15 / Defenses: 14 (89)

-Kevin S wrote this one himself, which is funny- I like to think that Kevin looked at the transcript and was like "WHY IS THERE NO GIANT KANGAROO!?!?" and fixed that obvious oversight. I mean, that's more competence than he usually has, but it's a detail most would assume would be in the book. Naturally, these are not kangaroos at all, but alien PREDATORS, said to "keep the Giant Cockroach & 'Dwombats in check" via their pack-hunting. They hunt in packs of 3-20, and mostly stay away from groups of humanoids, having recognized they have technology and magic. They "domesticate well" and are often used by Roadgangers and Outbackers as a mount, which is why they're on the cover of the book. They are very loyal to their masters, and attack anyone who hurts them.

-Giant Kangs are pretty fast and durable, and HOLY SHITBALLS THEY DO 6D6 MEGA-DAMAGE WITH ONE KICK! That is RAIL GUN-tier damage! Along with five attacks and +3 to hit- who thought that was a good idea is the low-PL setting of Rifts Australia, lol? This thing would annihilate just about anyone in the setting, blowing their gear to pieces in a single round.
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Razorback

Post by Jabroniville »

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RAZORBACK
Role:
Alien Pig, Bloodthirsty Attacker
PL 10 (78)
STRENGTH
10 STAMINA 9 AGILITY -1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+1)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Improved Initiative, Last Stand, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Animal Physiology" Speed 2 (Total 3) [2]
Regeneration 1 [1]

Growth 3 (Str & Sta +3, +3 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

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

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +9, Fortitude +10, Will +5

Complications:
Disabled (Animal)- Razorbacks cannot speak to humans, nor use their hooves to easily manipulate objects.
Rivalry (Other Males)- Like moost hoofed animals, Wart Hogs must compete with other males for mating rights.
Temper- Razorbacks are heavily-prone to outbursts, and will charge the first thing that annoys them.

Total: Abilities: 28 / Skills: 18--9 / Advantages: 5 / Powers: 14 / Defenses: 22 (78)

-Another "Australian Animal But Bigger", the Razorback has the same name as the Outback's wild pigs, but is an alien creature covered in Babrirusa-like bony spikes. The Aborigines have a myth that says it was mutated by the return of magic like other creatures, but because it's not a natural part of the Outback, it became warped- they pity the "poor creatures" as a result. Razorbacks are hateful, constantly-angry creatures, filled with "unbridled bloodlust and rage". The book indicates they kill for pleasure, though only some are man-eaters- those are the ones to truly fear.

-Razorbacks are pretty dangerous, being PL 10 all around. It's just funny that these are given such a fearsome biography when a Giant Kang would beat the dogshit out of one.
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Sand Fiend

Post by Jabroniville »

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SAND FIEND
Role:
Walking Sarlacc Pit
PL 11 (77 + Psionics)
STRENGTH
12 STAMINA 12 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+1)

Advantages:
Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Accurate Ranged Tremorsense) [3]
"Tooth Barrier" Force Field 6 (Flaws: Limited to One Direction or When Buried) [3]
"Bite" Strength-Damage +2 (Extras: Penetrating 8) [10]
Regeneration 4 [4]
Concealment 2 (Vision) (Flaws: Limited to In Sand) [2]

Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]

"Psionics" (Presence Sense, Sense Magic, Sense Time, Mind Block, Empathic Transmission)

Offense:
Unarmed +5 (+12 Damage, DC 27)
Bite +5 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +12 (+18 Tooth Barrier), Fortitude +12, Will +5

Complications:
Disabled (Animal)- Sand Fiends cannot speak to humans, nor use their limbless bodies to easily manipulate objects.

Total: Abilities: 20 / Skills: 18--9 / Advantages: 2 / Powers: 33 + Psionics / Defenses: 13 (77 + Psionics)

-Sand Fiends are "largely circular" alien desert monsters who are essentially giant mouths with feet. They simply lie in wait until people walk over them, and open up, attempting to swallow things whole. They reproduce asexually, merely splitting apart every few decades or so. The picture they use is... just some teeth. It's obviously their version of a Sarlacc Pit.

-The bio pretty much indicates that these things are wimpy without their sneak attacks, getting only three attacks and being slow on land, with "no dodge or parry possible". Interestingly, their multiple rows of M.D.C. teeth provide a huge barrier to frontal assaults, especially as their bodies are typically buried- this is 1,800 M.D.C. and is very hard for anyone to take out in a country with typically-low Mega-Damage weaponry.
Last edited by Jabroniville on Tue Aug 31, 2021 5:20 am, edited 1 time in total.
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Bunyip

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BUNYIP
Role:
Cryptid, Hungry Demon
PL 12 (111 + Magic & Psionics)
STRENGTH
11 STAMINA 10 AGILITY -1
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+1)

Advantages:
All-Out Attack, Close Attack, Improved Critical (Unarmed), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Infravision) [4]
"Demon" Immunity 4 (Aging, Disease, Cold, Drowning) [4]
Regeneration 8 [8]
Growth 3 (Str & Sta +3, +3 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Become Two-Dimensional"
Concealment (All Vision) [8]
Immunity 10 (Bludgeoning Damage) (Flaws: Half-Effect, Cannot Move, Must Be Against Object) [3]

Swimming 6 (6) -- [7]
  • AE: Speed 2 (2)
"Magic" (Thunderclap, Heavy Breathing, Impervious to Fire, Chameleon, Death Trance, Invisibility (superior), Fear, Repel Animals)
"Psionics" (Telekinesis, Empathy, Sense Time, Sense Magic, Mind Block)

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

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +5

Complications:
Disabled (Animal)- Bunyips cannot speak to humans, nor use their limbs to easily manipulate objects.
Motivation (Causing Pain)- Like most Demons, Bunyips generally just like to spread sorrow and pain.
Vulnerable (Fire)- Mega-Damage fire & plasma does double-damage. However, they like to use their "Impervious to Fire" magic against overconfident foes.

Total: Abilities: 44 / Skills: 18--9 / Advantages: 5 / Powers: 41 + Magic & Psionics / Defenses: 22 (111 + Magic & Psionics)

-One of Australia's cryptids is the Bunyip- said to be an ambush predator who lives in Australia's riverbanks and swamps. Skeletons of extinct giant wombats have been claimed to be "Bunyips" by Aborigines in real life, so it might have come from fossils people found. But in any cause, in this book it's a demon from the Dreamtime. They're mix-and-match creatures with an undetermined appearance from eyewitness reports (much as the actual Bunyip has no agreed-upon appearance), but are about 20 feet tall, bipedal and large-mouthed. They focus on the weak, and prefer women and children because it's easier (the creature is lazy) and they know these deaths will cause more anguish to others.

-Bunyips are mid-tier M.D.C. beings, but with immense Regenerative powers and very high accuracy (5 attacks and +5 to hit). Overall, they're PL 12 on offense, PL 11 on defense.
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Re: Jab's Rifts Builds (Giant Kangaroo! Razorback! Bunyip!)

Post by catsi563 »

The Bunyip still one of the most terrifying scenes from Dot and the Kangaroo
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