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

Wolf-Serpent

Post by Jabroniville »

Image

WOLF-SERPENT
Role:
Mega-Demons, Demonic "Helper"
PL 12 (113 + Magic)
STRENGTH
9 STAMINA 11 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 5

Skills:
Athletics 2 (+9)
Deception 4 (+5)
Expertise (Survival) 7 (+8)
Insight 3 (+1)
Intimidation 9 (+10)
Perception 6 (+7)
Persuasion 6 (+7)
Stealth 5 (+8)

Advantages:
Great Endurance, Ranged Attack 8, Startle

Powers:
Immunity 6 (Aging, Poison, Disease, Cold, Heat, Pressure) [6]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Movement 1 (Slithering) [2]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Venomous Bite" Strength-Damage +2 (Extras: Secondary Effect 12) Linked to Weaken Stamina 10 (Extras: Progressive +2) [44]

Morph 1 (Rattlesnake) (5) -- [6]
  • AE: Morph 1 (Black Wolf) (5)
"Magic" (All Level 1 Spells, Second Sight, Oracle, Create Magic Scroll, Amulet, Sanctum, Charismatic Aura, Invisibility: Simple, Invisibility: Superior, Eyes of Thoth, Ley Line Transmission, Commune with Spirits, Negate Magic, Dispel Magic Barrier, Mystic Portal, Constrain Being, Banishment, Control/Enslave Entity, Befuddle, Agony, Life Drain, Sickness, Spoil, Blind, Mute, Luck Curse, Minor Curse, Phobia Curse, Remove Curse, Healing Touch, Restoration, Reflection, Armorbane, Enemy Mind, House of Glass, Wall of Defense, Wall of Not, Create Wood, Create Steel, Mend the Broken, Instill Knowledge, Sustain, Distant Voice, Power Weapon, Speed Weapon, Energize Spell, Implosion Neutralizer, Fireblast, Summon & Control Serpents, Re-Open Gateway)

Offense:
Unarmed +12 (+9 Damage, DC 24)
Venomous Bite +12 (+11 Damage & +10 Weaken, DC 26 & 20)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +11, Fortitude +11, Will +8

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, these cannot read any but Russian & Elven.
Vulnerable (Silver, Juniper, Birch)- Weapons made of silver, juniper or birchwood do +6-8 damage.

Total: Abilities: 88 / Skills: 42--21 / Advantages: 10 / Powers: 77 + Magic / Defenses: 17 (213 + Magic)

-These things just look goofy- like someone stuck Wolverine's head on a snake's body and added tiny limbs and wings. Wolf-Serpents tempt mortals with power, knowledge or healing, but shifts the truth or leaves out important information to lead to the worst possible outcomes, even if it follows the letter of the law about these exchanges.

-Wolf-Serpents are pretty basic PL 12 demons with some venom.
Jabroniville
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Woodland Spirits

Post by Jabroniville »

WOODLAND SPIRITS:
-And that's FINALLY the end of the Demons! God, that was a lot of very, very same-y builds with slightly different fighting capabilities. Now we're on to "Spirits", which are actually more Faerie Folk. They're generally pretty chaotic, but as most love nature, they dislike or fear Demons, who care little for it. They often engage in "mischief" (translation: troll your players!)
Jabroniville
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Domovoi (Woodland Spirit)

Post by Jabroniville »

Image

DOMOVOI- HOUSE SPIRIT
Role:
Faerie Folk
PL 9 (88 + Magic)
STRENGTH
5 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+6)
Deception 4 (+5)
Expertise (Survival) 6 (+7)
Perception 4 (+5)
Stealth 8 (+11)

Advantages:
Close Attack 1, Hide in Plain Sight, Ranged Attack 5, Tracking

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Regeneration 1 [1]
Comprehend 2 (Speak to & Understand Languages) [4]
Concealment 2 (Vision) [4]

Morph 1 (Cat) (Flaws: Unreliable- 2/day -2) (3) -- [4]
  • AE: Morph 1 (Dog) (Flaws: Unreliable- 2/day -2) (3)
"Magic" (Chameleon, Sense Evil, Sense Magic, Repel Animals, Escape, Lantern Light, Cleanse, Throwing Stones, Mystic Fulcrum, Mend the Broken, Influence the Beast, Life Source)

Offense:
Unarmed +9 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +8, Fortitude +8, Will +4

Complications:
Responsibility (The Home)- Once a Domovoi chooses a home, it will defend it strongly. It will help out good-hearted owners, and protect their children intensely.
Disabled (Illiterate)

Total: Abilities: 38 / Skills: 28--14 / Advantages: 8 / Powers: 18 + Magic / Defenses: 10 (88 + Magic)

-Domovoi are like "House Goblins" (the same creature Dobby from Harry Potter is based off of), but are miniature hairy Sasquatches. They will typically "adopt" a humanoid domicile as their own, but are generally kind to those living there, seeing themselves as part of this "adopted" family. They will often do chores or warn of danger if the owner is kind, but may punish the wicked, especially if that person is abusive to the children living there (it may even kill them, but in ways that look like an accident). It's said that "one or two" Domovoi inhabit every wilderness home, and a third of the homes in cities, but the truth is only 30-40% of homes have one.

-Domovoi are a low-tier M.D.C. creature- decent attack value (4 attacks, +1 to hit) but pretty basic M.D.C., ending up as a PL 7 offense, PL 9 defense creature. More difficult to hit than good at fighting, honestly, and they're one of the only things in here that cost less than 100 points.
Jabroniville
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Leshii

Post by Jabroniville »

Image

LESHII- FOREST SPIRIT
Role:
Faerie Folk, Not-Sasquatch, Forest Defenders
PL 13 (135 + Magic & Psionics)
STRENGTH
12 STAMINA 10 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+14)
Expertise (Survival) 6 (+6)
Insight 4 (+4)
Intimidation 10 (+10)
Perception 8 (+8)
Stealth 8 (+11, +9 size)

Advantages:
Close Attack 1, Hide in Plain Sight, Ranged Attack 8, Tracking

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Morph 2 (Many Animals) (Flaws: Unreliable) [8]

"Tree Branches Count as Mega-Damage Weapons" Strength-Damage +1 (Extras: Penetrating 7) (Flaws: Source- Branch or Stump) [4]

"Magic" (Blinding Flash, Thunderclap, Heavy Breathing, Fingers of the Wind, Chameleon, Shadow Meld, Reduce Self [6 inches], All Animal Summoning Spells, Cleanse, Influence the Beast, Tame Beast)
"Psionics" (Mind Block, Dowsing, Resist Fatigue, Resist Hunger, Resist Thirst, Healing Touch)

Offense:
Unarmed +12 (+12 Damage, DC 27)
Tree Branch +12 (+13 Damage, DC 28)
Initiative +3

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

Complications:
Responsibility (The Forest)- Leshii hate people who abuse the forest for their own needs.
Disabled (Illiterate)
Disabled (Technology)- Leshii cannot and will not accept or use humanoid technology.
Reputation (Monsters)- City people especially fear Leshii.

Total: Abilities: 54 / Skills: 38--19 / Advantages: 11 / Powers: 36 + Magic & Psionics / Defenses: 17 (135 + Magic & Psionics)

-Leshii are "giant, belligerent, Sasquatch-like creatures known to whistle, grunt, bellow, shout and threaten". Most city-folk fear them, but the setting's hippies (Druids, Old Believers, etc.) all think they're neat. They're actually forest defenders who hate polluters, sport-hunters and demons & such. Demons are attacked and killed, while non-evil beings are typically harassed with scare tactics, vandalism, mischief, etc. They specializing in luring people on a merry chase through the woods, and then disappearing- frequently, the pursuers are left lost in the forest.

-Leshii are surprisingly terrifying in combat, sporting IMMENSE strength (doing about 5D6 unarmed, since their lowest possible P.S. is 32) and a weird thing where they can use tree stumps and bolster their damage by an additional 2D6 (making these wooden objects Mega-Damage weapons). Sporting six attacks with such immense damage, Leshii are very horrifying in combat, being PL 12.5, with PL 11 defenses. They're also the first thing in this book so far to have Psionics.
Jabroniville
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Polevoi

Post by Jabroniville »

Image


POLEVOI- FIELD SPIRIT
Role:
Faerie Folk, Arrogant Pranksters
PL 11 (112 + Magic & Psionics)
STRENGTH
10 STAMINA 8/9 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+12)
Deception 4 (+4)
Expertise (Survival) 8 (+8)
Perception 8 (+8)
Stealth 8 (+11)

Advantages:
Close Attack 1, Ranged Attack 7, Tracking

Powers:
Enhanced Stamina 1 (Flaws: Source- Midday) [1]
Leaping 1 (15 feet) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 10 (Cold Effects) (Flaws: Limited to Magic) [5]

Morph 1 (Rabbit/Hare) (Feats: Metamorph) (Flaws: Unreliable) (5) -- [7]
  • AE: Morph 1 (Squirrel) (Feats: Metamorph) (Flaws: Unreliable) (5)
  • AE: Morph 1 (Magpie/Raven) (Feats: Metamorph) (Flaws: Source- Midday, Unreliable) (4)
"Magic" (Globe of Daylight, Befuddle, Concealment, Detect Concealment, Fingers of the Wind, Chameleon, Reduce Self- 6 inches, Repel Animals, All Level 1 Earth Warlock Spells, Wither Plants, Grow Plants, Mend Stone, Travel Through Walls)
"Psionics" (Mind Block, Presence Sense, Impervious to Fire, Impervious to Poison, Telekinetic Push)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8 (+9 Midday), Fortitude +8 (+9 Midday), Will +4

Complications:
Motivation (Playing Cruel Tricks)
Responsibility (Arrogant)- Polevoi think they're better than everyone, even when they're not.
Disabled (Illiterate)

Total: Abilities: 50 / Skills: 30--15 / Advantages: 9 / Powers: 25 + Magic & Psionics / Defenses: 13 (112 + Magic & Psionics)

-Polevoi are anarchist jerkwads who hate humans and play cruel & deadly jokes on them. Bold, arrogant & self-absorbed, they lash out quickly and are snide to others, but are given as an "Optional Player Character" despite being fickle and "independent to the point of causing trouble for his companions" (translation: Nuisance Player). They're pretty generic looking and are kind of like Jungle Elves or something, are are strongest at "Midday"- noon to 3 pm.

-Another case where a Spirit is insanely strong, they do +10 damage unarmed, but still have only +8 Toughness. They have decent attacks and good bonuses, hitting PL 10.5 offensively & defensively, but are light on skills and extra powers despite having Psionics, barely costing over 100 points.
Jabroniville
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Rusalka- Air Spirit

Post by Jabroniville »

Image

RUSALKA- AIR SPIRIT
Role:
Faerie Folk, Seductresses
PL 11 (121 + Magic & Psionics)
STRENGTH
10 STAMINA 8/9 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+12)
Deception 4 (+4, +9 Attractive)
Expertise (Survival) 6 (+6)
Perception 8 (+8)
Persuasion 4 (+9 Attractive)
Stealth 8 (+11)

Advantages:
Attractive 2, Close Attack 1, Ranged Attack 7, Tracking

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Leaping 1 (15 feet) [1]
Senses 7 (Low-Light Vision, Extended Vision 2, Vision Counters Concealment) [7]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]
Morph 1 (Beautiful Woman) (Quirks: Not at Midnight) [4]

Immunity 10 (Cold Effects) (Flaws: Limited to Magic) [5]
Immunity 2 (Aging, Drowning) [2]
Swimming 3 [3]

"Magic" (Befuddle, Concealment, Detect Concealment, Chameleon, Fingers of the Wind, Float in Air, Levitate, Ignite Fire, Fuel Flame, Fire Bolt, Invisibility: Simple, Energy Disruption, Impervious to Energy, Escape, Fly as the Eagle, Spoil, Water to Wine, Mask of Deceit)
"Psionics" (Mind Block, Empathy, Sense Time, Empathic Transmission)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8 (+9 Night), Fortitude +8 (+9 Night), Will +4

Complications:
Motivation (Things Others Have)- Though Rusalka do not covet wealth, they like nothing more than things others have. They are especially jealous of beautiful women, and often attempt to disfigure them.
Disabled (Illiterate)

Total: Abilities: 50 / Skills: 32--16 / Advantages: 11 / Powers: 31 + Magic & Psionics / Defenses: 13 (121 + Magic & Psionics)

-Another name I recognize from other sources, Rusalka are our "Seductive Forest Maidens", sporting green hair and beautiful looks, as well as cruel spirits. Like Field Spirits, they're optional as PCs, but are "fickle, petty, spiteful, jealous and cruel".

-Rusalka have almost identical physical stats & combat prowess to Field Spirits. Fast regeneration, though.
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Sidious
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Re: Jab's Rifts Builds (Wolf-Serpent! Russian Spirits!)

Post by Sidious »

I’m sure you’ve answered this before but atm I am a bear of very little brain, have you plans to convert Pantheons of the Megaverse?
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Davies
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Re: Jab's Rifts Builds (Races of the Burbs! Devil Sloth! Rifts Africa!)

Post by Davies »

Jabroniville wrote: Sat Dec 28, 2019 2:29 am
Sidious wrote: Fri Dec 27, 2019 2:00 pm Any idea on if you'll be doing Conversion Book 2: Pantheons of the Megaverse? I know you dislike converting up specific characters but I'd love to see your take on the Olympian Club.
I honestly love that book and all the Vince Martin redesigns of Modern Olympians (something I've been copying ever since- even my own Jabverse builds ape these quite distinctly). I'll probably do notes on it at some point, but I hate converting individual characters (particularly since Kevin S just dumps "all the spells" on so many of them). I might just ignore that part and handwave it away as "read the actual book".
"I'm sorry. I love you. I'm not sorry I love you."
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Sidious
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Re: Jab's Rifts Builds (Races of the Burbs! Devil Sloth! Rifts Africa!)

Post by Sidious »

Davies wrote: Tue Jun 01, 2021 12:11 am
Jabroniville wrote: Sat Dec 28, 2019 2:29 am
Sidious wrote: Fri Dec 27, 2019 2:00 pm Any idea on if you'll be doing Conversion Book 2: Pantheons of the Megaverse? I know you dislike converting up specific characters but I'd love to see your take on the Olympian Club.
I honestly love that book and all the Vince Martin redesigns of Modern Olympians (something I've been copying ever since- even my own Jabverse builds ape these quite distinctly). I'll probably do notes on it at some point, but I hate converting individual characters (particularly since Kevin S just dumps "all the spells" on so many of them). I might just ignore that part and handwave it away as "read the actual book".
Excellent. Knew it had been addressed but just could not for the life of my remember how it went. I blame sun, bbq ribs, and a decent amount of adult beverages.
Jabroniville
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Russian Firebird

Post by Jabroniville »

RUSSIAN FIREBIRD
Role:
Faerie Folk, Drowners
PL 9 (121 + Magic & Psionics)
STRENGTH
0 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 2 (+12)
Deception 4 (+4)
Expertise (Survival) 8 (+8)
Perception 8 (+8)
Stealth 8 (+11)

Advantages:
Improved Initiative, Ranged Attack 1

Powers:
Flight 7 (250 mph) (Flaws: Winged) [7]
Senses 5 (Infravision, Vision Counters Concealment) [5]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 10 (Cold Effects) (Flaws: Limited to Magic) [5]
Immunity 1 (Aging) [1]
"Beak" Strength-Damage +6 [6]

Morph 1 (Pheasant) (5) -- [6]
  • AE: Morph 1 (Hummingbird) (5)
"Bright Light" Dazzle Visuals 6 (Extras: Area- Visual Perception, Reaction +3- Always Active) (Flaws: Touch Range) [30]

"Magic" (Sense Evil, Sense Magic, Blinding Flash, Repel Animals, Resist Fire, Negate Poison, Turn Dead)
"Psionics" (Healing Touch, Increased Healing, Suppress Fear, Empathy, Mind Block)

Offense:
Unarmed +5 (+0 Damage, DC 15)
Beak +5 (+6 Damage, DC 21)
Bright Light +6 Area (+6 Affliction, DC 16)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +5 (DC 15), Toughness +8, Fortitude +8, Will +6

Complications:
Responsibility (Sought After)- The feathers of Russian Firebirds are particularly sought after for their magical properties.
Vulnerable (Plucking)- Plucking more than 33% of the feathers of a Russian Firebird will kill the creature.
Disabled (Illiterate)

Total: Abilities: 28 / Skills: 30--15 / Advantages: 2 / Powers: 66 + Magic & Psionics / Defenses: 10 (121 + Magic & Psionics)

-Russian Firebirds are small, pheasant-sized blazing creatures. They keep to themselves, especially as evil beings would seek to pluck their magical feathers, but will aide lone people in need. Vampires will not come close to them due to their solar-like brilliance. About 400 exist on Earth.

-Despite the hype, Russian Firebirds are incredibly wimpy animals by Rifts standards, being PL 6 offensively and PL 8.5 defensively, and even then only on dodge. A costly, always-active Dazzle Visuals power is the only reason they cost more than 100 points.
Last edited by Jabroniville on Sat Jun 05, 2021 11:56 pm, edited 1 time in total.
Jabroniville
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Spirit Wolf

Post by Jabroniville »

SPIRIT WOLF
Role:
Faerie Folk, Snide Free Spirits, Aides to Humans
PL 10 (122 + Magic & Psionics)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 4 PRESENCE 0

Skills:
Athletics 3 (+12)
Deception 7 (+7)
Expertise (Survival) 6 (+10)
Perception 6 (+10)
Stealth 8 (+11)

Advantages:
Close Attack 1, Great Endurance, Ranged Attack 7, Tracking

Powers:
Speed 6 (120 mph) [6]
Leaping 2 (30 feet) [2]
Senses 10 (Low-Light Vision, Extended Vision 2, Extended & Acute Scent, Tracking- Scent, Vision Counters Concealment) [10]
Regeneration 6 [6]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 2 (Aging, Cold) [2]

"Bite" Strength-Damage +2 [2]
Morph 1 (Human) (Flaws: Unreliable- 1/day -2) (Noticeable in Full Moon or Flash of Lightning) [2]

"Magic" (See the Invisible, Sense Magic, Sense Evil, Globe of Daylight, Chameleon, Shadow Meld, Locate, Repell Animals, Escape)
"Psionics" (Mind Block, Exorcism, Telepathy, Hydrokinesis)

Offense:
Unarmed +11 (+7 Damage, DC 22)
Bite +11 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +6

Complications:
Motivation (Excitement)- Spirit Wolves like humanoids and tend to go off with them on adventures, always in search of some new thing.
Disabled (Illiterate)
Weakness (Electricity, Silver)- Electricity does dobule-damage. Silver weapons always do +6-8 damage.

Total: Abilities: 54 / Skills: 30--15 / Advantages: 10 / Powers: 34 + Magic & Psionics / Defenses: 9 (122 + Magic & Psionics)

-Getting no picture is the Spirit Wolf, which looks like a normal wolf. It's a spirit of nature, but finds sentient beings to be super-interesting and joins them on adventure. They may even be adopted by villages as an official protector, but like The Littlest Hobo (the Canadian one), it tends to just keep movin' on, never settling down for too long- they hate confinement. They're a bit flighty, as most Faerie-type things are, and are said to be cunning con-artists and likely to be very sarcastic if they join a party of adventurers.

-Spirit Wolves are pretty basic PL 10 fighters with good senses and Skills.
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Tattooedman
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Re: Jab's Rifts Builds (Races of the Burbs! Devil Sloth! Rifts Africa!)

Post by Tattooedman »

Sidious wrote: Tue Jun 01, 2021 1:03 am
Davies wrote: Tue Jun 01, 2021 12:11 am
Jabroniville wrote: Sat Dec 28, 2019 2:29 am
I honestly love that book and all the Vince Martin redesigns of Modern Olympians (something I've been copying ever since- even my own Jabverse builds ape these quite distinctly). I'll probably do notes on it at some point, but I hate converting individual characters (particularly since Kevin S just dumps "all the spells" on so many of them). I might just ignore that part and handwave it away as "read the actual book".
Excellent. Knew it had been addressed but just could not for the life of my remember how it went. I blame sun, bbq ribs, and a decent amount of adult beverages.
A good reason if I've ever heard one.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Man-Wolf

Post by Jabroniville »

Image

MAN-WOLF
Role:
Misanthropes, Tortured Hero/Savage Killer
PL 11 (109 + Psionics)
STRENGTH
11 STAMINA 9/10 AGILITY 4
FIGHTING 5/9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Survival) 8 (+8)
Intimidation 7 (+7)
Perception 8 (+8)
Stealth 4 (+8)

Advantages:
Close Attack 1, Great Endurance, Ranged Attack 7, Tracking

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Fighting 4 (Flaws: Source- Night) [4]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
Senses 10 (Low-Light Vision, Extended Vision 2, Extended & Acute Scent, Tracking- Scent, Vision Counters Concealment) [10]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 1 (Cold) [1]

"Psionics" (Intuitive Combat, Empathy, Commune with Spirits, Object Read, Sense Time, Sense Evil, Sixth Sense, Mind Block)

Offense:
Unarmed +6 (+11 Damage, DC 26)
By Night +10 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +9 (+10 by Night), Fortitude +9 (+10 by Night), Will +5

Complications:
Motivation (Excitement)- Spirit Wolves like humanoids and tend to go off with them on adventures, always in search of some new thing.
Disabled (Illiterate)
Weakness (Electricity, Silver)- Electricity does dobule-damage. Silver weapons always do +6-8 damage.
Involuntary Transformation (Wolf By Night)- Man-Wolves are human by day and wolf by night.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 9 / Powers: 26 + Psionics / Defenses: 13 (109 + Psionics)

---

MAN-WOLF (Devil Wolf Form)
Role:
Misanthropes, Savage Killer
PL 12 (111 + Psionics)
STRENGTH
11 STAMINA 9/10 AGILITY 4
FIGHTING 5/11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Survival) 8 (+8)
Intimidation 7 (+7)
Perception 8 (+8)
Stealth 4 (+8)

Advantages:
Close Attack 1, Great Endurance, Ranged Attack 7, Tracking

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Fighting 6 (Flaws: Source- Night) [6]
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 10 (Low-Light Vision, Extended Vision 2, Extended & Acute Scent, Tracking- Scent, Vision Counters Concealment) [10]
Regeneration 2 [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 1 (Cold) [1]

"Psionics" (Intuitive Combat, Empathy, Commune with Spirits, Object Read, Sense Time, Sense Evil, Sixth Sense, Mind Block)

Offense:
Unarmed +6 (+11 Damage, DC 26)
By Night +12 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +9 (+10 by Night), Fortitude +9 (+10 by Night), Will +5

Complications:
Motivation (Excitement)- Spirit Wolves like humanoids and tend to go off with them on adventures, always in search of some new thing.
Disabled (Illiterate)
Weakness (Electricity, Silver)- Electricity does dobule-damage. Silver weapons always do +6-8 damage.
Involuntary Transformation (Wolf By Night)- Man-Wolves are human by day and wolf by night.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 9 / Powers: 28 + Psionics / Defenses: 13 (111 + Psionics)

-Man-Wolves are similar to Werewolves but have different origins- they are humanoids who naturaly felt like misfits among their own people, and magic took hold of these misanthropes, turning them into magical killers who dislike everyone. They are full of self-loathing and no sense of belonging, but some manage to make something of their lives by joining others as adventurers. Many are just savage predators, however, fitting the good old Rifts-y "Wanton Chaotic Evil Killers" motif.

-Man-Wolves are kinda "meh" as far as stats goes- solid PL 10-11 I guess, with the evil, savage "Devil Wolf" version actually getting an extra attack, making it PL 12.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Night Witch

Post by Jabroniville »

Image

NIGHT WITCH O.C.C.
Role:
Evil Hag
PL 7 (117 + Magic)
STRENGTH
5 STAMINA 7 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6, +8 Attractive)
Expertise (Magic) 9 (+10)
Expertise (Demon & Monster Lore) 7 (+8)
Expertise (Survival) 5 (+6)
Insight 3 (+5)
Intimidation 4 (+6)
Perception 3 (+5)
Persuasion 3 (+5, +7 Attractive)
Stealth 2 (+4)

Advantages:
Attractive, Benefit (Draws Demons to Her- 1 per 2 Levels), Close Attack 1, Equipment 3 (Vibro-Knife, M.D.C. Armor, etc.), Ranged Attack 1, Ritualist

Powers:
"Night-Time Stats"
Enhanced Strength 1 (Flaws: Source- Night) [1]
Regeneration 4 (Flaws: Source- Night) [2]
Morph 3 (Humans & Many Animals) (Feats: Metamorph) (Flaws: Requires Bit of Clothing/Hair/Nails of Humanoid Subject) [13]

"Magic" (All Spoiling Magic, 2D4 Line Walker or 1D4 Necromancer Bone Magic Spells)

Offense:
Unarmed +5 (+5 Damage, DC 20)
In Darkness +5 (+6 Damage, DC 21)
Vibro-Knife +5 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7 (+8 Armor), Fortitude +7, Will +4

Complications:
Enemy (The Warlords)- The Warlords actively oppose the Night Witches, and the two are at war with each other.
Hatred (The Light of Day)
Vulnerable (Rainwater)- Rainwater collected during the first thunderclap of a storm does enormous damage- +8 or so.
Responsibility (Evil)- Holy Water burns, the Night Witch gains insanities every few levels, and their looks will vanish when they turn 40, turning them into old hags very quickly.
Motivation (The Evulz)- Night Witches actively engage in the most evil and destructive way to carry out their plans and those of people who have hired them.

Total: Abilities: 66 / Skills: 40--20 / Advantages: 8 / Powers: 16 + Magic / Defenses: 7 (117 + Magic)

-YUP, so now we're finally into the O.C.C.s, as the book is now populated with magic-users of varying kinds. Much is made of the Russian Witch, which is... pretty generic and stereotypical in all ways. Evil, power-hungry, crazy, etc., but villages typically had one or two and some were quietly accepted or feared because sometimes they could be useful. With the focus on farming in these Russia books, the Night Witch here is focused around "Spoiling" magic- making animals go lame, barren, etc., as well as ruining crops. They are sometimes asked to do favors for people, but they're so notoriously evil that it's generally known they'll take the most destructive path to carry out their orders.

-This is kind of a lost opportunity to make a rad class based around the real-life "Night Witches"- female fighter pilots using cheap Russian planes to fight the Nazis.

-Night Witches become "Minor Mega-Damage Creatures", giving them tolerable strength & toughness. They have a Summon Demons power that's not really stattable as it's one of those "can be done twice in their entire life" things that's a permanent Summon- easily-bored demons will flock to their service and be un-banishable, so they are constantly kept busy, often doing mundane tasks (like counting all the needles of the pine tree) so they are less annoying.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Spoiling Magic

Post by Jabroniville »

SPOILING MAGIC:
* Aaaaaaaaaaaand we're back to "piles of spells" taking up space in books. This one is hilariously weird, as it has a spell for every KIND of thing you can spoil!

Level One:
"Sense Poison" Can sense poisons within range. Affects Others.
"Sense Bad Food & Drink"
"Spoil Water"
"Curdle Milk"

Level Two:
"Spoil Wine"
"Spoil Eggs"

Level Three:
"Spoil Sleep" Ruin sleep for others- cast on sleeping people to make them less functional.
"Use Poison Flawlessly" Doesn't make mistakes when using poisons.

Level Four:
"Cursed Bread" Those who eat it are -1 to all things.
"Dry Mother's Milk"

Level Five:
"Impervious to Disease" 30 minutes per level.
"Spoil & Taint Food" Makes all food poisonous.

Level Six:
"Spoil Concentration" -2 to attacks, reduced Skills by 2-4 ranks.
"Track Thy Enemy" Victims can be easily followed.

Level Seven:
"Spoil Memory" Skills are -20%, may forget one specific thing. One entire skill may be forgotten. One hour/level.

Level Eight:
"Spoil the Mind With Numbing Madness" Paralysis. Only reacts to attacks directed right at them.
"Wither Thy Enemies" Ritual that slowly kills foes if they fail saves. Actually pretty cheap to cast, considering.

Level Ten:
"Demon Charms" Makes utensils that spoil any food they touch.
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