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

Where in all of your character write ups will go.
Curbludgeon
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Re: Jab's Rifts Builds (Wandjinas! Yowie! Rifts Australia Done!)

Post by Curbludgeon »

I liked some of the ideas found in Splynn Dimensional Market, such as the Weredragons, Staphra, and magic using slave species. One might take a look at the Bio-Borg article found in Rifter 9, which includes "official" material cut from the book to demonstrate a few commonly made biowizardry models.
Last edited by Curbludgeon on Sun Sep 12, 2021 8:28 am, edited 1 time in total.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Splynn’s Market

Post by Jabroniville »

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THE MARKET:
-So "Splynn", if you'll recall, is the capital city of the new continent of Atlantis, which rose from the seas during the Great Cataclysm that broke the world. It was founded by Lord Splynncryth, the mad monster that rules Atlantis, and is a City of Monsters- humanoids pretty much only exist as slaves here, as super-powered Gargoyles, Dragons, and other powerful aliens hold sway. And on Splynn is a famous market- the largest and most diverse in the entire Megaverse, where almost ANYTHING and ANYBODY can be bought and sold. Many straight-up hate humans, and others just find them beneath their notice. Some freedom is allowed (humanoids are often assumed to be working for someone, or have some degree of power), but some shopkeepers refuse service and humans can be freely killed with only minimal interrogation of the murderer.

Dangers also abound- some sellers use psionics, hypnosis or magic to "convince" people to buy their wares. Others are mere charlatans who sell faulty or lesser versions of what they promise. While anyone wanting repeat business is usually pretty reliable and scrupulous, there's a bunch of low-rate sellers and transients who are there to make a quick buck. Typical flaws include stuff that doesn't work, stuff with limited payloads (often experimental gear), cursed items, one-use-only items, and straight-up crap. Oh, and thieves might just attack you and take your stuff.

Since the Splugorth control everything, they can set some prices and determine what can't be sold- Bio-Wizardry is often in short supply due to this, and Naruni weapons are NEVER sold.

Their is opportunity for work, as well- the books suggests "the device needed to save a town" is there, but at a high price, so the heroes must either work for some supernatural entity (which instintively are drawn to "tormenting mortals" the book says), or fight in the Arena of Champions. A "fast track" is suggested to making quick money: impress people in a few fights and you can go up against bigger challenges.

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SPLYNN POLICE:
-The law is upheld VERY strictly here- if it was just a den of liars and thieves then nobody would want to visit. So the powerful Splugorth Minions regularly patrol and will even attempt to stop thieves. PL 11-12 creatures like Kydian Powerlords and the like are all around. Murder of humanoids, again, is barely a crime at all, but a humanoid killing a Splugorth Minion will expect to be tortured to death, or subjected to horrific Bio-Wizard experimentation. Order is important: littering, vandalism and harming valued shopkeepers are serious crimes.

Dragons are highly respected in Splugorth society, and elders are even worshipped- they can get away with a lot more, to the point of murder. Hatchlings (ie. PCs) are not given this free reign, and could only maybe bully the lesser Minions (Sunaj Assassins, Altara). Lawbreakers might be banished. But they're not subject to execution the way humanoids would be.
Jabroniville
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Splynn Merchants

Post by Jabroniville »

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SPLYNN'S MERCHANTS:
-If Kevin S loves anything, it's long-ass lists of available merchants in his books. And sure enough, a book literally ABOUT a marketplace will feature a ton of it.

The Water Merchant specializes in liquids- from alcoholic drinks to magical vials. Plus holy water, cursed water, and more. It's kind of an odd focus, but unique- I like it! There's an Antique Weapons Dealer who will pay PCs to travel to Japan and bring him back authentic Japanese swords- cleverly, it's set up that antique S.D.C. weapons, though useless on Rifts Earth, are valued antiques elsewhere and plenty will pay millions for good stuff. The Feline Cages is run by a Rakshasa demon, primarily focused on cat-like creatures. He even sells werecats and the like, and is focused now on looking for an inroad into South America's population of psionic-powered cats. The Bone Merchant is run by a K'ro Demon Mage who wants to send the PCs after a rogue Necromancer who stole a magical device bound for Pharaoh Rama-Set in Africa.

Chaotic Spirits is a tavern run by the Demi-Goddess daughter of Dionysus and a demoness- it has magical drinks that can even get supernatural entities wasted. Enchanted Apparel just sells magical cloaks and stuff. One shop sells mind-expanding stuff from LSD to bestowing Astral Projection temporarily. Another sells exotic meats from across the Megaverse, and another can tattoo M.D.C. creatures. Tick-Tock Timepieces sells Techno-Magic devices disguised as watches, that are full of Temporal Magic!

The Re-Animator will raise the dead (ie. dead PCs) for a price, but also sell Necromantic spells as a guide. The owner is evil, but her word is her bond. Most interesting is "Wild Bill's Dead Boy Outlet", which sells Coalition slaves and gear- this comes from people who win against the CS forces in North America, and keep the people & gear to sell. Many aliens find owning and breaking in such high & mighty human-supremacist slaves entertaining.

There's a shop that makes only armor made from living creatures- ideal for monsters, who are often quite large. These hides are typically +9-11 in toughness. Another shop has a Basilisk Dragon who sells statues of people he's petrified and Stone Magicked into wilder, creative poses and expressions.

Semi-Regular Merchants:
-Arbitrarily, some are shops that are only sometimes around. One is a shack that constantly moves around and is run by Floopers, the laziest race in the Megaverse, so the place is constantly unkempt and is usually filled with stolen goods. One shop sells only SUPERHUMANS, making it a link to Heroes Unlimited and Skraypers (the owner may in fact be a Tarlok- the evil race that took over Seeron's world of heroes in that setting). Another shop sells only poisons, including that of the Midgard Serpent (a million dollars buys you a poison that does +15 damage every round and negates Regeneration). There's a shop that sells giant-sized armor for huge beings (and run by an Arena Fighter who only fights in non-lethal battles so he can back out if need be), a fortune-telling shop, and an insane Psychic who runs a "House of Crazies" full of slave Crazies (including exotic ones like Ultra-Crazies and Ninja Crazies) and M.O.M. gear.
Jabroniville
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Splynn Characters

Post by Jabroniville »

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SPLYNN CHARACTERS:
-A few characters have mini-bios. There's T'Lan, a High Lord who's sort of the Majordomo of the entire Splynn operation- a workaholic who has earned respect. Powerlord Cronus has four arms and is dying thanks to all the experiments he signed up for- the ultimate loyalist with Glitter Boy-ish durability. There's also a traitorous Sunaj Assassin, who secretly works with Dimensional Raiders who swipe Splugorth goods.

A "Liberated Underground" organization is also detailed- they've engaged in almost a thousand raids on slave markets, and may have up to 3,000 members- Splynncryth is usually practical about freedom fighters- "it comes with being a tyrant lord", the book humorously points out. But these guys are far more successful and troublesome than most. They are led by an Undead Slayer who is responsible for at least one Splugorth Empire being toppled. There's also a Godling Wilderness Scout (ideal for keeping everyone safe and hidden- she's actually the daughter of Zeus, giving information to the Olympians), an alien robot (one of a few surviving from Splugorth slavery- but actually one of Archie-Three's agents!) and a young Planeskipper. Every one of them has 7-8 attacks (about +14-16 accuracy in M&M terms) with high-powered weaponry- essentially making them PL 13-14 fighters.

They're receiving supporting from a variety of Anti-Splugorth sources- even villains like the Vampire Kingdoms & Archie-Three!- but mostly what is probably a whole True Atlantean clan. You know how Kevin adores him some True Atlanteans. A Vampire squadron of 100 agents secretly operates on Atlantis and divebombs Sploog Minions that chase after Underground agents- the LU leader knows about this, and begrudgingly accepts their help, letting them know they can never step out of bounds. The Vampires revel in humiliating the Sploogs, putting up anti-Splugorth graffiti in near-unreachable areas on Splynn to embarrass them. Even the Naut'Yll help out after the LU saved some of their people from Slavers underwater, but the Naut'Yll "allies" are just re-enslaving aquatic humanoids sprung by the LU- the heroes just haven't realized it yet.

Again, I dig it- inventive origins, deep secrets (an Archie-Three guy active on Splynn!), and a variety of story ideas. A great amount of potential, and a reasonable threat for the Splugorth, who up until now have been an almost impossible threat- nobody could face down this many multi-M.D.C. mega-monsters, so you have to create a secret organization that could.
Jabroniville
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Re: Jab's Rifts Builds (Wandjinas! Yowie! Rifts Australia Done!)

Post by Jabroniville »

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Here's some of the cool building artwork set around Splynn- this really shows off the wildness of the area, and avoids "one building and that's all you see of the entire city" syndrome.
Jabroniville
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Splugorth Slaves

Post by Jabroniville »

SPLUGORTH SLAVES:
-So after 70-ish pages of "fluff", here comes the statlines, which is mixed with the Bestiary. Various Slave-creatures of the Splugorth are detailed, from generic monsters to actual PC races, including deep dives into the Kryygoth & Staphra, each of whom get long sections.
Jabroniville
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Demonrunner

Post by Jabroniville »

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DEMONRUNNER
Role:
Monstrous Beast, Speedster Mount
PL 12 (106)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+11)
Close Combat (Unarmed) 1 (+12)
Expertise (Survival) 2 (+3)
Insight 3 (+4)
Intimidation 6 (+4, +5 Size)
Perception 6 (+7)
Stealth 8 (+9, +7 Size)

Advantages:
All-Out Attack, Close Attack 2, Great Endurance, Improved Critical (Claws), Power Attack, Uncanny Dodge

Powers:
"Animal Senses" Senses 5 (Acute Scent, Low-Light Vision, Extended Sight 3) [5]

"Animal Physiology" Speed 6 (120 mph) (6) -- [7]
  • AE: Leaping 2 (60 feet) (2)
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Claws" Strength-Damage +1 (Feats: Reach) [2]

Offense:
Unarmed +14 (+10 Damage, DC 25)
Claws +13 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +12 (DC 22), Toughness +9, Fortitude +9, Will +4

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

Total: Abilities: 48 / Skills: 32--16 / Advantages: 7 / Powers: 19 / Defenses: 16 (106)

-One of the fastest animals in the Megaverse, the Demonrunner is a cat/dinosaur/demon thing that has become a popular animal sold by Slavers. It can outrun most hovercycles, and is thus popular as a riding animal, guardian, or racing beast, often in the "Demonrunner Murderthon", a hyper-violent race popular on Splynn, where they inevitably run down and slaughter Juicers and other hyper-fast, unarmed beings.

-A somewhat-standard Rifts creature- solid durability and damage, but INSANE number of attacks and bonuses, making it a PL 12 attacker.
Jabroniville
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The Kryygorth Slaves

Post by Jabroniville »

THE KRYYGORTH:
-An entire section of bios here are devoted to the "Kryygorth" beings- creations named for their designer, the Splugorth Lord Kryygorth. The tale goes that he was the master and originator of Bio-Wizardry, creating a massive empire. But when a conspiracy rose to destroy him, he made sure than his creations fell with him- though the Splugorth died, entire worlds and genetically-manipulated species went, too. Only a dozen species survived when Kryygorth perished. These are all unrelated beings, aside from being genetically-modified by Kryygorth.
Jabroniville
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Kryygorth Hunter

Post by Jabroniville »

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KRYYGORTH HUNTER R.C.C.: ST +8, STA +7, AGI +2, FIGHTING +7, INT -1, PRE -1, Defenses +8, Perception +4, Stealth +4, Claws +2, "Prehensile Tail" Extra Limb, Speed 1, Leaping 1, Extended & Acute Scent, Low-Light Vision, "Drain P.P.E." Weaken Powers 10 (Flaws: Limited to Psionics & Magic Creatures, Limited to Bleeding Victims), "Psionic Invisibility" Concealment 4 (Vision, Hearing, Magic), "Psionics" (Sixth Sense, Sense Magic, See the Invisible, Detect Psionics, +2 Sensitive Powers) [75 + Psionics]

-The Hunters were once the dominant creatures on their homeworld, but were enslaved by Kryygorth. They are now purchased for their hunting skills and savagery in combat, but are hard to control and tame. Kryygorth saw to it that the fairly dumb animals were given enhanced intelligence and Psionic powers, fixing their one weakness.

-Kryygorth Hunters have about ST 10 and +10 Toughness and a variety of good senses, plus Drain P.P.E. and a kind of powerful Invisibility. Oh, and SIX ATTACKS with good bonuses to hit and parry, so they're top-tier PL 11-ish threats even without any gear.
Jabroniville
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Kryygorth Shellback

Post by Jabroniville »

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KRYYGORTH SHELLBACK
Role:
Armored Beast
PL 9 (74)
STRENGTH
10 STAMINA 12 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 10 (+7, +8 Size)
Perception 5 (+5)

Advantages:
Great Endurance, Power Attack

Powers:
"Animal Senses" Senses 5 (Acute Scent, Low-Light Vision, Detect Water- Ranged 2) [5]
"Natural Weapons- Horns" Strength-Damage +1 (Feats: Reach) [2]
Features 1: Increased Mass [1]
Immunity 7 (Fire Damage, Cold, Disease) (Flaws: Limited to Half-Effect) [4]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Horns +6 (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +12, Fortitude +12, Will +4

Complications:

Total: Abilities: 34 / Skills: 20--10 / Advantages: 2 / Powers: 17 / Defenses: 11 (74)

-The Shellbacks are the natural prey of the Kryygorth Hunters, but have become one of the Splugorth's main food sources, as well as beasts of burden. They're pretty much just "Alien Super-Cows".

-Shellbacks have a TON of durability (averaging to 310 M.D.C. with their carapaces), but are very, very basic combatants compared to most alien beasts- the standard attacks per round of a starter Player Character. This means they're inaccurate and easily-hit, rendering them only PL 9 despite heavy Toughness.
Jabroniville
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Kryygorth’s Lesson

Post by Jabroniville »

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KRYYGORTH'S LESSON R.C.C.
Role:
Powerhouse Mage
PL 11 (164 + Magic)
STRENGTH
11 STAMINA 9 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE -1

Skills:
Expertise (Slave) 5 (+6)
Expertise (Interdimensional Being) 5 (+6)
Insight 4 (+5)
Intimidation 8 (+8 Size)
Perception 6 (+7)
Technology 4 (+5)

Advantages:
Ranged Attack 7

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
"Eyes Always Glow" Environment 2 (Light) [4]
Regeneration 6 [6]
Immunity 2 (Poison, Disease) [2]

"Eye Beams" Blast 11 (22) -- [23]
  • AE: Movement 2 (Dimensional Travel 2) (Flaws: Unreliable- 5 Uses) (2)
"Ley Line Walkers"
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
"Line Drifting" Flight 1 (Flaws: Limited to Within Ley Lines) [1]
"Ley Line Observation Ball" Remote Sensing 1 (Vision) [2]

"Magic" (All Line Walker Spells 1-5, plus 10+3D6 from Levels 5-12)

Offense:
Unarmed +11 (+11 Damage, DC 26)
Eye Beams +11 (+11 Ranged Damage, DC 26)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +4

Complications:
Disabled (Free Will)- Kryygorth's Lessons cannot take any action without the say-so of their owners. They must do anything their owner asks, up to the point of suicide. An "Emancipated Lesson" loses half its Toughness and all of their powers.
Disabled (Bio-Wizard Creations)- These creatures cannot use Bio-Wizardry weapons, and will die if any further modifications are made. A "Safety Feature" by their creators.

Total: Abilities: 72 / Skills: 32--16 / Advantages: 7 / Powers: 60 + Magic / Defenses: 9 (164 + Magic)

-An unusual thing are the "Kryygorth's Lesson", a race of Bio-Wizarded humanoids who look like giant ogres, but are actually intelligent magic-users. Their origin story is that they were possibly a race of slender Dimensional Raiders, and could have become a truly feared force... until they stole from Lord Kryygorth himself. Though only a handful of the creatures participated in the theft, Kryygorth was so enraged that he enslaved the entire race, destroying any who resisted, as a lesson to anyone else who crossed him or any Splugorth. Four million of a 10-million-strong race survived, and they were mutated by Bio-Wizards into becoming hulking brutes, killing half of the remainder in the process. Thus, they are "Kryygorth's Lesson".

-Emancipated Lessons exist, but are often so twisted by hate that they too are evil. Plus they lose all of their powers and half their M.D.C.- this is the only option for PCs to play one.

-So Kryygorth's Lessons are very versatile, being among the rare Line Walkers (with a LOT of Spells to choose from) who have solid (100-ish) M.D.C. and superhuman strength, being PL 11 combatants without any spells being tossed yet.
Jabroniville
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Kryygorth Pegasus

Post by Jabroniville »

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KRYYGORTH PEGASUS
Role:
Awesome Mounted Beast
PL 11 (126 + Magic)
STRENGTH
9 STAMINA 10 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+11)
Expertise (Navigation) 5 (+8)
Expertise (Survival) 5 (+8)
Insight 3 (+6)
Intimidation 6 (+4, +5 Size)
Perception 4 (+7)
Stealth 1 (+1 Size)

Advantages:
Attractive (To Women), Great Endurance, Improved Critical (Hooves), Improved Initiative, Ranged Attack 10

Powers:
"Animal Senses" Senses 5 (Acute Scent, Low-Light Vision, Extended Vision 2, Radius Sight) [5]
"Natural Weapons- Hooves" Strength-Damage +2 (Feats: Reach) [3]
Features 1: Regrows Wings if Lost [1]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Flight 5 (90 mph) (Flaws: Winged) (5) -- [6]
  • AE: Speed 3 (16 mph) (3)
"Magic" (Globe of Daylight, Chameleon, See the Invisible, Levitation, Breathe Without Air, Heal Wounds, +1 Level 2 Spell)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Hooves +10 (+11 Damage, DC 26)
Initiative +6

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

Complications:

Total: Abilities: 66 / Skills: 26--13 / Advantages: 14 / Powers: 20 + Magic / Defenses: 13 (126 + Magic)

-Haha I totally missed that the "K-Peg" has HUMANOID HANDS until the bio mentioned it. Given a pretty cool "bearded" drawing by Ramon Perez, the K-Peg is a modified Pegasus. They are believed to be Bio-Wizard creations, but nobody knows for sure. They are much-valued as slave animals and mounts, have human-like intelligence, and magical capability.

-Kryygorth Pegasi are reasonable PL 10.5 fighters the medium stats across the board- a lot of +10s and +11s. They're as smart as humans, but aren't taught many skills, so they're sub-standard that way.
Last edited by Jabroniville on Tue Sep 21, 2021 7:24 am, edited 1 time in total.
Jabroniville
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Octoman

Post by Jabroniville »

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OCTOMAN R.C.C.: ST +3, AGI +2, STA +6, FIGHTING +5, PRE -1, +2 Parry, Technology +2, Ranged Attack 4, Ambidexterity, Extra Limbs 4, Regeneration 2, Regrows Tentacles [45]

-haha, neat- a lil' punk-rock octo-dude. These are actually land-based D-Bees, most of whom were enslaved by the Splugorth, who desired them as hardy, dextrous workers and gunfighters. A few were able to escape, and naturally despise the Splugorth. Most are Wilderness Scouts, but they include fighters of all stripes, and the book even drops that some have discovered the ways of the Cyber-Knights. As the few free Octomen cannot find other communities of their kind anywhere, a lot of them have turned into frustrated, gruff loners.

-Octomen are low-tier Mega-Damage beings, with around 45 M.D.C. on average, but they don't do Mega-Damage unarmed (meaning they're hilariously unable to ever hurt each other in melee). They're amazingly-good fighters, though, gaining 2 attacks and good bonuses, which makes them two PLs higher than a human of the same O.C.C. just about across the board.
Jabroniville
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Nurilian Plant-People

Post by Jabroniville »

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NURILIAN PLANT-PEOPLE R.C.C.: ST +5, STA +10, AGI -2, INT -1, PRE -1, Horticulture +8, Plant Awareness (Analytical), Comprehend (Elementals, Limited to Earth), Time Sense, Immunity (Cold), Regeneration 4, "Psionics" (50% are Minor Psychics with 4 Sensitive powers, 30% are Major Psychics with 8 Sensitive powers, 20% have no powers) [37 + Psionics]

-The Plant-People are typically the toilers of the fields of Atlantis (this is one of the few times I can see that the topology and economy of Atlantis is truly detailed), because they have a knack for it. On their homeworld, they were immobile and took what they needed from their environment as plants would, but the Splugorth magically-augmented them into bipedal creatures. They despise the toil, as their kind had no sense of "work" in the past, and it's unusual for them to even have to move about, so they ache terribly. Other than that, they care about little, simply "going with the flow". Overall, they're not bad- sufficiently "alien" to the point of barely comprehending other beings, a unique role in the Megaverse (a race of SLAVE FARMERS?), and a bit of deeper lore into how the Splugorth Empire operates (millions of these things exist on every major world to farm the crops and care for the animals Splugorth and other beings eat). Like, it recommends you not play one because of how different they are, but it's obviously unique and had somet thought put into it.

-Plant-People aren't natural fighters, but are IMMENSELY durable, having P.E.x*20* M.D.C., which amounts to about 340 M.D.C. on average- I'm not sure if they didn't check that number or they were supposed to be Cyborg-tier durable or what.
Jabroniville
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Pythonan

Post by Jabroniville »

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PYTHONAN R.C.C.: ST +1, STA +5, AGI +2, FIGHTING +2, INT +1, AWA +3, Athletics +6, Stealth +4, Dodge +5, Fast Grab, Slithering, Extended & Acute Scent, Extended Hearing, Temperature Sense, Tracking, Regeneration 1, "Advanced Telekinesis" Move Object 5, Enhanced Fighting 3 (Limited to TK-Held Weapons), Ranged Attack 3 (Limited to TK-Held Weapons), "TK Body Field" Force Field 1, "Psionics" (Telekinetic Acceleration Attack, Telekinetic Push, Lift, and Punch, Levitation, Ectoplasm, Alter Aura, Deaden Senses, Impervious to Cold, Mind Block, Telepathy, Speed Reading, Hypnotic Suggestion, Telemechanics, +1 Physical) [63 + Psionics]

-Pythonans are snake-looking, intelligent beings who use telekinesis and their tails to manipulate objects. Most found on Earth are from the Splugorth Slave Markets, but many others are free, living in places of knowledge around the world. They tend to be "boring", artistic philosophers, but their intelligence can also be used towards subterfuge. They are low-tier M.D.C. beings (another one that does only S.D.C. damage on Rifts Earth, so they can't hurt each other at all), boosted with a Force Field. They're great fighters, though, sporting 4 attacks and +3 to hit with any weapon held by their Telekinesis. This would make them incredible assassins, which the book points out.
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