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

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

Post by Jabroniville »

SPIDER DEMON
Role:
Ancient Demons
PL 10 (187)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 2 (+10)
Deception 3 (+5)
Expertise (Magic) 10 (+12)
Expertise (Travellers) 8 (+10)
Expertise (Demon & Monster Lore) 8 (+10)
Intimidation 6 (+8)
Perception 5 (+8)
Stealth 4 (+8)

Advantages:
Fast Grab, Ranged Attack 9

Powers:
Growth 1 (Str & Sta +1, +1 Mass, +0 Intimidation, -0 Dodge/Parry, -1 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [3]
Movement 2 (Wall-Crawling) [4]
Extra Limbs 2 [2]
Senses 1 (Low-Light Vision) [1]
Speed 2 (8 mph) [2]

"Web-Spinning" Snare 8 (Flaws: Touch Range) (16) -- [17]
  • AE: "Natural Weapons- Teeth" Strength-Damage +2 (2)
"Magic" (All Protection Circles, Protection Magic, Summoning, Armor of Ithan, Invulnerability, Invisibility- Simple & Superior, Breathe Without Air, Float in Air, Mystic Portal, Close Rift, Dimensional Portal, +4 from Levels 1-8, +1 each from Levels 9-15)
"Psionics" (Presence Sense, Total Recall, Hypnotic Suggestion)

Offense:
Unarmed +9 (+8 Damage, DC 23)
Bite +9 (+10 Damage, DC 25)
Web +9 (+8 Affliction, DC 18)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude +8, Will +7

Complications:
Involuntary Transformation (Energy Beings By Day)- Hell Hounds transform into invisible energy that cannot damage physical beings.
Power Loss (Psionics vs. Those Who Resist Mind Control)- Anyone who resists the slug's Mind Control Bite three times thereafter becomes immune to ALL the creature's Psionics!
Rivalry (Goqua, Others)- The two races compete intensely. Demi-Gods & Gods also dislike Mindolar for taking control of people.

Total: Abilities: 60 / Skills: 46--23 / Advantages: 10 / Powers: 29 + Magic & Psionics / Defenses: 13 (135 + Magic & Psionics)

-Called "Death Weavers" all throughout the bio, Spider Demons were talked about by the Cunta (WHAT) Indians, whom I can't find via a Google search so maybe they made it up or misread something (I should HOPE so). They were ignored by the Gods, who underestimated them and then saw the Weavers steal the secrets of magic and scatter it around the world, which is how humans came to know it. The Weavers seek to become Gods themselves, and are searching for said magic once more. They often create death cults, and view humans as a source of P.P.E., power, or food.

-Death Weavers are a low-tier M.D.C. race with only a handful of attacks, but have a TON of Magical knowledge, and webbing that they are obsessed with enough to devote several paragraphs to how it's either normal and dissolves quickly or treated with their self-generated resin and lasts forever and is much more durable (it's not mentioned why they'd ever use the disposable kind).
Jabroniville
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Were-Creatures

Post by Jabroniville »

WERE-CREATURES:
-There's a long section on Were-Creatures, who popped up in the Vampire Sourcebook ages after this came out, so this is technically new information. I'll check for stat variations a bit.
Jabroniville
Posts: 24801
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Werewolf (Conversion Book Version)

Post by Jabroniville »

WEREWOLF R.C.C.
Role:
Shapechanger
PL 9 (168 + Magic & Psionics)
STRENGTH
6 STAMINA 6 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Deception 3 (+4)
Expertise (Survival) 7 (+8)
Intimidation 7 (+8)
Perception 7 (+8)
Stealth 3 (+8)
Technology 2 (+2)
Vehicles 3 (+5)

Advantages:
Fast Grab, Startle, Teamwork, Power Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]
Regeneration 5 (Feats: Regrows Limbs) [6]
"Claws & Teeth" Strength-Damage +3 (Feats: Split) [4]
Speed 2 (8 mph) [2]

"Shapechange"
"Wolf Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
"Psionics" (Mind Block, Sixth Sense, See the Invisible)
"Magic" (Metamorphosis- Human & Animal, Summon & Control Canines, Repel Animals, See the Invisible, Tongues)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws & Teeth +8 (+9 Damage, DC 24)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +7

Complications:
Motivation (Bloodlust)- Werewolves enjoy the thrill of the hunt.

Total: Abilities: 58 / Skills: 38--19 / Advantages: 4 / Powers: 75 + Magic & Psionics / Defenses: 12 (168 + Magic & Psionics)

-Werewolves are largely the same as in the later book, but have one fewer attack, +1 to Dodge, and have the "Metamorphosis" spell. They are said to be common in Europe, roaming in packs of 2D6 creatures, and may have a whole kingdom set up to worship them.
Jabroniville
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Werebear

Post by Jabroniville »

WEREBEAR R.C.C.
Role:
Shapechanger
PL 11 (168 + Magic & Psionics)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Deception 3 (+4)
Expertise (Survival) 7 (+8)
Intimidation 7 (+8)
Perception 7 (+8)
Stealth 3 (+8)
Technology 2 (+2)
Vehicles 3 (+5)

Advantages:
Fast Grab, Startle, Power Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]
Regeneration 5 (Feats: Regrows Limbs) [6]
"Claws & Teeth" Strength-Damage +4 (Feats: Split) [5]
Speed 2 (8 mph) [2]

"Shapechange"
"Bear Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
"Psionics" (Mind Block, Sixth Sense, See the Invisible)
"Magic" (Metamorphosis- Human & Animal, Summon & Control Canines, Repel Animals, See the Invisible, Tongues)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Claws & Teeth +10 (+11 Damage, DC 26)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +7, Fortitude +9, Will +7

Complications:
Reputation (Evil)- Werebears are greatly feared by most. They typically just prefer solitude, though most are either anarchist or evil in alignment.

Total: Abilities: 66 / Skills: 38--19 / Advantages: 3 / Powers: 76 + Magic & Psionics / Defenses: 13 (177 + Magic & Psionics)

-Werebears are rare, but exist in Russia & Alaska. The natives of those regions consider them "Demon Bears" and fear and appease them, but they typically just ignore or avoid humanoids. Which is all the best, as these are said to be the most powerful of all the Were-Creatures, hitting PL 11.
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Weretiger

Post by Jabroniville »

WERETIGER R.C.C.
Role:
Man-Eating Werepeople
PL 10 (167)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +4 [4]
Regeneration 3 [3]
Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]

"Shapechange"
"Tiger Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Summon & Control Felines, Metamorphosis- Animal & Human, Tongues, Repel Animals, Death Trance)
"Psionics" (Sixth Sense, See Invisible, Mind Block)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Claws & Teeth +10 (+10 Damage, DC 25)
Initiative +3

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

Complications:
Motivation (Killing People)- Weretigers LOVE killing people, and will do so just for pleasure, even though they love eating them.

Total: Abilities: 58 / Skills: 40--20 / Advantages: 7 / Powers: 71 + Magic & Psionics / Defenses: 11 (167)

-Weretigers are nearly as strong as Werebears, and love to hunt and kill people, drinking their blood as well as eating their bodies.
Jabroniville
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Werejaguar

Post by Jabroniville »

Image

WEREJAGUAR R.C.C.
Role:
Vampire-Hunting Werepeople
PL 10 (158)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +3 [3]
Regeneration 3 [3]
Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]

"Shapechange"
"Jaguar Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Tongues, Heal Wounds, Astral Projection, Repel Animals, Chameleon)
"Psionics" (Sixth Sense, See Invisible, Mind Block)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Claws & Teeth +11 (+8 Damage, DC 23)
Initiative +3

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

Complications:
Enemy (Vampires)- Werejaguars hate Vampires and always seek to destroy them.

Total: Abilities: 50 / Skills: 40--20 / Advantages: 7 / Powers: 70 + Magic & Psionics / Defenses: 11 (158)

-Werejaguars get a LOT more focus in Rifts South America- here they're only listed as living in the Yucatan and generally not bothering other people. Not much else is listed- just that they love stalking humanoid prey as much as any, but only really focus on killing vampires (this is kept in the later book). They do a bit less damage than Werewolves or in the later book.
Jabroniville
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Werepanther

Post by Jabroniville »

WEREPANTHER R.C.C.
Role:
Werepeople
PL 10 (159)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +4 [4]
Regeneration 3 [3]
Leaping 2 (30 feet) [2]

"Shapechange"
"Panther Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Metamorphosis- Animal & Human, Summon & Control Felines, Chameleon, Repel Animals, Sense Evil, Sense Magic, Tongues)
"Psionics" (Mind Block, Presence Sense, See the Invisible, Sixth Sense)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Claws & Teeth +11 (+9 Damage, DC 24)
Initiative +3

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

Complications:
Enemy (Vampires)- Werepanthers hate Vampires and always seek to destroy them.
Motivation (Thrills)- Werepanthers love to chase and fight prey, and will leave sentient victims alive- the battle is just for fun.

Total: Abilities: 52 / Skills: 40--20 / Advantages: 8 / Powers: 68 + Magic & Psionics / Defenses: 11 (159)

-Werepanthers are from India, and pretty well the same as Werejaguars, character and stat-wise. Slightly different spells exist in Rifts South America.
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catsi563
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Re: Jab's Rifts Builds (Malignous! Werewolf! Werebear! Weretiger!)

Post by catsi563 »

Were creatures are some of the most fun to play with and against in Rifts because theres so much story potential and theyre as versatile as they are in WOD
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Elementals

Post by Jabroniville »

ELEMENTALS:
-These are energy beings that have to take physical form in our world, lest they automatically return to their home dimension in 2D6 hours. They rarely think of mortal beings in any meaningful way (seeing them as "apart" from them like we do insects), and are often summoned and controlled by evil beings. Captivity makes them volatile and incredibly dangerous. Oddly, Earth Elementals receive bios and four separate builds; Air, Water & Fire Elementals get zero description at all and only two builds apiece (Minor & Major).

The Power Levels here are IMMENSE, though- even the Minor Elementals could wipe the floor with an entire group of your cheapest PCs, but the Major Elemental Intelligences could beat GODS. Actual Gods from Pantheons of the Megaverse- they throw thousands of M.D.C. and 7-10 attacks onto these things. So when they say these are incredibly powerful and deadly summons, they actually mean it.
Jabroniville
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Earth Elementals

Post by Jabroniville »

EARTH ELEMENTAL (Minor)
Role:
Elemental
PL 14 (149)
STRENGTH
13 STAMINA -- AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 13

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 15 [15]
Senses 2 (Darkvision) [2]
Senses 3 (Gem Sense- Analytical) [3]
Comprehend 3 (Languages) [6]
Regeneration 8 [8]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]

"Magic" (All Earth Warlock Spells Level 1-4)

Offense:
Unarmed +12 (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +15, Fortitude --, Will +6

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 48 / Skills: 12--6 / Advantages: 15 / Powers: 65 + Magic / Defenses: 15 (149 + Magic)

-Even a Minor Earth Elemental is IMMENSELY powerful, packing PL 13 unarmed hitting power and being PL 14 defensively.

---

EARTH ELEMENTAL INTELLIGENCE (Major)
Role:
Elemental
PL 15 (302), PL 17 Defensively
STRENGTH
14 STAMINA -- AGILITY 0
FIGHTING 15 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+7 Size)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 13

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 20 [20]
Senses 2 (Darkvision) [2]
Senses 3 (Gem Sense- Analytical) [3]
Comprehend 3 (Languages) [6]
Regeneration 12 [12]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]
Growth 4 (+4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [5]

Summon Minor Earth Elementals 10 (Extras: Controlled, Heroic +2, Horde, 24 Minions +9) (Flaws: Limited to Random- 4D6, Unreliable- 4/day) [130]

"Magic" (All Earth Elemental Magic, See the Invisible, Sense PPE, Shadow Meld, Climb, Purify & Spoil Food/Water, Life Drain, Time Slip, Animated & Control Dead, Commune With Spirits, Negation, Sickness, Summon & Control Animals, Summon Canines/Rodents, Id Barrier, Create Stone Golem, Restoration, Transformation)

Offense:
Unarmed +15 (+14 Damage, DC 29)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +13 (DC 23), Toughness +20, Fortitude --, Will +7

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 56 / Skills: 12--6 / Advantages: 15 / Powers: 209 + Magic / Defenses: 16 (302 + Magic)

-Major Earth Elementals are effectively gods, sporting 10,000+ M.D.C., eight attacks, +5 to hit, and incredible striking power. I assume this "Major Elemental" is the same as what they call a "Greater Elemental", which can summon 4D6 Minor Elementals.
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catsi563
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Re: Elementals

Post by catsi563 »

Jabroniville wrote: Sun Jul 03, 2022 9:06 am ELEMENTALS:
-These are energy beings that have to take physical form in our world, lest they automatically return to their home dimension in 2D6 hours. They rarely think of mortal beings in any meaningful way (seeing them as "apart" from them like we do insects), and are often summoned and controlled by evil beings. Captivity makes them volatile and incredibly dangerous. Oddly, Earth Elementals receive bios and four separate builds; Air, Water & Fire Elementals get zero description at all and only two builds apiece (Minor & Major).

The Power Levels here are IMMENSE, though- even the Minor Elementals could wipe the floor with an entire group of your cheapest PCs, but the Major Elemental Intelligences could beat GODS. Actual Gods from Pantheons of the Megaverse- they throw thousands of M.D.C. and 7-10 attacks onto these things. So when they say these are incredibly powerful and deadly summons, they actually mean it.
Yeah Elemental summons are the ones that KS means when he talks about summoners. its intended that the summoner summon elementals or demons or devils to do the dirty work but with corresponding risk

which is a bit silly mind you leaving them only with summon spells

same with diabolists who for some reason cant pre cast runes on items etc for fast use making them functionally useless in a campaign to the point a friend and i had to House rule some stuff for both classes

in the end though Elementals are incredibly powerful as you say the Elementals intelligences are full campaigns by themselves
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Earth Tree Elemental

Post by Jabroniville »

Image

EARTH TREE ELEMENTAL (Minor)
Role:
Elemental
PL 13 (172)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 13

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 14 [14]
Senses 2 (Darkvision) [2]
Senses 3 (Gem Sense- Analytical) [3]
Senses 7 (Water Awareness- Ranged & Radius, Plant Awareness- Ranged & Radius, Time Sense) [7]
Comprehend 3 (Languages) [6]
Regeneration 8 [8]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]

"Entanglement" Snare 8 (Flaws: Touch Range) [16]
Growth 4 (+4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [5]

"Magic" (All Earth Warlock Spells Level 1-4)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +14, Fortitude --, Will +6

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 44 / Skills: 12--6 / Advantages: 15 / Powers: 92 + Magic / Defenses: 15 (172 + Magic)

-Tree Elementals have similar stats to Minor Earth Elementals, but they are much weaker physically. They have a Snare attack and six attacks in whole.
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Mud Mound

Post by Jabroniville »

MUD MOUND (Minor)
Role:
Elemental
PL 12 (180)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 13

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 13 [13]
Senses 2 (Darkvision) [2]
Senses 3 (Gem Sense- Analytical) [3]
Comprehend 3 (Languages) [6]
Regeneration 8 [8]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]

Movement 1 (Slithering) [2]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) [40]
"Slimy Path" Affliction 5 (Athletics; Hindered/Immobile) (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Along Path Walked, Limited Degree) [3]

"Magic" (All Earth Warlock Spells Level 1-4)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +13, Fortitude --, Will +6

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Vulnerable (Water Attacks)- Water-based attacks do double damage.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 38 / Skills: 12--6 / Advantages: 15 / Powers: 108 + Magic / Defenses: 13 (180 + Magic)

-Mud Mounds lack durability & hitting power compared to other Earth Elementals, but are resistant to all kinetic damage.
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Air Elementals

Post by Jabroniville »

AIR ELEMENTAL (Minor)
Role:
Elemental
PL 14 (232)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 14 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 14

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 13 [13]
Regeneration 8 [8]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) [40]
Insubstantial 2 [10]

Senses 8 (Darkvision, Infravision, Ultravision, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Senses 3 (Air Chemical Sense- Analytical) [3]
Comprehend 3 (Languages) [6]
"Wind Blast" Blast 11 [22]

"Magic" (All Air Warlock Spells Level 1-4)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Wind Blast +14 (+11 Ranged Damage, DC 26)
Initiative +0

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +13, Fortitude --, Will +6

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 46 / Skills: 12--6 / Advantages: 16 / Powers: 144 + Magic / Defenses: 20 (232 + Magic)

-Air Elementals are less durable, but have six attacks and great bonuses to hit. They're also immune to a lot of attacks, but can be harmed by any energy like normal. They're PL 12 fighters with PL 13 Blasts & PL 14 defenses.

---

AIR ELEMENTAL INTELLIGENCE (Major)
Role:
Elemental
PL 17 (509), PL 20 Defensively
STRENGTH
13 STAMINA -- AGILITY 0
FIGHTING 21 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 21

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 19 [19]
Regeneration 12 [22]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) [40]
Insubstantial 2 [10]
"Natural Telepath" Communication (Mental) 3 [12]
Growth 4 (+4 Mass, +2 Intimidation, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [5]

Senses 8 (Darkvision, Infravision, Ultravision, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Senses 3 (Air Chemical Sense- Analytical) [3]
Comprehend 3 (Languages) [6]
"Wind Blast" Blast 14 [28]
Summon Minor Air Elementals 16 (Extras: Controlled, Heroic +2, Horde, 24 Minions +9) (Flaws: Limited to Random- 4D6, Unreliable- 4/day) [208]

"Magic" (All Air Warlock Spells, Heal Wounds, Restoration, Seal, See Aura, Life Drain, Summon Fog, Summon Rain, Summon Storm)

Offense:
Unarmed +21 (+13 Damage, DC 28)
Wind Blast +21 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +21 (DC 31), Parry +21 (DC 31), Toughness +19, Fortitude --, Will +8

Complications:
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 66 / Skills: 12--6 / Advantages: 23 / Powers: 385 + Magic / Defenses: 29 (509 + Magic)

-Air Elemental Intelligences are shockingly so top-tier that even GODS can't match them- 7,000+ M.D.C. and TEN ATTACKS with +9 to hit, dodge and parry! This makes them easily able to take on anything short of the Hindu Pantheon on Rifts Earth, and any of the Skyfathers! Their Wind Blast and unarmed attacks are a shocking PL 17, and defensively they're PL 20!
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Fire Elementals

Post by Jabroniville »

FIRE ELEMENTAL (Minor)
Role:
Elemental
PL 13 (201)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Close Attack, Power Attack, Ranged Attack 13

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 13 [13]
Regeneration 8 [8]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) [40]

Senses 4 (Darkvision, Infravision, Temperature Sense) [4]
Comprehend 3 (Languages) [6]

Fire Blast 13 (26) -- [27]
  • AE: "Fire Punch" Strength-Damage +4 (4)
"Magic" (All Fire Warlock Spells Level 1-4)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Fire Punch +13 (+11 Damage, DC 26)
Fire Blast +13 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +13, Fortitude --, Will +6

Complications:
Weakness (Water Attacks)- Large amounts of water do Mega-Damage to Fire Elementals- even ten gallons will act as Blast 11, while huge blasts do Blast 15! Rainshowers will do Damage 14 every single round.
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 36 / Skills: 12--6 / Advantages: 16 / Powers: 128 + Magic / Defenses: 15 (201 + Magic)

-Fire Elementals are similar to Air Elementals, with the same Immunities to harm, but have a much more powerful Blast, turning them into PL 13 Blasters with a solid Mega-Damage punch at PL 12. They have one less attack, though.

FIRE ELEMENTAL (Major)
Role:
Elemental
PL 17 (448), PL 18 Defensively
STRENGTH
14 STAMINA -- AGILITY 0
FIGHTING 17 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 8 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Close Attack 2, Power Attack, Ranged Attack 19

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 19 [19]
Regeneration 12 [12]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) [40]
Growth 4 (+4 Mass, +2 Intimidation, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [5]

Senses 8 (Darkvision, Infravision, Temperature Sense, Vision Counters Concealment) [8]
Comprehend 3 (Languages) [6]
Summon Minor Fire Elementals 14 (Extras: Controlled, Heroic +2, Horde, 24 Minions +9) (Flaws: Limited to Random- 4D6, Unreliable- 4/day) [182]

Fire Blast 14 (28) -- [29]
  • AE: "Fire Punch" Strength-Damage +1 (1)
"Magic" (All Fire Warlock Spells, See the Invisible, Life Drain, Energy Bolt, Impervious to Energy, Energy Field, Energy Disruption, Life Drain, Turn Dead)

Offense:
Unarmed +19 (+13 Damage, DC 28)
Fire Punch +19 (+14 Damage, DC 29)
Fire Blast +19 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +17 (DC 27), Parry +17 (DC 27), Toughness +19, Fortitude --, Will +10

Complications:
Weakness (Water Attacks)- Large amounts of water do Mega-Damage to Fire Elementals- even ten gallons will act as Blast 11, while huge blasts do Blast 15! Rainshowers will do Damage 14 every single round.
Vulnerable (Iron Spikes)- In Energy Form, Elementals may be killed by an iron rod driven into it and grounded, draining its energies. This creates a huge blast in a 60 foot area.
Responsibility (Unknowable)- Elementals are not at all like mortals, and rarely consider them. Their emotions and spirits are too different.

Total: Abilities: 60 / Skills: 12--6 / Advantages: 23 / Powers: 331 + Magic / Defenses: 27 (448 + Magic)

-Major Fire Elementals (not called "Elemental Intelligences" this time) are less durable than most Major Elementals, but have terrifying hitting power, pushing them to PL 17 offensively & PL 18 defensively.
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