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

Where in all of your character write ups will go.
Jabroniville
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Fire Worm

Post by Jabroniville »

FIRE WORM
Role:
Mid-Sized Blasters, Ornery Worms
PL 10 (98)
STRENGTH
2 STAMINA 7 AGILITY -2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+5)
Expertise (Survival) 5 (+5)
Intimidation 8 (+5, +2 Size)
Perception 5 (+5)

Advantages:
Chokehold, Close Attack 6, Fast Grab, Improved Hold, Improved Initiative, Ranged Attack 6

Powers:
"Animal Senses" Senses 4 (Low-Light Vision & Extended Scent- Tracking, Infravision) [4]
Movement 2 (Slithering, Environmental Adaptation- Arboreal) [4]
Speed 1 (2 mph) [1]
Immunity 6 (Heat, Fire Damage) [6]

"Fire Breath" Blast 11 (Feats: Accurate) (23) -- [24]
  • AE: "Bite" Strength-Damage +4 (4)
"Fun Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (12 inches) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -3 Intimidation, -1 Speed)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Bite +6 (+6 Damage, DC 21)
Fire Breath +8 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +2

Complications:
Disabled (Animal)- Fire Worms cannot speak to humans, and lack the limbs to easily manipulate objects.
Vulnerable (Cold)- Cold does double-damage to Fire Worms.

Total: Abilities: 4 / Skills: 28--14 / Advantages: 16 / Powers: 56 / Defenses: 8 (98)

-Fire Worms are the second-smallest Worms of Taut, but can spit fire, making them just as deadly. They have almost no bio at all- just said to be cranky and hostile. They have EXREMELY low M.D.C. (like, two shots from most guns and they're dead), but have a ridiculous +11 Blast fireball, as good as many guns. So PL 6 defensively, PL 9.5 offensively.
Jabroniville
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Nipper

Post by Jabroniville »

NIPPER
Role:
Mid-Sized Constrictors
PL 9 (45)
STRENGTH
4 STAMINA 7 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 1 (+8)
Intimidation 9 (+5)
Perception 2 (+3)
Stealth 2 (+8 Size)

Advantages:
Chokehold, Fast Grab, Grab Finesse, Improved Hold, Improved Initiative, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 2 (Darkvision) [2]
"Worm Skin" Protection 1 [1]
"Sheer Length" Reach 2 [2]
"Bite" Strength-Damage +3 [3]

Offense:
Unarmed +9 (+4 Damage, DC 19)
Bite +9 (+7 Damage, DC 22)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +3

Complications:
Disabled (Animal)- Snakes cannot speak to humans, nor use their tails to easily manipulate objects.
Weakness (Cold-Blooded)- Reptiles are cold-blooded- that is, their bodies are the same temperature as the air around them. As such, they are slow & sluggish in cold temperatures, and will die quickly if left in winter-like conditions. They must warm up before they are any good.

Total: Abilities: 30 / Skills: 16--8 / Advantages: 6 / Powers: 10 / Defenses: 13 (45)

-Nippers look like multi-legged salamanders or newts with lots of tiny, sharp teeth. They can be trained more easily than any other Worm of Taut, but are still aggressive and ornery. They are good constrictors (I essentially just slap minor Mega-Damage onto my Medium-Sized Constrictors build) and very, very accurate for basic animals, and have solid M.D.C. PL 8 offensively, PL 9 defensively.
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Serpent Beast

Post by Jabroniville »

SERPENT BEAST
Role:
Hideous Killer
PL 11 (104)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 6 (+5)
Intimidation 9 (+6, +7 Size)
Perception 10 (+9)
Stealth 3 (+6, +4 Size)

Advantages:
Fast Grab, Great Endurance, Improved Hold

Powers:
"Animal Senses" Senses 7 (Darkvision, Extended Scent 2, Acute Scent- Tracking, Extended Hearing) [7]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Natural Weapons- Bite" Strength-Damage +2 Linked to Affliction 6 (Fort; Disabled & Vulnerable/Impaired Attacks & Defenseless) (Extras: Cumulative, Extra Condition) (Flaws: Limited Degree) [14]
Immunity 1 (Poison) [1]
"Long Neck" Reach 1 [1]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Bite +11 (+9 Damage & +6 Affliction, DC 24 & 16)
Initiative +3

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

Complications:
Motivation (Killing)- Serpent Beasts love to kill humanoids in particular.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 3 / Powers: 28 / Defenses: 17 (104)

-The hideous Serpent Beasts have human-like heads atop long necks, on bodies that look like four-legged snakes. They are savage monsters who will attack anything that enters their territory or disturbs their sleep, and kill for the fun of it, luring humanoids in by treasure they amass just for this purpose. They can live for 1200 years and will hibernate if food is scarce, and have great senses to detect adventurers. Translation: This is a thing that will randomly attack you for no other reason that to start combat. They're PL 10 on offense with PL 11 defense owing to good defenses and a fairly high Toughness- their only really unique thing is a venom that affects defenses and accuracy cumulatively (the only time I've seen this in Rifts so far).
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Tri-Fang

Post by Jabroniville »

TRI-FANG
Role:
Three-Headed Serpent
PL 11 (109)
STRENGTH
7 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -4

Skills:
Expertise (Survival) 6 (+5)
Intimidation 9 (+5, +6 Size)
Perception 6 (+5)
Stealth 3 (+6, +4 Size)

Advantages:
Fast Grab, Great Endurance, Improved Hold, Ranged Attack 1, Uncanny Dodge

Powers:
"Animal Senses" Senses 2 (Darkvision) [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]
"Long Neck" Reach 1 [1]
Movement 1 (Slithering) [2]

"Spit Acid" Blast 4 (Feats: Accurate 4) Linked to Dazzle Vision 4 (Extras: Continuous +3) (28) -- [29]
  • AE: "Natural Weapons- Bite" Strength-Damage +2 (Feats: Split 2) (4)
Offense:
Unarmed +11 (+7 Damage, DC 22)
Bite +11 (+9 Damage)
Acid Spit +9 (+4 Ranged Damage & Affliction, DC 19 & 14)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +6

Complications:
None

Total: Abilities: 34 / Skills: 24--12 / Advantages: 5 / Powers: 39 / Defenses: 19 (109)

-An aggressive, deadly three-headed snake- the central head spits an acid that will blind someone permanently. They're about as strong as Serpent Beasts but are about half as durable, and notable mainly for a "Permanent Blindness" attack (the Acid is too low-level to even matter in Rifts). It's PL 10 everywhere except its Dodge, as they're unusually fast for some reason.
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Tomb Worm

Post by Jabroniville »

TOMB WORM
Role:
Tiny Worms
PL 8 (70)
STRENGTH
2 STAMINA 6 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 5 (+7)
Expertise (Survival) 6 (+6)
Intimidation 8 (+5, +2 Size)
Perception 7 (+7)

Advantages:
Close Attack 3, Fast Grab

Powers:
"Animal Senses" Senses 5 (Darkvision, Extended Scent 2- Tracking) [5]
Movement 2 (Slithering) [2]
Speed 1 (2 mph) [1]
"Bite" Strength-Damage +2 [2]
Immunity 1 (Cold) [1]

"Fun Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (12 inches) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -3 Intimidation, -1 Speed)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Bite +8 (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +6, Fortitude +6, Will +2

Complications:
Disabled (Animal)- Tomb Worms cannot speak to humans, and cannot easily manipulate objects.

Total: Abilities: 20 / Skills: 26--13 / Advantages: 4 / Powers: 28 / Defenses: 5 (70)

-Tomb Worms are the smallest Worms of Taut, and look pretty stupid- like deformed snakes with tiny arms. They are scavengers that eat dead carcasses, particularly bone marrow. They sometimes appear in packs of 4D4, where they are especially dangerous, and sometimes attack sleeping people. They are REALLY weak M.D.C. creatures- averaging only to 7 M.D.C., but that's a big danger to the non-powered NPCs that populate Rifts Earth. They have pretty good defenses, making them PL 7.5 creatures that way, but only do Mega-Damage if they give up all four of their attacks per round (an obvious case of Power Attacking). They're a weak PL 6 on offense.
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catsi563
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Re: Jab's Rifts Builds (Worms of Taut! Blow & Fire Worm! Serpent Beast!)

Post by catsi563 »

the worms of taut make for some fun encounters for your PCs basically big dumb beasties you can have your PCs kill in droves with a smidge of a challenge

my dragon ended up eating a few and when he got his lair wrangled a pair of fire worms as guards for his bedroom which of course was a lava chamber
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Yema

Post by Jabroniville »

Image

YEMA
Role:
Zombie Pterosaurs, Invincible Monsters
PL 11 (194)
STRENGTH
7 STAMINA 10 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -3

Skills:
Perception 8 (+7)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Ranged Attack 9

Powers:
Immunity 40 (Fortitude Effects, Psionics) [40]
Immunity 80 (All Damage) (Flaws; Limited to Non-Magical & Silver Weapons -1/2) [60]

"Natural Weapons- Claws & Teeth" Strength-Damage +4 [4]
Regeneration 5 [5]
"Animal Senses" Senses 3 (Extended Vision 3) [3]
Comprehend 1 (Understand All Languages) [2]

Flight 4 (30 mph) (Flaws: Winged) (4) -- [5]
AE: "Animal Physiology" Speed 2 (2)

"Magic" (All Air & Fire Warlock Spells Level 1-2)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Natural Weapons +10 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +5

Complications:
Responsibility (Literal Control)- Yema follow instructions to the letter, and won't do anything without instruction- even defend themselves from attack!
Weakness (Die After Four Years)- Yema will disintegrate four years after their creation date on Palladium World- they will last *400* years on Rifts Earth, however. If the one who summoned them disappears or dies, the creatures will wander the world, killing men of magic and of the clergy for reasons nobody knows.

Total: Abilities: 48 / Skills: 8--4 / Advantages: 12 / Powers: 119 + Magic / Defenses: 11 (194 + Magic)

-Yema are a race of extinct flying reptiles who were mysteriously revived in undead form, typically controlled by an evil Necromancer or other Wizard. They are blind servants, however, and must be given VERY specific instructions, and won't even defend themselves from attack unless told to do so. They are typically used as steeds or guardians (albeit with a 4-year shelf life on Palladium World), but at one point an entire army was raised and a kingdom was conquered because of it.

-Yema are particularly dangerous because of their Immunities- with an average of 110 M.D.C., they are COMPLETELY INVINCIBLE except via Magic or Silver-Based weapons! This makes them almost unkillable to high-tech human societies like the anti-magic Coalition States, which makes me wonder if these things were used in the greater meta at all.
Last edited by Jabroniville on Fri Jun 10, 2022 1:20 am, edited 1 time in total.
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EternalPhoenix
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Re: Yema

Post by EternalPhoenix »

Jabroniville wrote: Thu Jun 09, 2022 1:18 am -Yema are particularly dangerous because of their Immunities- with an average of 110 M.D.C., they are COMPLETELY INVINCIBLE except via Magic or Silver-Based weapons! This makes them almost unkillable to high-tech human societies like the anti-magic Coalition States, which makes me wonder if these things were used in the greater meta at all.
It makes me wonder how much damage was considered. As they're written an army of powerful Psionics, one of the Gods of War dual wielding that Glitter Boy weapon, a high power nuke, or even yeeting it into the sun wouldn't stop one. Which is ridiculous.
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Jabroniville
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Za

Post by Jabroniville »

ZA
Role:
Winged Asshole Dog
PL 11 (113), PL 12 (113) When Flying
STRENGTH
5 STAMINA 10 AGILITY 4
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Athletics 3 (+5)
Expertise (Survival) 6 (+5)
Insight 2 (+1)
Intimidation 6 (+5)
Perception 8 (+7)
Stealth 3 (+7)

Advantages:
All-Out Attack, Fast Grab, Improved Trip

Powers:
"Animal Senses" Senses 11 (Acute & Extended Scent, Darkvision, Scent-Tracking, Ultra & Extended Hearing, Vision Counters Concealment) [11]
Immunity 5 (Fire Damage) [5]
"Natural Weapons- Claws & Teeth" Strength-Damage +5 [5]
Regeneration 4 [4]
"Flight Boost" Enhanced Defenses 2 (Flaws: Limited to When Flying) [1]

Flight 4 (30 mph) (Flaws: Winged) (4) -- [5]
  • AE: "Animal Physiology" Speed 2 (2)
"Magic" (Stench of Hades, Cloud of Ash, Darkness, Fiery Touch, Circles of Flame, Wall of Flame, Fuel Flame, Fire Ball, Extinguish Fires)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Natural Weapons +11 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +11 (+13 When Flying, DC 21-23), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +5

Complications:
Motivation (Treasure)

Total: Abilities: 52 / Skills: 28--14 / Advantages: 3 / Powers: 31 + Magic / Defenses: 13 (113 + Magic)

-The Za are a weird one- evil, grinning winged bulldogs who love treasure and horde vast amounts of wealth, while being vindictive, demonic murderers. They keep their treasure in a variety of hordes, keeping wild animals around it, though most of it's just.... basic S.D.C. creatures except for Worms of Taut & Owl-Things, which makes me think they just translated this from Palladium Fantasy. Despite all the hype, they're morons- 2D6 I.Q. & M.E. Yet they have magic and some really high stats- the durability of good M.D.C. armor, five attacks and +10 damage hitting power, making them PL 11-12 creatures!
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Re: Yema

Post by Jabroniville »

EternalPhoenix wrote: Thu Jun 09, 2022 1:39 am
Jabroniville wrote: Thu Jun 09, 2022 1:18 am -Yema are particularly dangerous because of their Immunities- with an average of 110 M.D.C., they are COMPLETELY INVINCIBLE except via Magic or Silver-Based weapons! This makes them almost unkillable to high-tech human societies like the anti-magic Coalition States, which makes me wonder if these things were used in the greater meta at all.
It makes me wonder how much damage was considered. As they're written an army of powerful Psionics, one of the Gods of War dual wielding that Glitter Boy weapon, a high power nuke, or even yeeting it into the sun wouldn't stop one. Which is ridiculous.
It does seem based far more around the low-damage world of Palladium Fantasy, where the D&D-ish idea that "only two things can harm this creature", one of which is likely to be in any well-rounded party, is pretty normal. The "everyone has nukes on their wrist" world of Rifts is way, way different.
Jabroniville
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Zavor

Post by Jabroniville »

Image

ZAVOR
Role:
Dumb Humanoids, Replicators
PL 7 (255)
STRENGTH
6 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -3

Skills:
Perception 8 (+7)
Stealth 2 (+6)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Ranged Attack 9

Powers:
"Animal Senses" Senses 6 (Darkvision, Vision Counters Concealment) [6]

"Magic Immunity"
Immunity 20 (Magical Effects) [20]
Immunity 80 (All Damage) (Flaws; Limited to Non-Psionic, Wood, Iron & Silver Weapons -1/2) [60]
Immunity 4 (Aging, Poison, Heat, Cold) [4]
Summon 10 (Extras: 32 Minions +10, Continuous) (Flaws: Source- Being Struck, Limited to vs. Magic) [110]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +3

Complications:
Motivation (Destroying Other Life Forms)- Zavor have little motivation beyond killing.

Total: Abilities: 26 / Skills: 10--5 / Advantages: 12 / Powers: 200 / Defenses: 12 (255)

-And of course we end with a dumbass-looking one, lol. Zavor are large-headed, large-mouthed goofy creatures of low intellect but another "Immune to Everything" power, but like... being struck my magic will not only do no damage, but split them into TWO Zavor! They appear to have no culture or personality of their own, and desire only to kill other lifeforms. They are actually rather passive and shy until split into two, at which point they go mad and try to kill everyone.

-Zavor are minor-league combatants who do only minor Mega-Damage and are actually S.D.C. creatures, but are immune to so many things they're almost unkillable unless you have specific things (Psionics will work, as will three kinds of anti-magic weapons).
Last edited by Jabroniville on Mon Jun 13, 2022 10:36 pm, edited 1 time in total.
Jabroniville
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Beyond the Supernatural

Post by Jabroniville »

BEYOND THE SUPERNATURAL CONVERSIONS:
-So the horror genre doesn't interest me and I won't be doing any Beyond the Supernatural stuff, but hey look! This book has conversions for that, too! So these ones I can actually post, lol.
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Banshee

Post by Jabroniville »

BANSHEE
Role:
Harbinger of Death, P.P.E. Vampire
PL 7 (141)
STRENGTH
3 STAMINA -- AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -3 PRESENCE -3

Skills:
Perception 8 (+7)
Stealth 2 (+6)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Ranged Attack 9

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]
Concealment 2 (Vision) [4]
Insubstantial 4 (Extras: Permanent +0) [20]
Flight 1 (4 mph) [2]
Senses 3 (Emotion Awareness- Ranged & Radius) [3]
Senses 4 (Precognition) (Flaws: Limited to Death) [2]
"Empathic Transmission of Sorrow" Affliction 4 (Will; Entranced/Compelled) (Extras: Area- 60ft. Burst +2, Reaction +3) (Flaws: Limited to Emotions of Despair & Sorrow) [20]

Teleport 8 (Extras: Extended, Accurate) [32]

"Psionics" (Clairvoyance, Sense Magic, Empathic Transmission)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +5, Fortitude --, Will +5

Complications:
Motivation (Absorbing P.P.E.)- Banshee are psychic scavengers who await the moment of death and feast on the doubled P.P.E.

Total: Abilities: -4 / Skills: 10--5 / Advantages: 12 / Powers: 118 + Psionics / Defenses: 10 (141)

-Since Palladium uses P.P.E. as a means by which creatures cast spells, it fits that Banshee, famed harbingers of death, are actually CONSUMING the stuff. They are insubstantial creatures who are thus immune to basically everything, but also can't fight back unless using Empathic Transmission, the Psionic power.
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Boschala

Post by Jabroniville »

BOSCHALA
Role:
Wild Mish-Mash Creatures, Demonic Nightmares
PL 11 (101)
STRENGTH
9 STAMINA 10 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -2

Skills:
Perception 8 (+7)
Stealth 2 (+4)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Ranged Attack 9

Powers:
"Animal Senses" Senses 7 (Low-Light Vision, Vision Counters Concealment, Extended Scent- Tracking) [7]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Protection 5 [5]
Regeneration 6 [6]
Immunity 3 (Poison, Drugs, Gases) [3]
"Claws" Strength-Damage +2 [2]

"Combine Together into Mega-Boschala" Summon 10 (Extras: Heroic +2, Controlled) (Flaws: Replaces Self, Source- Other Boschala, Abilities Limited to Numbers of Boschala) [10]
(Max Form is Boschala w/ FIGHTING 22, Toughness +18)

Offense:
Unarmed +7 (+9 Damage, DC 24)
Claws +7 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +15, Fortitude +10, Will +3

Complications:
Responsibility (Easily-Led)- Boschala will usually do the bidding of whomever summoned them. However, if 13 are in one place, a revolting mating frenzy will ensue.

Total: Abilities: 36 / Skills: 10--5 / Advantages: 12 / Powers: 38 / Defenses: 10 (101)

-The nightmarish Boschala have bizarre, randomized bodies, as they exist in another world and have to choose a form to enter another, and this often leads to mixing and matching body parts from all manner of creatures (half a page is devoted to a random table for parts). Despite being Mega-Damage creatures, they aren't great fighters and shy away from large groups even on Rifts Earth, but mages love to summon them, as they are great P.P.E. batteries and tend to be loyal like puppies. Summoning more than 13 is a mistake- this automatically sets off a disgusting mating frenzy, and after 30 minutes a full-grown Boschala emerges from the furpile.

-Notably, as many as five Boschala can form one creature, which combines ALL of their attacks and M.D.C. together (a potentially horrifying adversary)! At their baseline, they are only PL 9 brawlers with PL 10.5 defenses, but combined together they'll easily be PL 17!
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Dybbuk

Post by Jabroniville »

Image

DYBBUK
Role:
Demon Ghoul
PL 10 (113)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -2

Skills:
Insight 2 (+4)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 4 (+6)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Fast Grab, Improved Grab, Ranged Attack 11

Powers:
"Ghoulish Senses" Senses 4 (Darkvision, Extended Scent- Tracking) [4]
Regeneration 2 [2]
Immunity 1 (Cold) [1]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]
"Tiny Arms w/ Claws" Strength-Damage +2 [2]

"Inhabit Dead Husk" Morph 2 (Dead Bodies) (Flaws: Source- Dead Body, Limited to the Recently Deceased) [6]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Claws +11 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude +8, Will +5

Complications:
Vulnerable (Light)- Dybbuk take damage in direct sunlight, and will almost certainly be dead within one hour. They are -8 to hit and defend in daylight, as well.
Hatred (Other Dybbuk)- Dybbyk are intelligent creatures, but are intolerant of each other and will squabble and bicker.
Disabled (Attacks)- The Dybbuk are -4 to hit and defend when inhabiting a dead body.

Total: Abilities: 56 / Skills: 20--10 / Advantages: 15 / Powers: 20 / Defenses: 12 (113)

-The Dybbuk are large, muscular, four-armed demons that hate humankind and have stalked them for centuries- they are intelligent and cunning, but will fight among themselves. They can inhabit the bodies of the recently deceased and thus walk among people, but are your basic "Loves torture" monster otherwise. They have tons of attacks but relatively low-tier damage, so are only PL 10-ish creatures- humorously, the spindly little arms do more damage than the hulking, gorilla-like ones.
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