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

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mahoraga

Post by Jabroniville »

MAHORAGA
Role:
Evil Sages
PL 16 (199)
STRENGTH
9 STAMINA 11 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 5 PRESENCE 6

Skills:
Deception 3 (+9)
Expertise (Survival) 4 (+10)
Expertise (Demon & Monster Lore) 6 (+12)
Expertise (History) 6 (+12)
Insight 4 (+9)
Intimidation 2 (+8)
Investigation 4 (+9)
Perception 3 (+8)

Advantages:
Ranged Attack 8, Uncanny Dodge

Powers:
Senses 7 (Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent) [7]
Comprehend 2 (Languages) [4]
Regeneration 6 [6]
Immunity 4 (Aging, Poison, Disease, Cold) [4]
Immortality 1 (Unless Decapitated, Hung From a Tree & Burned) [2]
Immunity 80 (All Damage) (Flaws: Limited to From Man-Made Weapons, Limited to Half-Effect) [27]
Movement 1 (Slithering) [2]
Movement 2 (Dimensional Travel) [4]

"Cobra Form"
Strength-Damage +1 [1]
Enhanced Fighting 2 [4]

Morph 1 (Cobra) (Feats: Metamorph) (6) -- [7]
  • AE: Morph 1 (Boa) (Feats: Metamorph- Fast Grab & Improved Hold) (6)
"Magic" (Agony, Astral Projection, Calling, Charm, Commune With Spirits, Compulsion, Domination, Eyes of Truth, Forcebonds, Instill Knowledge, Locate, Oracle, Mute, Second Sight, See Aura, See Wards, Swords to Snakes, Transferal, Words of Truth)
"Psionics" (a huge stack)

Offense:
Unarmed +8 (+9 Damage, DC 35)
Cobra Form +8 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +11, Fortitude +11, Will +8

Complications:
Weakness (Silver Weapons)- Silver weapons do +7-9 damage.
Responsibility (Honor)- Kou Ching desire only honorable battles against great opponents. They will decline fights against lesser warriors and even help a target complete a mission so they can then have their fight.
Weakness (Draconic Attacks)- The attacks of Dragons do double-damage, as does any weapon that affects them.
Rivalry (Dragons)- Mahoragas are intensely jealous of Dragons.
Reputation (Untrustworthy)- Nobody trusts these snakes, as they always lie.
Vulnerable (Mongooses)- Mongoose attacks do incredible Mega-Damage to Mahoragas, despite them being S.D.C. creatures. Claws do +12 damage and bites do +14 damage (neither can be Regenerated until the creature is 100 feet away from the mongoose), and Mahoragas attacks only do 10% of their base damage. Mahoragas are also innately fearful of mongooses and may flee.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 96 / Skills: 32--16 / Advantages: 9 / Powers: 68 + Magic/Psionics / Defenses: 10 (199 + Magic)

-Mahoragas are evil, intelligent snakes with the gift of prophecy. People come to them with gifts to learn their future or to be given knowledge of how to save a loved one- some accept only fancy gifts, while others demand favors- these are always actions that will create great chaos.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Monkey Spirit

Post by Jabroniville »

Image

MONKEY SPIRIT
Role:
Mischievous Adventurers, Son Wukong Riff
PL 11 (136)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Deception 3 (+7)
Expertise (Survival) 4 (+7)
Expertise (Demon & Monster Lore) 2 (+6)
Expertise (Dancing) 3 (+7)
Insight 2 (+5)
Intimidation 2 (+6)
Perception 2 (+5)

Advantages:
Ranged Attack 10, Uncanny Dodge

Powers:
Senses 7 (Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent) [7]
Comprehend 2 (Languages) [4]
Regeneration 2 [2]
Immunity 2 (Aging, Disease) [2]
Leaping 1 (15 feet) [1]
"Prehensile Tail" Extra Limb 1 [1]
Movement 2 (Dimensional Travel) [4]

"Magic" (8 Invocations Level 1-7)
"Psionics" (Empathy, Sense Time, Telepathy, Mind Block)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +7

Complications:
Weakness (Iron, Ice, Peach Tree Wood Weapons)- These all do +7-9 damage.
Responsibility (Arrogance)- Monkey Spirits are extremely sure that they can defeat any opposition, causing them to understimate their enemies.
Motivation (Freedom)- Monkey Spirits enjoy adventure and freedom more than anything, and can be motivated to help others because of it.
Weakness (Holy & Light Attacks)- These do double-damage.
Weakness (Water)- Being submerged even partiall in water reduces Kou Ching's accuracy & defenses by 8.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 82 / Skills: 18--9 / Advantages: 11 / Powers: 21 + Magic/Psionics / Defenses: 13 (136 + Magic)

-The "Monkey Spirit" here is blatantly just Sun Wukong, but a whole species of Demons. Mischievous, cocksure and adventurous, they are SUPER sure of themselves and leap headlong into danger, often underestimating opposition. They can be inquisitive at best, and admire freedom so much they will often free human captives, but can also be cruel in how they lead people into danger without a care in the world. Despite a lot of potential here (I mean, it's the arrogant Monkey King who gets himself into all manner of trouble by biting off more than he can chew!), he's not that tough, as most are PL 9 offensively and PL 10-11 defensively. Not a lot of magic, nor options in combat- I think you're expected to use weapons.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Naga

Post by Jabroniville »

Image

NAGA
Role:
Seductive Snake Ladies
PL 13 (278)
STRENGTH
11 STAMINA 13 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 7 PRESENCE 6

Skills:
Expertise (Survival) 4 (+11)
Expertise (Demon & Monster Lore) 2 (+10)
Expertise (Dancing) 1 (+7)
Perception 2 (+9)
Stealth 1 (+4)

Advantages:
Attractive 2, Ranged Attack 13, Uncanny Dodge

Powers:
Senses 7 (Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent) [7]
Concealment 2 (Vision) (Flaws: Source- Rain or Fog) [2]
Comprehend 2 (Languages) [4]
Regeneration 6 [6]
Immunity 12 (Aging, Disease, Poison, Cold, Vacuum, Drowning, Suffocation, Electrical Damage) [12]
Immunity 80 (All Damage) (Flaws: Limited to From Man-Made Weapons, Limited to Half-Effect) [27]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) [5]
Movement 1 (Slithering) [2]
Swimming 4 [4]
Morph 1 (Human) [5]
Immortality 1 (Unless Burned) [2]

Summon Water Devils 4 (Extras: Horde, 3 Minions +3, Controlled, Heroic +2) (28) -- [29]
  • AE: Summon Water Goblins 2 (Extras: Horde, 12 Minions +7, Controlled, Heroic +2) (26)
(Goblin Stats: Mental Stats -1, ST 5, Toughness +7, FIGHTING 3, Comprehend 2, Immune to Drowning, Swimming 2, Total Recall, Mind Block, Levitation)
(Water Devil Stats: Mental Stats +1, ST 6, Toughness +7, FIGHTING 10, Dodge +8, Comprehend 2, Immune to Drowning, Flight 5, Swimming 2, Telepathy, Empathy, Mind-Reading, a few Magic Spells)

"Spit Lightning" Blast 13 (Feats: Extended Range 3) (29) -- [30]
  • AE: "Fog Breath" Concealment 2 (Vision) (Extras: Attack, 60ft. Cloud +3) (12)
"Magic" (30+ Spells! Plus All Water Elemental Magic)
"Demonic Curses" (Drought, Forefather, Heritage, An Interesting Life)
"Psionics" (Empathy, Alter Aura, Hydrokinesis, Mind Block, Mind Bond, Object Read, Psychic Omni-Sight, Telepathy)

Offense:
Unarmed +13 (+11 Damage, DC 26)
Spit Lightning +13 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +13, Fortitude +13, Will +8

Complications:
Weakness (Silver & Ice Weapons)- These all do +7-9 damage.
Motivation (Testing Mortals)- Nagas see testing mortals as their duty- dangerous and deadly problems come their way, but they secretly always cheer for the humans, despite boasting about their inadequacies in public.
Motivation (Freedom)- Nagas would rather die than serve others.
Weakness (Fire Attacks)- These do 50% more damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 110 / Skills: 10--5 / Advantages: 16 / Powers: 135 + Magic/Psionics / Defenses: 12 (278 + Magic/Psionics)

-Nagas are cruel, vengeful spirits that just do whatever they please, making them untrustworthy even to other demons. They would all rather die that do the bidding of another, so are rather uncontrollable. They are said to be somewhat attractive and alluring to mortal men, who they sometimes seduce, finding them interesting especially if they are leaderly and moral and... WAIT A MINUTE! IT'S A F*CKING SNAKE!! Literally a snake with a human's head! Even if it's pretty it's... man they don't seem to include anything in here about them taking human form for that! At least it mentions later they can morph into a human, but that ain't listed in the bio- just that they're "strangely beautiful and attractive to mortal men". Their children become powerful "Naga-Spawn", birthed singularly or as twins.

-Nagas challenge humans, but secretly admire them and are delighted when men surpass their challenges, and saddened when they fail. They see their duty as testing strong mortals.

-Nagas have great bonuses to hit, not as many to Parry, but Automatic Dodge and an absolute boatload of spells (typically used to alter the weather and mess up crops or sailors). Solid damage and a lot of attacks makes them PL 12-13 creatures with a lot of versatility.
Gorakar
Posts: 8
Joined: Fri Nov 11, 2016 9:56 am

Re: Jab's Rifts Builds (Kinnara! Maharaga! Monkey Spirit!)

Post by Gorakar »

That's strange. Do they mention the Naga R.C.C. from "Pantheons of the Megaverse" in any way? Or is this just another creature with the same Name?
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Kinnara! Maharaga! Monkey Spirit!)

Post by Jabroniville »

Gorakar wrote: Sun Sep 04, 2022 5:33 pm That's strange. Do they mention the Naga R.C.C. from "Pantheons of the Megaverse" in any way? Or is this just another creature with the same Name?
Oh, haha- I forgot those guys completely. Just a mini-bio for an Indian-centric thing and this book completely goes on a different route with the same thing.

There's actually a lot of India crossover in this one that I don't see in Rifts China 2, which makes me wonder if they were putting Indian stuff in this one because they were for some reason never gonna do Rifts India.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Naga-Spawn

Post by Jabroniville »

NAGA-SPAWN R.C.C.: ST +4, STA +6, AGI +1, INT +1, AWA +1, PRE +3, Regeneration 2, Invisibility (Limited to Fog), See Through Fog, Immunity (Electricity, Half-Effect), Immune to Disease, Swimming 2 [43]

-Naga-Spawn are the offspring of Nagas and their love affairs with humans- when the Nagas give birth, they often abandon their offspring with mortals they know will care for them. Typically, these are monasteries, who raise the children knowing what they are, and training them to become great heroes with their added power. A Naga-Spawn may inadvertently kill their own parent (which might make them feel ashamed or disgusted), or even compelled to DEFEND their parent, even if they are evil! It's suggested that PC parties may be confronted by these beings, and are faced with the option of slaying a great hero in the name of getting to its evil parent.

-Naga-Spawn become low-level M.D.C. beings (PEx3) who gain 1D6 to every stat, but greater Strength.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Red Child Demon

Post by Jabroniville »

RED CHILD DEMON
Role:
Tiny Child Demon, People-Eater
PL 11 (151)
STRENGTH
10 STAMINA 9/10 AGILITY 3
FIGHTING 6/12 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Survival) 4 (+7)
Expertise (Demon & Monster Lore) 5 (+8)
Expertise (Religion) 7 (+10)
Insight 4 (+7)
Intimidation 3 (+8)
Perception 4 (+7)
Sleight of Hand 7 (+7)
Stealth 7 (+10)

Advantages:
Ranged Attack 6

Powers:
Senses 1 (Low-Light Vision) [1]
Comprehend 2 (Languages) [4]
Regeneration 5 [5]
Immunity 4 (Aging, Disease, Poison, Cold) [4]
Concealment 1 (True Sight) [2]
Immortality 1 (Flaws: Takes 13 Years to Recognize True Nature) [1]

"Create Red Cloud" Insubstantial 3 (15) -- [16]
  • AE: Morph 3 (Humans) (Quirks: Must Have Touched the Person -2) (13)
"Warrior By Night"
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Fighting 6 (Flaws: Source- Night) [6]
Enhanced Dodge 6 (Flaws: Source- Night) [3]
Enhanced Ranged Attack 6 (Flaws: Source- Night) [3]

"Magic" (20-ish)
"Curses" (Heritage, Wasting)
"Psionics" (Levitation, Presence Sense, TK Leap, TK Punch, Mind Block)

Offense:
Unarmed +6 (+10 Damage, DC 25)
By Night +12 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +9, Fortitude +9, Will +7
"By Night" Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +7

Complications:
Weakness (Bone & Stone Weapons)- These all do +7-9 damage.
Disabled (Colorblind)- Red Child Demons can also not see the red skies that signal their coming.
Responsibility (Red Skies)- The skies tend to turn a bit red when these Demons are about.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 78 / Skills: 48--24 / Advantages: 6 / Powers: 46 + Magic/Psionics / Defenses: 7 (151 + Magic/Psionics)

-Red Child Demons look like human children, but are secretly evil monsters who love to torment, kill and eat human beings. The especially target the pious, monks and nuns, and also educators or those who help others. They often ingratiate themselves to people and make people fall in love with them before springing the trap. Their stats are pretty basic (and are halved by day), but they have a Morph so good that even magical detection cannot overcome it. I figured this out for Skrulls immune to Skrull detection- more of a Concealment that only affects "True Sight"-type stuff. Very dirty, especially for something with a Morph, but that's pretty well how it works.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Shen Wu

Post by Jabroniville »

SHEN WU
Role:
Wise Warriors, Advice-Bringers
PL 17 (260), PL 18 Defensively
STRENGTH
12 STAMINA 13 AGILITY 3
FIGHTING 23 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 5 PRESENCE 5

Skills:
Expertise (Survival) 5 (+10)
Expertise (Demon & Monster Lore) 5 (+12)
Expertise (Current Events) 5 (+12)
Expertise (History) 5 (+10)
Expertise (Science) 3 (+10)
Insight 7 (+12)
Intimidation 5 (+12 Size)
Perception 5 (+10)

Advantages:
Ranged Attack 23, Well-Informed

Powers:
Senses 5 (Low-Light Vision, Extended Vision 4) [5]
Comprehend 2 (Languages) [4]
Regeneration 7 [7]
Immunity 2 (Aging, Disease, Poison, Cold) [2]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) [11]
Extra Limbs 2 [2]
"Green Lightning" Blast 13 (Feats: Extended Range 2) [28]

"Whirlwind Form" Morph 1 (Feats: Metamorph- Area Attacks- Disabled Fighting & +11 Damage, Energy & Projectiles do Half) (6) -- [7]
  • AE: Morph 1 (Raven) (Feats: Metamorph) (6)
"Magic" (40+ Spells)
"Curses" (Heritage, Interesting Life, Rags)
"Psionics" (Levitation, Presence Sense, Sense Magic, Speed Reading, Total Recall, Mind Block)

Offense:
Unarmed +23 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +23 (DC 33), Parry +23 (DC 33), Toughness +13, Fortitude +13, Will +10

Complications:
Weakness (Jade Weapons)- Weapons made of jade do +7-9 damage.
Responsibility (Secrecy & Truth)- Shen Wu always answer truthfully (though lies by omission are okay) and will not share secrets given to them.
Weakness (Fire)- Fire does double-damage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 116 / Skills: 50--25 / Advantages: 24 / Powers: 66 + Magic/Psionics / Defenses: 29 (260 + Magic/Psionics)

-Shen Wu are gigantic, wise warriors with blue skin, four arms, green flames for hair and green beards. They are sought out from all over for their wisdom and knowledge, and will always answer truthfully and never admit the secrets they've been told. However, they will not answer stupid questions and will not directly answer a straight question- they tend to instead instruct the person on how to find the knowledge themselves (ie. "Who murdered X?" will not be answered, but "How can I find out who murdered X?" will be, via things like "Go to Y and investigate B" kind of stuff). Despite being so helpful and wise, they are still demons (70% Abberant & 30% Diabolical) who will quickly execute anyone their masters demand.

-Shen Wu are extremely intelligent and incredible strong, with Dragon Hatchling-tier durability, but their greatest ability is having TWELVE ATTACKS (!!), putting them on tier with the Hindu Gods and other supreme fighting machines. Some of the stuff in this book is merely PRETTY powerful, but these things are PL 17-18!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

White Monkey

Post by Jabroniville »

WHITE MONKEY
Role:
Harem-Builders, People-Eaters
PL 14 (149)
STRENGTH
12 STAMINA 13 AGILITY 3
FIGHTING 15 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 8 (+7)
Intimidation 12 (+10 Size)
Perception 6 (+5)

Advantages:
Ranged Attack 15, Startle

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 7 [7]
"Prehensile Tail" Extra Limb 1 [1]
Leaping 1 (15 feet) [1]
Immunity 9 (Aging, Disease, Poison, Cold, Cold Damage) [9]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Magic" (Aura of Power, Energy Bolt, Fire Bolt, Lantern Light, Mystic Shield, Magic Fulcrum, See Aura, Sense Evil, Turn Dead)

Offense:
Unarmed +15 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +13, Fortitude +13, Will +8

Complications:
Weakness (Jade Weapons)- Weapons made of jade do +7-9 damage.
Weakness (Deep Water)- White Monkeys cannot swim and will sink like stones and drown in deep water.
Disabled (Illiterate)
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 66 / Skills: 26--13 / Advantages: 16 / Powers: 32 + Magic / Defenses: 22 (149 + Magic/Psionics)

-Big brutes who like to dominate those weaker than themselves, the giant White Monkeys are human-fetishists who covet all beautiful women, capturing them and keeping them for their harems. However, since it's like 2005 Kevin & Co. aren't playing the "Villain as Super-Rapist" card anymore, so it's established that he's too big to have sex with them, and instead keeps them as beautiful servants, mistreating them and boasting about how many people he killed for each one. Like 2-3 paragraphs just on how he treats his slaves, which is pretty obviously a "No, not harem slaves like THAT..." excuse. Since their lives are so hard (they don't eat or sleep much, aren't cared for, and are overworked), their beauty will fade, and he will cast them out or eat them.

-White Monkeys are actually hype-worthy, having eight attacks and doing lots of damage. Overall they're PL 14-ish, which makes them pretty terrifying if they just decide to kidnap a comely maiden and dare anyone to fight for her.
Jabroniville
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Yaksha

Post by Jabroniville »

Image

YAKSHA
Role:
Rakshasa Clone
PL 12 (209), PL 14 Defensively
STRENGTH
10 STAMINA 15 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 10 (+12)
Expertise (Survival) 7 (+10)
Expertise (Demon & Monster Lore) 4 (+7)
Expertise (History) 8 (+10)
Expertise (Art) 6 (+8)
Insight 3 (+6)
Intimidation 6 (+9 Size)
Perception 7 (+10)
Persuasion 1 (+4)
Vehicles 8 (+8)

Advantages:
Ranged Attack 13

Powers:
Senses 8 (Low-Light Vision, Vision Counters Concealment, Extended & Acute Scent- Tracking) [8]
Comprehend 3 (Languages) [6]
Regeneration 3 [3]
Movement 2 (Dimensional Travel 2) [4]
Immunity 1 (Aging) [1]
Immunity 12 (Heat, Cold, Fire & Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Star Flight" Flight 8 (500 mph) [16]

Morph 3 (Humanoids) (15) -- [16]
      
  • AE: Morph 1 (Tiger) (Feats: Metamorph) (6)
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) [5]

"Magic" (30+ Spells)
"Curses" (Bad Luck, Headaches, Fleas)
"Psionics" (All Physical & Sensitive Powers, All Telemechanics Powers, Detect Psionics, Psychic Diagnosis, Psychic Purification, BIo-Manipulation, Electrokinesis, Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Mind Bolt, Mind Wipe, PPE Shield, Pyshic Body Field, Psi-Sword)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +15, Fortitude +15, Will +8

Complications:
Weakness (Jade Weapons)- Weapons made of jade do +7-9 damage.
Disabled (Uncultured)- Yakshas cannot invent or create any technology, art or culture- they can only steal it from others. They desperately envy humans for this.
Temper- If frustrated, Yakshas will fly into a tremendous rage.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 88 / Skills: 50--25 / Advantages: 13 / Powers: 65 + Magic / Defenses: 18 (209 + Magic/Psionics)

-Yaksha are Rakshasa-like demons who love the taste of humans, and kill & stalk them frequently. They also envy humans for their cultural achievements- through a quirk, these beings cannot attain any of the arts or culture. They must instead steal them and surround themselves with it. Though they are great manipulators, being shapeshifters, they are easily provoked and will go savage in a second, even if they've mastered computers and the like. A handful of Yakshas are actually good, however- apparently 30% of them.
Jabroniville
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Ying Hsuan Shang

Post by Jabroniville »

YING HSUAN SHANG
Role:
Super-Trackers
PL 17 (247)
STRENGTH
11 STAMINA 11 AGILITY 3
FIGHTING 23 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Survival) 8 (+10)
Expertise (Demon & Monster Lore) 4 (+6)
Insight 6 (+8)
Intimidation 7 (+8)
Perception 13 (+15)
Persuasion 1 (+5)
Vehicles 5 (+5)

Advantages:
Ranged Attack 23, Tracking

Powers:
Senses 10 (Low-Light Vision, Vision Counters Concealment, Extended Vision 3, Ultra-Vision, Infravision) [10]
Comprehend 3 (Languages) [6]
Regeneration 4 (Feats: Regrows Limbs) [5]
Movement 2 (Dimensional Travel 2) [4]
Immunity 4 (Aging, Disease, Visual Dazzles) [4]
Immunity 12 (Heat, Cold, Fire & Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Six Arms" Extra Limbs 4 [4]

"Black Vapor Form" Morph 1 (Vapor) (Feats: Metamorph- Insubstantial 3, No Attacks) (6) -- [7]
      
  • AE: Morph 1 (Black/White Leopard) (Feats: Metamorph- Faster) (6)
"Third Eye Beam" Blast 11 (Feats: Extended Range 2) [24]

"Magic" (30+ Spells)
"Curses" (Feebleness)
"Psionics" (All Sensitive Powers, Detect Psionics, Psychic Omni-Sight, Mind Bond, Telemechanic Mental Operation)

Offense:
Unarmed +23 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +22 (DC 32), Parry +23 (DC 33), Toughness +11, Fortitude +13, Will +8

Complications:
Weakness (Silver Weapons)- Weapons made of silver do +7-9 damage.
Weakness (Daylight)- Ying Hsuan Shang can only see half as far by day.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 106 / Skills: 48--24 / Advantages: 24 / Powers: 64 + Magic / Defenses: 29 (247 + Magic/Psionics)

-Strange six-armed, three-eyed cat-monsters, these have extraordinary senses and can find just about anything via their senses or psionics. They are relentless in their searches, but care nothing for their target once it's found, making them useful agents for Demon Lords. Like most multi-limbed creatures, they have a positively ridiculous amount of attacks- more than most Gods. This of course pushes him way up to PL 17- the highest of any of the Greater Demons.
Jabroniville
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Demon Lords

Post by Jabroniville »

DEMON LORDS:
-Now we come to the more powerful "Demon Lords".
Jabroniville
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Mo-Lo

Post by Jabroniville »

Image

MO-LO
Role:
Elite Demon, Light-Fighter
PL 19 (209), PL 22 Defensively
STRENGTH
12 STAMINA 17 AGILITY 3
FIGHTING 16/26 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 7 PRESENCE 6

Skills:
Deception 4 (+10)
Expertise (Survival) 5 (+12)
Expertise (Demon & Monster Lore) 4 (+12)
Insight 3 (+10)
Intimidation 6 (+15 Size)
Perception 5 (+12)

Advantages:
Ranged Attack 13

Powers:
Senses 8 (Low-Light Vision, Vision Counters Concealment, Extended Vision 3) [8]
Comprehend 3 (Languages) [6]
Regeneration 6 [6]
Movement 2 (Dimensional Travel 2) [4]
Immunity 7 (Aging, Vacuum, Suffocation 2, Heat, Cold, Poison) [7]
Morph 3 (Monsters & Animals) [15]

Enhanced Stamina 1 (Flaws: Source- Night) [1]
Enhanced Fighting 10 (Flaws: Source- Night) [10]
Enhanced Dodge 10 (Flaws: Source- Night) [5]

Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Summon Ghosts/Goblins/Demons 12 (Extras: Heroic +2, Variable +2, 3 Minions +3, Horde) (Flaws: Unreliable -2: 1/day) [96]

"Stench Breath" Affliction 14 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cloud +2) (Flaws: Scent-Dependent) (28) -- [30]
  • AE: "Death Breath" Blast 16 Linked to Affliction 16 (Fort; Dazed/Stunned/Dying) (Extras: Ranged) (Flaws: Source- Night, Scent-Dependent) (Inaccurate -2) (14)
  • AE: "Fog Breath" Concealment (Vision) 2 (Extras: Attack, Area- 30ft. Cloud +2) (10)
"Magic" (All Spell Invocations Level 7-15, Doppelganger, Metropolis, Sanctuary)
"Curses" (All, Any Sickness-Based One as a Breath Weapon)
"Psionics" (All Physical & Super-Psionic Powers, Telepathy)

Offense:
Unarmed +16 (+12 Damage, DC 27)
By Night +26 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +16 (+26 By Night, DC 26-36), Parry +16 (+26 By Night, DC 26-36), Toughness +17 (+18 By Night), Fortitude +17, Will +12

Complications:
Weakness (Silver & Bone Weapons)- Weapons made of these do +7-9 damage.
Enemy (The Gods of Light)- Mo-Lo hate the Gods of Light so much it distracts them from gaining much power of their own.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 114 / Skills: 28--14 / Advantages: 13 / Powers: 179 + Magic / Defenses: 18 (209 + Magic/Psionics)

-Mo-Lo are eighty-eight monstrous, multi-tentacled demons that appear riding giant elephants. They represent lust, sin & death, and fight the Gods of Light constantly, somewhat keeping them in their place despite their might. In Buddhism, this represents Mara, the elephant-riding enemy of The Buddha.

-They are HUGELY powerful, sporting eighteen (!!) attacks by night. This is such a high number I really have no place for it yet, but puts them at PL 18-22 on their own!
Last edited by Jabroniville on Tue Sep 27, 2022 9:30 pm, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mara Asuras

Post by Jabroniville »

Image

MARA ASURAS DEMON
Role:
Mo-Lo's Children, Seductresses
PL 13 (172), PL 15 Defensively
STRENGTH
10 STAMINA 13/15 AGILITY 3
FIGHTING 7/16 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 8 (+11, +16 Attractive)
Expertise (Survival) 5 (+8)
Expertise (Demon & Monster Lore) 4 (+7)
Expertise (Dancing) 6 (+9)
Insight 4 (+7)
Intimidation 4 (+7)
Perception 7 (+10)
Persuasion 8 (+11, +16 Attractive)

Advantages:
Close Attack 3, Ranged Attack 8

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 3 (Languages) [6]
Regeneration 2 [2]
Movement 2 (Dimensional Travel 2) [4]
Concealment 2 (Vision) [4]
Immunity 4 (Aging, Disease, Poison, Cold) [4]
"Wind Riding" Flight 6 (120 mph) (Flaws: Source- Wind, Limited to Twice as Fast as the Wind) [3]

Enhanced Stamina 2 (Flaws: Source- Night) [2]
Enhanced Fighting 6 (Flaws: Source- Night) [6]
Enhanced Dodge 6 (Flaws: Source- Night) [3]
Enhanced Ranged Attack 6 (Flaws: Source- Night) [3]
Protection 1 [1]

Senses 4 (Precognition) (Flaws: Limited to Rain -2) [1]
Morph 1 (Female Form) (Feats: Attractive 2) [7]

"Magic" (40-50 Spells)
"Curses" (Ancestors, Plague, Heritage, Pox, Wasting)
"Psionics" (All Mind Bleeder Powers & Super-Psionics, Telepathy)

Offense:
Unarmed +10 (+10 Damage, DC 25)
By Night +16 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (+14 by Night, DC 24), Parry +8 (+14 by Night, DC 24), Toughness +13 (+16 By Night), Fortitude +15, Will +8

Complications:
Weakness (Silver & Bone Weapons)- Weapons made of these do +7-9 damage.
Disabled (Cannot Swim)- Mara Asuras cannot swim and may be drowned (though it takes several minutes)
Motivation (Manipulating Good Men)- Mara Asuras desire nothing more than to manipulate men into doing evil.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 76 / Skills: 46--23 / Advantages: 11 / Powers: 51 + Magic / Defenses: 11 (172 + Magic/Psionics)

-The Mara Asuras are the daughters of Mo-Lo. I’m Buddhism, Mara is the name of a singular demon king who sends his daughters to tempt The Buddha with seduction.

-In Rifts, their bodies are hideous, blackened corpses, but they appear to be beautiful maidens- only their reflections reveal the deception, so they avoid mirrors. Reflections in water will also reveal this, as will the rain. They are incredibly lustful, and their strongest desire is to make good men do evil- they wish to manipulate them into taking what they want, acting as the power behind the throne, etc. They have a ton of accuracy but don't hit very hard, relying instead on a RIDICULOUS amount of spells, plus all the Super-Psionics and even the Mind Bleeder powers of all things.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Shih-Ju Shen

Post by Jabroniville »

SHIH-JU SHEN
Role:
Giant Chaos Monsters, Evil Fortune-Tellers
PL 11 (180), PL 14 Defensively
STRENGTH
10 STAMINA 13/15 AGILITY 3
FIGHTING 7/11 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 10 (+15)
Expertise (Survival) 5 (+10)
Expertise (Demon & Monster Lore) 4 (+9)
Expertise (History) 4 (+9)
Insight 4 (+9)
Intimidation 6 (+13 Size)
Perception 7 (+12)
Persuasion 2 (+7)

Advantages:
Ranged Attack 7

Powers:
Senses 15 (Low-Light Vision, Vision Counters Concealment & Illusion, Demon Awareness- Ranged, Precognition) [15]
Comprehend 3 (Languages) [6]
Regeneration 4 [4]
Movement 2 (Dimensional Travel 2) [4]
Immunity 4 (Aging, Disease, Poison, Cold) [4]

Enhanced Stamina 2 (Flaws: Source- Night) [2]
Enhanced Fighting 4 (Flaws: Source- Night) [4]
Enhanced Dodge 4 (Flaws: Source- Night) [2]
Enhanced Ranged Attack 4 (Flaws: Source- Night) [2]
Protection 1 [1]

Senses 4 (Precognition) (Flaws: Limited to Rain -2) [1]
Morph 2 (Human, Stag, Tiger) (Feats: Metamorph) [16]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]

"Magic" (20-ish Spells)
"Curses" (Ancestors, Animal Disease, Barrenness, Drought, Interesting Life, Minor Disorder, Hunter)
"Psionics" (All Sensitive & Super-Psionics)

Offense:
Unarmed +7 (+10 Damage, DC 25)
By Night +11 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (+11 by Night, DC 21), Parry +7 (+11 by Night, DC 21), Toughness +13 (+16 By Night), Fortitude +15, Will +8

Complications:
Weakness (Stone & Bone Weapons)- Weapons made of these do +7-9 damage.
Disabled (Cannot Swim)- Mara Asuras cannot swim and may be drowned (though it takes several minutes)
Motivation (Manipulating Good Men)- Mara Asuras desire nothing more than to manipulate men into doing evil.
Power Loss (Healing)- Demons cannot Regenerate in places of "positive chi".

Total: Abilities: 68 / Skills: 42--21 / Advantages: 7 / Powers: 72 + Magic / Defenses: 12 (180 + Magic/Psionics)

-The "Look-Flesh Demons" once walked the world with the Elder Gods, but have since fallen into chaos, existing just to destroy or ruin the hopes of others. They often say "look flesh, come see what I have to show you" and give people a half-truth fortune-telling that crushes them. They're actually not terribly great fighters by demon standards (almost no attack bonuses at all), nor are they that strong, but they have great durability by night.
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