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

Where in all of your character write ups will go.
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Tattooedman
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Re: Jab's Rifts Builds (Fenrir! Dwarves! Elves! Berserkers! Valkyries!)

Post by Tattooedman »

Idk about being on the same level as Cosmo Knights, but they definitely should have been equal to a Demi-God imo.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
Jabroniville
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Warriors of Valhalla

Post by Jabroniville »

WARRIORS OF VALHALLA TEMPLATE: Toughness +2, Armor +2 [2]
-Speaking of tiny bios, here's Odins "chosen", who just gain a tiny bonus (1D4x100 bonus to M.D.C. if you're Mega-Damage, otherwise you just get double S.D.C. and some okay armor).
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False Norse Gods

Post by Jabroniville »

Image

FALSE NORSE GODS:
-This trio of creatures are the survivors of an interdimensional war, and took the identities of Norse Gods to manipulate the people of whichever planet they hid out on (possibly Earth). They're led by a Splugorth who was deposed.
Last edited by Jabroniville on Tue Jan 25, 2022 7:41 am, edited 1 time in total.
Jabroniville
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Wothan the Slayer

Post by Jabroniville »

WOTHAN THE SLAYER (Wothancrellyth)
Role:
The Big Bad, Jovial Monsters
PL 16 (479)
(PL 20 Defensively)
STRENGTH
11 STAMINA 20 AGILITY 3
FIGHTING 16 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 8 PRESENCE 6

Skills:
Deception 9 (+14)
Expertise (Business) 7 (+12)
Expertise (Magic) 11 (+16)
Expertise (Current Events) 7 (+12)
Insight 4 (+9)
Intimidation 6 (+11, +14 Size)
Perception 6 (+11)

Advantages:
Benefit (Ambidexterity), Close Attack 5, Improved Critical (Unarmed) 2, Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 12, Ritualist

Powers:
Protection 5 (Extras: Impervious 13) [18]
Extra Limbs 6 [6]
Movement 1 (Slithering) [2]
Senses 5 (Low-Light Vision, Vision Penetrates Concealment) [5]
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 5 (Suffocation, Drowning, Pressure, Mind Control) [5]

Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]

Teleport 12 (Extras: Extended, Accurate) (48) -- [51]
  • AE: Movement 3 (Dimensional Travel 3) (6)
  • AE: "MDC Punch" Strength-Damage +3 (3)
"I Ain't Writing All This Magic Crap Down"
Variable 14 (Magic Powers) [98]
Variable 11 (Psychic Powers) [77]

(All Ley Line Walker Powers, Stone Master Powers & Magic, Create Magic Tattoos)
(One Extra Area of Magic- Bio-Wizardry, Shifter, or Diabolist)
(Psionics: All Sensitive, Healing & Super-Psionic Powers)

Offense:
Unarmed +21 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +19 (DC 29), Toughness +24, Fortitude +20, Will +12

Complications:
Motivation (Revenge)- Wothan is a sociopath even by Splugorth standards, and will kill off his entire race if he can.
Vulnerable (Silver, Magic)- Both types of weapons do triple-damage.

Total: Abilities: 130 / Skills: 50--25 / Advantages: 26 / Powers: 286 + Magic/Psionics / Defenses: 18 (485)

-Wothan is a mighty Splugorth whose empire was destroyed by a rival- his advisors were slain or paid off, leaving him surrounded by spies. His Kittani agents were slaughtered by Mechanoids when they were lured into a fight. Escaping with his life, he took the name of a mortal god and hid. He was enraged by the betrayal, and hates even his own kind for allowing it to happen.
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Thorg the Mighty

Post by Jabroniville »

THORG THE MIGHTY
Role:
Augmented Kydian
PL 14 (351)
(PL 15 Defensively)
STRENGTH
12 STAMINA 12 AGILITY 1
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Soldier) 5 (+5)
Expertise (Magic) 4 (+4)
Intimidation 8 (+8, +10 Size)
Perception 5 (+6)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 10 ("Forearm Blaster" Blast 12, Tons of Bio-Wizard Stuff), Fast Grab, Improved Critical (Forearm Blades), Improved Hold, Languages 2 (a few), Ranged Attack 10

Powers:
Strength-Damage +2 [2]
Speed 3 (16 mph) [3]
"MDC Being" Protection 1 (Extras: Impervious 5) [6]
Regeneration 4 [4]
Senses 10 (Infravision, Ultravision, Vision Counters Concealment, Detect Magic- Ranged, Detect P.P.E.- Ranged) [10]
Immunity 10 (Radiation, Fire Damage) (Flaws: Limited to Half-Effect) [5]
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Bio-Wizard Augmentation"
"Eye of Eylor" Senses 7 (Extended Vision 2, Microvision 2, Detect Magic- Ranged, "See Aura" Detect Fighting Capability- Analytical & Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) [15]
"Retractable Forearm Blades" Strength-Damage +2 (Feats: Split, Penetrating 6) [9]
(Plus Two Extra Augmentations or Organisms)

"Overlord Power Armor" (Feats: Restricted to Kydians) (Flaws: Removable) [56]
"Negate Poison" Transform 5 (Poison to Inert) (10) -- (12)
AE: "Escape" Enhanced Skills 16: Sleight of Hand (+20) (8)
AE: "Heal Wounds" Healing 5 (10)

"MDC Armor" Protection 2 (Extras: Impervious) (4)
"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (Flaws: Lasts for 10 Minutes) (Standard Action -2) (1)
"Invisibility: Simple" Concealment 2 (Vision) (Flaws: Limited to 15 Minutes) (Standard Action -2) (1)
"Energy Field" Force Field 1 (Extras: Affects Others 6) (Flaws: Limited to 5 Minutes) (Standard Action -2) (2)
"Shadow Meld" Concealment 6 (Vision, Magic) (Flaws: Limited to 10 Minutes, Requires Shadows) (Standard Action -2) (1)
"Superhuman Speed" Speed +1, FIGHTING +1 (Flaws: Limited to 5 Minutes) (Standard Action -2) (1)
"Swim as a Fish" Movement 1 (Environmental Adaptation- Aquatic), Swimming 2 (Extras: Affects Others) (Quirks: Limited to 1 Hour) (5)
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) (8)
"Tongues" Comprehend 3 (All Languages) (Extras: Affects Others) (Flaws: Limited to 5 Minutes) (Standard Action -2) (4)
"Fly as the Eagle" Flight 6 (Extras: Affects Others) (Flaws: Quirks- One Hour Only) (17)
"See the Invisible" Senses 4 (Vision Counters Concealment) (Flaws: Limited to 5 Minutes) (Standard Action -2) (1)
"Breathe Without Air" Immunity 2 (Suffocation) (Extras: Affects Others) (Standard Action -2) (2)
"Charismatic Aura" Attractive 2, Enhanced Presence 3 (Extras: Affects Others) (Quirks: Limited to 30 Minutes -2) (Standard Action -2) (9)
-- (68 points)

"Staff of Power" (Flaws: Easily Removable) [27]
"Anti-Magic Cloud" Nullify Magic 6 (Extras: Ranged, Area- 15ft. Cloud, Sustained, Broad, Simultaneous) (36) -- (43)
  • AE: "Call Lightning" Blast 12 (Feats: Extended Range 2) (26)
  • AE: "Energy Disruption" Affliction 10 (Tech Skill of Creator; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Ranged, Extra Condition, Cumulative) (Flaws: Unreliable- 2/day -2, Limited to Tech) (10)
  • AE: "Heal Wounds" Healing 5 (10)
  • AE: "Words of Truth" Mind Control 6 (Touch Range, Limited to Telling Truth) (6)
  • AE: "Negate Magic" Nullify Magic 5 (Extras: Ranged, Broad, Simultaneous) (20)
  • AE: "Sleep" Sleep 5 (Flaws: Requires Liquid, Liquid Must Be Drunk) (3)
  • AE: "Mystic Portal" Movement 1 (Permeate) & Teleport 4 (Extras: Easy, Accurate, Portal +2, Extended +2) (34)
"Shadow Meld" Concealment 6 (Vision, Magic) (Flaws: Limited to 10 Minutes, Requires Shadows) (Standard Action -2) (1)
-- (44 points)

"Psi-Interrogator" (Flaws: Easily Removable) [28]
"Mind Bond" Mind-Reading 8 (Flaws: Touch Range, Victim Reads User's Mind As Well) & Variable 1 (Skills of Victim) (Wears Off After a Month -1) (10)

"Bio-Manipulation- Pain" Affliction 8 (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Extras: Cumulative, Extra Condition) (24) -- (36)
  • AE: "Bio-Manipulation- Blindness" Affliction 8 (Fort; Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to Sight) (8)
  • AE: "Bio-Manipulation- Deafness" Affliction 8 (Fort; Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to Hearing) (8)
  • AE: "Bio-Manipulation- Mute" Affliction 8 (Fort; Impaired/Disabled/Incapacitated) (Extras: Cumulative) (Flaws: Limited to Speech) (8)
  • AE: "Bio-Manipulation- Paralysis" Affliction 8 (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Extras: Extra Condition, Cumulative) (24)
  • AE: "Bio-Manipulation- Stun" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (16)
  • AE: "Bio-Manipulation- Tissue Manipulation" Affliction 8 (Fort; Impaired/Disabled) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (16)
  • AE: "Empathic Transmission" Mind Control 8 (Flaws: Touch Range -2, Limited to Emotions) (8)
  • AE: "Mind Wipe" Affliction 8 (Will; Dazed/Compelled/Transformed Memories) (Subtle 2) (Progressive +2, Cumulative) (4 pp/rank)
  • AE: "Induce Sleep" Sleep 5 (Flaws: Touch Range) (5)
  • AE: "Psychic Diagnosis" Senses 2 (Detect Pain, Psychic Damage) (2)
  • AE: "Psychic Surgery" Healing 5 (10)
  • AE: "Telepathy" Mind-Reading 5 Linked to Communication 2 (Mental) (Flaws: Limited to Brief Messages) (18)
-- (46 points)

Offense:
Unarmed +14 (+12 Damage, DC 27)
Forearm Blades +14 (+14 Damage, DC 29)
Blaster/Call Lightning +14 (+12 Ranged Damage, DC 27)
Words of Truth -- (+6 Perception-Ranged Affliction, DC 16)
Energy Disruption +14 (+10 Ranged Affliction, DC 20)
Anti-Magic Cloud +6 Area (+6 Nullify, DC 16)
Initiative +1

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +13 (+14 Living Armor), Fortitude +12, Will +8

Complications:
Motivation (Power & Conquest)
Responsibility (The Splugorth)- Kydians owe their existence to the Splugorth, and have not forgotten it. Thorg is loyal to Wothan in part because he thinks the Splugorth can kill him at-will, but this is not true.
Power Loss (Magic)- The powers inherent to their Staffs and Armor is not limitless- they will eventually run out of "juice" to activate any spells, and need a day to recharge.

Total: Abilities: 92 / Skills: 26--13 / Advantages: 25 / Powers: 170 / Defenses: 26 (351)

-Thorg is a long-lived Kydian (they normally die after less than 100 years) who is Wothan's elite minion- he is now disguised as Thor, and has been around long enough that he now talks and acts a bit like a boisterous human, convincing many to fight. He has many Knights of the Round Table fooled, and they look up to him greatly. Still only "fairly tough" he has a lot of attacks and great defenses, so he's PL 14-15 overall.
Jabroniville
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Loki-G

Post by Jabroniville »

LOKI (Loki-G)
Role:
Trickster Alien, False God
PL 14 (210)
(PL 17 Defensively)
STRENGTH
11 STAMINA 15 AGILITY 3
FIGHTING 15 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 10 PRESENCE 8

Advantages:
Benefit (God), Daze (Deception), Fascination (Deception), Ranged Attack 11

Powers:
Speed 3 (16 mph) [3]
"MDC Being" Protection 4 (Extras: Impervious 5) [9]
Regeneration 6 [6]
Immunity 7 (Poison, Gases, Mind Control) [7]
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Senses 4 (Vision Counters Concealment) [4]
"Bite" Strength-Damage +2 [2]
Comprehend (Languages) 3 [6]

"Magic" (All Spells Level 1-15, All Rituals/Circles)
"Psionics" (All Sensitive Powers, Meditation, Empathic Transmission, Mind Block Auto-Defense, Hypnotic Suggestion, Hydrokinesis, Mind Bolt)

Offense:
Unarmed +15 (+11 Damage, DC 26)
Bite +15 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +19, Fortitude +15, Will +10

Complications:
Motivation (Power & Conquest)
Responsibility (The Splugorth)- Kydians owe their existence to the Splugorth, and have not forgotten it.
Power Loss (Magic)- The powers inherent to their Staffs and Armor is not limitless- they will eventually run out of "juice" to activate any spells, and need a day to recharge.

Total: Abilities: 142 / Skills: 00--0 / Advantages: 14 / Powers: 42 / Defenses: 12 (210)

-The False Loki is a Goqua (an alien that's like a giant larva) who disguises himself as a fake Loki. A natural shit-disturber, he pretended to be the real Loki centuries ago during the time of the Norse Gods, greatly confusing them (as Loki was supposed ti be imprisoned at the time). He and the real one met, but the original was weakened and so they just insulted each other. This guy has since hooked up with Wothan's group, and is their ally now. However, he might betray them if it amuses himself (he's allied with them against Earth's Splugorth, but might just switch sides if they start to win). He is currently in England possibly allying with Merrlyn, but could betray him if it strikes his fancy, revealing his demonic link to the others.

-Loki-G is a powerful sorcerer with a lot of raw toughness & seven attacks, so is fairly potent.
Jabroniville
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The New Asgardians

Post by Jabroniville »

THE NEW ASGARDIANS:
-This is another band of Asgardian imposters, this one working for a Vampire Intelligence. Their intention is to take over all of Northern Europe, then the whole continent. "Woden" wants to start small, having studied the area's history carefully. They're far from most major powers, and offer protection to people victimized by Gargoyles and other monsters- they're asked to offer blood to these "old gods" and many will comply. Human and Vampire devotees are now rapidly growing.
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Sidious
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Re: The New Asgardians

Post by Sidious »

Jabroniville wrote: Thu Jan 27, 2022 9:03 am THE NEW ASGARDIANS:
-This is another band of Asgardian imposters, this one working for a Vampire Intelligence. Their intention is to take over all of Northern Europe, then the whole continent. "Woden" wants to start small, having studied the area's history carefully. They're far from most major powers, and offer protection to people victimized by Gargoyles and other monsters- they're asked to offer blood to these "old gods" and many will comply. Human and Vampire devotees are now rapidly growing.
Back in the 90's, when I read this, I had flashes of bad Euro-centric Goth V:TM LARPers as the primary members of the cult. My outlook may have been a bit biased at the time.
Jabroniville
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Woden the Hangman

Post by Jabroniville »

WODEN THE HANGMAN
Role:
NPC Alien False God, Vampire Intelligence in Disguise
PL 15 (381 + Psionics)
(PL 18 Defensively)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 16 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 9 PRESENCE 5

Skills:
Deception 6 (+12)
Expertise (Magic) 6 (+12)
Expertise (Supernatural Monsters) 6 (+12)
Expertise (Music) 4 (+10)
Insight 6 (+12)
Intimidation 4 (+10, +18 Size)
Perception 6 (+12)
Persuasion 6 (+12)

Advantages:
Close Attack 2, Daze (Persuasion), Fast Grab, Improved Initiative, Startle, Teamwork, Power Attack, Ranged Attack 18

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Immunity 10 (Fire & Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 2 [2]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 10 (Low-Light Vision, Radius Sight, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Infravision, Ultravision, Extended Vision 2, Vision Counters Concealment) [15]
Movement 1 (Slithering) [2]

"Vampiric Powers"
"Summon Canines & Vermin" Mind Control 6 (Extras: Area- 120ft Burst +3) (Flaws: Touch Range -2, Limited to Canines, Bats, Insects & Rodents) (24) -- [28]
  • AE: "Vampire Pheromone-Induced Seduction Trance" Affliction 6 (Fort/Will; Dazed & Impaired/Stunned & Defenseless/Paralyzed & Controlled) (Extras: Extra Condition, Perception-Ranged +2) (Flaws: Scent-Dependent) (18)
  • AE: "Vampire Mind Control" Mind Control 6 (Flaws: Vision-Dependent, Hearing-Dependent) (12)
  • AE: "Negate the Powers of Lesser Vampires" Affliction 8 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception-Ranged +2) (Flaws: Limited to Vampires, Limited to Weaker Vampires, Limited Numbers) (4)
  • AE: "Vampiric Claws & Teeth" Strength-Damage +2 (2)
"Slow Kill" Affliction 6 (Fort; Impaired & Entranced/Disabled & Controlled/Transformed to Vampire or Mind Slave & Controlled) (Extras: Extra Condition, Continuous +3) (Flaws: Source- Three Consective Nights of Blood-Drinking -2) [18]
"Summon Fog" Environment 6 (Reduce Vision) [6]

Remote Sensing (Vision, Hearing) 20 (Flaws: Limited to Through Demonic Familiar) [40]
"Giant Blob" Growth 16 (Str & Toughness +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (120 feet) (Feats: Innate) (Extras: Permanent +0) [33]
Features 1: Knows When A Vampire In Its Lineage is Destroyed or Staked [1]
Communication (Mental) 3 (Flaws: Limited to With Master Vampires, Limited to Those In Its Lineage) [6]
"Tentacles" Extra Limbs 6 [6]

"Psionics" (All Sensitive & Healing Powers, Empathic Transmission, Group Mind Block. Hypnotic Suggestion, Psi-Shield, Psi-Sword)
"Magic" (A Big Pile of Powers)

Offense:
Unarmed +18 (+10 Damage, DC 25)
Claws & Teeth +18 (+12 Damage, DC 27)
Summons & Mind Control +6 Area (+6 Affliction, DC 16)
Vampire Mind Control/Seduction -- (+6 Perception-Ranged Affliction, DC 16)
Negate Powers -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +17 (DC 27), Parry +17 (DC 27), Toughness +18, Fortitude --, Will +9

Complications:
Power Loss (Slow Kill)- Beings with Mega-Damage bodies cannot be turned into Vampires, nor can animals or Mutant Animals, Crazies, Juicers, Shapechangers, Creatures of Magic (Faeries, Dragons, etc.), or 25% to Full Conversion Cyborgs. A Secondary Vampire only has a 42% chance of creating another Secondary Vampire- otherwise, a Wild Vampire is created.
Vulnerable (Sunlight)- Vampire Intelligences are weakened by sunlight.
Vulnerable (Water)- Vampires cannot cross moving bodies of water, and even tiny sprinkles or spray of it do tremendous damage.
Noticeable- Vampires have no reflection.
Power Loss (Regeneration)- Vampiric Regeneration will not work if staked through the heart. They will immediately begin healing if the stake is removed, however.
Responsibility (Arrogant)- Vampires are prone to thinking far too highly of themselves, owing to their nature as nigh-invulnerable ageless beings.
Enemy (Many)- Cyber-Knights, Reid's Rangers, Anti-Monsters and other Vampire Hunters are the worst enemies of Vampires. The Splugorth, Demons, Devils and others are rivals and enemies, too.
Motivation (Power)- Vampire Intelligences seek to gain power across dimensions by spreading the line of Vampires under their control.
Motivation (For the Evulz)- Vampire Intelligences seek to spread misery for its own sake.
Responsibiltiy (Vampire Minions)- A Vampire Intelligence requires at least 2,500 Vampires from its own line in order to enter Earth, and needs massive amounts of P.P.E. to remain there (typically by building a citadel on a Ley Line Nexus Point).

Total: Abilities: 58 / Skills: 44--22 / Advantages: 26 / Powers: 242 + Psionics & Magic / Defenses: 34 (381 + Psionics & Magic)

-"Woden" is a typical Vampire Intelligence- very accurate and such, but not QUITE as hard-hitting as many.
Jabroniville
Posts: 24808
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Balder's Ghost

Post by Jabroniville »

Image

BALDER'S GHOST (Franz Devlin)
Role:
False God, Elite Vampire
PL 12 (285 + Psionics)
STRENGTH
9 STAMINA -- AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 4 PRESENCE 7

Skills:
Athletics 2 (+12)
Deception 7 (+12)
Expertise (Survival) 6 (+11)
Insight 6 (+11)
Intimidation 6 (+11)
Perception 6 (+11)
Persuasion 4 (+9)
Stealth 5 (+9)

Advantages:
Close Attack 1, Daze (Persuasion), Fast Grab, Startle, Teamwork, Power Attack

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Immunity 10 (Fire & Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 7 [7]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 9 (Low-Light Vision, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Awareness of Maker & Masters, Infravision, Extended Vision 2) [9]
Movement 1 (Wall-Crawling) [2]

"Vampiric Powers"
"Summon Canines & Vermin" Mind Control 6 (Extras: Area- 120ft Burst +3) (Flaws: Touch Range -2, Limited to Canines, Bats, Insects & Rodents) (24) -- [28]
  • AE: "Vampire Pheromone-Induced Seduction Trance" Affliction 6 (Fort/Will; Dazed & Impaired/Stunned & Defenseless/Paralyzed & Controlled) (Extras: Extra Condition, Perception-Ranged +2) (Flaws: Scent-Dependent) (18)
  • AE: "Vampire Mind Control" Mind Control 6 (Flaws: Vision-Dependent, Hearing-Dependent) (12)
  • AE: "Negate the Powers of Lesser Vampires" Affliction 8 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception-Ranged +2) (Flaws: Limited to Vampires, Limited to Weaker Vampires, Limited Numbers) (4)
  • AE: "Vampiric Claws & Teeth" Strength-Damage +1 (1)
"Slow Kill" Affliction 6 (Fort; Impaired & Entranced/Disabled & Controlled/Transformed to Vampire or Mind Slave & Controlled) (Extras: Extra Condition, Continuous +3) (Flaws: Source- Three Consective Nights of Blood-Drinking -2) [18]
"Summon Fog" Environment 6 (Reduce Vision) [6]

Morph 1 (Bat) (Feats: Metamorph) (6) -- [9]
  • AE: Morph 1 (Wolf) (Feats: Metamorph) (6)
  • AE: Morph 1 (Mist) (Feats: Metamorph) (6)
  • AE: Morph 1 (Attractive Human Form) (5)
"Psionics" (Alter Aura, Induce Sleep, Death Trance, Mind Block, Deaden Pain, Presence Sense, Empathy, Sense Evil, Hypnotic Suggestion)
"Magic" (All 1st Level Magic, Concealment, Fear, Circle of Flame, Magic Net, Constrain Being, Create Mummy, Luck Curse)

Offense:
Unarmed +14 (+9 Damage, DC 24)
Claws & Teeth +14 (+10 Damage, DC 25)
Summons & Mind Control +6 Area (+6 Affliction, DC 16)
Vampire Mind Control/Seduction -- (+6 Perception-Ranged Affliction, DC 16)
Negate Powers -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +7, Fortitude --, Will +7

Complications:
Power Loss (Slow Kill)- Beings with Mega-Damage bodies cannot be turned into Vampires, nor can animals or Mutant Animals, Crazies, Juicers, Shapechangers, Creatures of Magic (Faeries, Dragons, etc.), or 25% to Full Conversion Cyborgs. A Secondary Vampire only has a 42% chance of creating another Secondary Vampire- otherwise, a Wild Vampire is created.
Vulnerable (Vampire to Vampire Mind Control)- A Vampire controlled by another Vampire's Mind Control attack will be controlled for a whole hour per level of their experience.
Vulnerable (Sunlight)- Master Vampires are less vulnerable to sunlight than their spawn, but are at 25% of their power in the direct sun.
Vulnerable (Water)- Vampires cannot cross moving bodies of water, and even tiny sprinkles or spray of it do tremendous damage.
Noticeable- Vampires have no reflection.
Power Loss (Regeneration)- Vampiric Regeneration will not work if staked through the heart. They will immediately begin healing if the stake is removed, however.
Responsibility (Arrogant)- Vampires are prone to thinking far too highly of themselves, owing to their nature as nigh-invulnerable ageless beings.
Enemy (Many)- Cyber-Knights, Reid's Rangers, Anti-Monsters and other Vampire Hunters are the worst enemies of Vampires. The Splugorth, Demons, Devils and others are rivals and enemies, too.
Motivation (Creating More Vampires)- A Master Vampire's job is to create more Vampires- enough links to allow the Vampire Intelligence that created him to enter the world.

Total: Abilities: 78 / Skills: 42--21 / Advantages: 6 / Powers: 165 + Psionics / Defenses: 15 (285 + Psionics)

-The book indicates that the whole "Faking Being Woden" thing was the idea of Franz Devlin- an upstart Shifter who had summoned the Vampire Intelligence in the first place. The V.I., impressed with the idea and liking Devlin, agreed and turned him into a Master Vampire, leaving his personality intact.
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Thor the Warrior

Post by Jabroniville »

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THOR THE WARRIOR (A'Latreen)
Role:
False God, Alien Mercenary
PL 13 (153)
(PL 15 Defenses)
STRENGTH
12 STAMINA 10 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 6

Advantages:
Accurate Attack, Equipment 6 (Blasters, Vibro-Blades, Armor +1), Benefit 4 (God), Power Attack, Ranged Attack 9, Startle

Powers:
Senses 4 (Extended Vision 2, Darkvision) [4]
"Third Eye" Senses 4 (Vision Counters Concealment) [4]
Comprehend 3 (Languages) [6]

"Techno-Wizard Hammer" (Flaws: Easily Removable) [9]
Strength-Damage +1 (Extras: Ranged 13) (14) -- (15 points)
  • AE: Strength-Damage +1 (1)
"Magic" (All Illusory Spell/Ritual Magic, Metamorphosis: Animal/Human, Summon Lesser Beings)
"Psionics" (Meditation, Mind Block, Sense Magic, Speed Reading, Summon Inner Strength, Total Recall, Object Read, Hypnotic Suggestion)

Offense:
Unarmed +13 (+12 Damage, DC 27)
TW Hammer +13 (+13 Damage, DC 28)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +10 (+11 Armor), Fortitude +10, Will +10

Complications:
Motivation (Greed)

Total: Abilities: 108 / Skills: 00--0 / Advantages: 16 / Powers: 14 / Defenses: 15 (153)

-Another Sowki, A'Latreen is a "curiously practical" alien mercenary- he's in it for wealth more than power, and knows that powerful beings such as himself are in high demand from the Megaverse's great powers. When he was contacted by Woden, he liked their idea and went for it, figuring he'd either betray Woden and take power for himself, or just get rich working for him. He's moderately powerful, but nothing compared to a true god- only PL 12 defensively, he'd be easily destroyed by any God who opposed him. Humorously, Carella picks a grab-gag of stuff from past books for A'Latreen's army- a Succubus, three Juicer "equivalents" from alien worlds, various wizards, some renegade Kittani sporting their sweet gear (Equestrian armor!), Wolfen, Hawrk-Ka and more.
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Ares
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Re: Jab's Rifts Builds (Dwarves! Elves! Berserkers! Valkyries! Wothan!)

Post by Ares »

A'Latreen makes me wonder. In the book itself its mentioned that he based his look off of old Marvel Comics magazines, and how the real Thor would be livid at how he looks. However, based on how he looks, I'd think the "Thor" on the book cover is supposed to be him as well, since the helmet tusks resemble his alien features and his hammer has a very tech look to it.

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"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Re: Jab's Rifts Builds (Dwarves! Elves! Berserkers! Valkyries! Wothan!)

Post by catsi563 »

turning him to ash was funny good fight mind you but the end result was a pile of smoldering not him anymore
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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The Persian Gods

Post by Jabroniville »

THE PERSIAN GODS:
-Yep- an odd mix makes up the fifth of the five groups detailed here. And I kinda realized... this book is detailing the Gods from regions that AREN'T being dealt with in other books! I hadn't noticed that until now, but the South America, Africa, Wild West & Asian books are handling other Gods, so it kinda makes sense that this book is centered around Gods from regions that won't receive details or are otherwise engaged. So you had the European pantheons, then the Indian, and two Middle Eastern ones. Because, notably, Kevin S & co. NEVER detail India or the Middle East. Ever. In the 30+ years since Rifts has been a thing they haven't even announced one as VAPORWARE! Probably for a variety of reasons we'll never get a Middle East one (Kevin is old enough to remember the fatwa on Salman Rushdie, for one), so it makes sense that we'd suddenly get the Persian Gods in here as well.

The Persian Gods are easily the most obscure out of the ones in this book- that whole region shifted to Islam so fast these guys were complete unknowns within a few generations. But the book emphasizes how long the Persians were around for- fighting the Greeks, Romans, Indians and others. It's said that the religion is about Dualism- Good vs. Evil, with the Good Gods fighting the Evil Gods. These are actually the gods of Zoroastrianism, though that term is not used in the book as far as I can see. The art is drawn by someone named Roger Peterson, whom I've never seen before or since on any Palladium works. I've no idea about him, but he does a tolerable job- the outfits seem period-appropriate and are probably drawn from art of the time.

They despite the Greek Gods, seeing them as vicious brutes- Zeus things Ahura Mazda, leader of the Persians, is a boring prude. However, they also hate the Splugorth, Vampires and others, so they have mutual enemies. Peace has been declared for 2,000 years, but the pantheons dislike each other (save Ares & Verethragana, who are good friends).
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Zurvan

Post by Jabroniville »

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ZURVAN
Role:
God of Time, Ancient Being
PL 14 (307)
(PL 22 Defensively)
STRENGTH
11 STAMINA 15 AGILITY 4
FIGHTING 17 DEXTERITY 4
INTELLIGENCE 9 AWARENESS 10 PRESENCE 4

Advantages:
All-Out Attack, Benefit 4 (God), Power Attack, Ranged Attack 13, Startle, Uncanny Dodge

Powers:
"Godly Longevity" Immunity 11 (Aging, Life Support) [11]
"Mega-Damage Being" Protection 10 [10]
Speed 6 (120 mph) [6]

"Godly Abilities"
Regeneration 11 (Feats: Regrows Limbs) [12]
"See the Invisible" Senses 8 (Vision Counters Concealment, Darkvision, Extended Vision 3) [8]
Immunity 7 (Possession, Fire Damage) [7]
Comprehend 3 (Languages) [6]
"The Eyes of Ahura Mazda" Features 1: Eyes Act as Holy Symbols (holding off undead, etc.) [1]

Teleport 15 (Extras: Extended, Accurate) (60) -- [61]
  • AE: Movement 3 (Dimensional Travel 3) (6)
"Magic" (All Magic Spells Level 1-15, All Temporal Magic)
"Psionics" (All Sensitive Powers, Detect Psionics, Psychic Diagnosis, Psychic Surgery, Deaden Pain, Mind Block Auto-Defense)

Offense:
Unarmed +17 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +18 (DC 28), Parry +18 (DC 28), Toughness +25, Fortitude +15, Will +12

Complications:
Responsibility (Time)- Zurvan is distant about anything not directly involving matters of cosmic importance- even things beyond 3D space.

Total: Abilities: 148 / Skills: 00--0 / Advantages: 21 / Powers: 121 / Defenses: 17 (307)

-The God of Time, Zurvan is said to be the father of both Ahura Mazda & Ahriman, the Good & Evil leaders, and a 4-Dimensional Being, one of the most powerful "Gods" in the Megaverse. He had attempted to learn 3D space better by having a child, but accidentally split his 4D being into to, Ahura being given all the good traits & Ahriman all the evil. Zurvan's actions are mysterious and known only to him- he has destroyed pocket dimensions to ruin Time Raiders and an Alien Intelligence, but seems to not care about any dimension other than a 4D one. He may be more focused on the "Old Ones" fought by Brahma than anything else, and even other Gods are uncomfortable in his presence.

-In reality, Zurvan was the center of Zoroastrianism, a religion that took hold in the Middle East- the origins of the twins was actually part of that. Curiously, this book makes no mention of Zoroastrianism at all that I can see.

-Much is made out of Zurvan's power, but Carella tosses in stuff like "Some Temporal Magic Powers that a 3D being could not do" implying you're just... supposed to make stuff up? He has solid but not spectacular durability, but tosses in "All Attacks Do Half-Damage" which puts him WAY ahead of other guys, so there's that. PL 22 defensively with THAT hooked on is remarkable.
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