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

Where in all of your character write ups will go.
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Ares
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Re: Jab's Rifts Builds (Rakshasa! Demon Lords! Devils!)

Post by Ares »

Yeah, Dungeons and Dragons had to go through a similar bit of editing to avoid the Satanic Panic when it came to devils and demons. Devils became "baatezu" and demons became "tanar'ri". They eventually got named back, and at least their rebranding didn't sound as stupid.
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Fiend

Post by Jabroniville »

FIEND
Role:
Shadow Men, P.P.E. Vampires
PL 12 (199)
STRENGTH
9 STAMINA 13 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Demon & Monster Lore) 6 (+9)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 4 (+8)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Technology 4 (+7)
Vehicles 4 (+4)

Advantages:
Ranged Attack 11

Powers:
Regeneration 6 [6]
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 3 (Human & Animal Form) (Feats: Metamorph) [16]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Mist Form" Insubsantial 3 [15]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]

"Magic" (All Level 1 Spells, Chameleon, Shadow Meld, Multiple Image, Mask of Deceit, Fear, Escape, Circle of Flame, Turn Dead, Animate & Control Dead, Exorcism, Heal Wounds)

Offense:
Unarmed +11 (+9 Damage, DC 24)
Kick +11 (+10 Damage, DC 26)
Initiative +2

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

Complications:
Motivation (Torture & Sorrow)- Typical chaotic evil beings, really.

Total: Abilities: 88 / Skills: 44--22 / Advantages: 11 / Powers: 65 + Magic / Defenses: 13 (199 + Magic)

-Fiends are more P.P.E. vampires, draining energy from victims. They appear as featureless shadow beings, and LOVE torture and causing sorrow. They have 300+ M.D.C. typically and great Mental & Physical Abilities, but lower attacks than the other Devils do.
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JDRook
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Re: Dyval

Post by JDRook »

Jabroniville wrote: Tue Jul 26, 2022 8:17 pm DYVAL:
-Dyval is only barely mentioned here, with 1-2 pages to go in the book. It's another dimension of demon-like beings, called... ugh... "Deevils", as well as Devilkins. Dyval did not get fully written up until VERY recently, with Dyval: Hell Unleashed coming out in 2015.
When I first read them, the devil-variant names always put me in mind of Robert Aspirin's Myth books, in which he literally used devils and demons as a shortened term for "Dimensional Beings" (don't recall the exact etymology, but it worked). Of course, Aspirin's whole thing was punny fantasy settings, which doesn't really fit with the edgelord-seriousness of Rifts and Palladium.
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Archfiend

Post by Jabroniville »

ARCHFIEND
Role:
Shadow Men, P.P.E. Vampires, Elite Fiends
PL 12 (354), PL 15 Defensively
STRENGTH
10 STAMINA 15 AGILITY 2
FIGHTING 14 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 5

Skills:
Deception 4 (+8)
Expertise (Demon & Monster Lore) 6 (+10)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+9 Size)
Perception 2 (+4)
Persuasion 4 (+8)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Technology 4 (+8)
Vehicles 4 (+4)

Advantages:
Ranged Attack 14

Powers:
Regeneration 10 [10]
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 3 (Human & Animal Form) (Feats: Metamorph) [16]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Mist Form" Insubsantial 3 [15]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]
Growth 3 (+3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [4]

Summon Fiend/Deevil 14 (Extras: Controlled, Heroic +2, Horde, 6 Minions +5) (Flaws: Unreliable- 1D6 Minions, 2/Day) [126]

"Magic" (All Spells Level 1-2, Calling, Domination, Agony, Life Drain, Horrific Illusion, Shadow Meld, Multiple Image, Mask of Deceit, Fear, Escape, Circle of Flame, Turn Dead, Animate & Control Dead, Exorcism, Heal Wounds)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +15, Fortitude +15, Will +6

Complications:
Motivation (Torture & Sorrow)- Typical chaotic evil beings, really.

Total: Abilities: 104 / Skills: 44--22 / Advantages: 14 / Powers: 198 + Magic / Defenses: 16 (354 + Magic)

-Archfiends are identical to Fiends but with seven attacks and some boosted Powers & Magic, including a Summon (which almost doubles the points cost). Same hitting power, but more durability.
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Gorgon

Post by Jabroniville »

Image

GORGON
Role:
Medusa
PL 14 (276), PL 16 Defensively
STRENGTH
10 STAMINA 13 AGILITY 2
FIGHTING 18 DEXTERITY 2
INTELLIGENCE -2 AWARENESS 2 PRESENCE -2

Skills:
Expertise (Demon & Monster Lore) 9 (+7)
Expertise (Faerie Lore) 6 (+4)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 8 (+6)
Perception 8 (+10)
Sleight of Hand 7 (+9)
Stealth 3 (+5)
Technology 4 (+2)
Vehicles 4 (+6)

Advantages:
Ranged Attack 16

Powers:
Regeneration 6 [6]
Senses 7 (Darkvision, Vision Counters Concealment, Radius Sight) [7]
Comprehend 3 (Languages) [6]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]
Immortality 10 (Head Must Be Severed & Burnt) [20]
"Medusa's Glare" Affliction 10 (Fort; Dazed & Impaired/Stunned & Disabled/Transformed to Stone & Unaware) (Extras: Reaction +3, Area- Visual Perception, Extra Condition) [60]

"Magic" (Stone To Flesh, Turn Dead, Animate & Control Dead, Exorcism)

Offense:
Unarmed +18 (+10 Damage, DC 25)
Petrification +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +18 (DC 28), Parry +18 (DC 28), Toughness +13, Fortitude +13, Will +7

Complications:
Hatred (Humans & Beautiful Things)- Gorgons take delight in ruining beautiful people, places & things.

Total: Abilities: 104 / Skills: 56--26 / Advantages: 16 / Powers: 109 + Magic / Defenses: 21 (276 + Magic)

-The Medusa of Greek myth appears here, and HOLY CRAP is it a doozy. Basic Demon/Devil M.D.C. and standard attack damage, but TEN ATTACKS (literally god-tier) and a Petrification power that's on permanently. The only way to avoid having to test constantly is to not look at her, which makes you -6 to hit in Palladium games.
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Mephisto

Post by Jabroniville »

MEPHISTO THE DECEIVER
Role:
Alien Intelligence, Ruler of Dyval
PL 16 (776), PL 23 Defensively
STRENGTH
13 STAMINA 20 AGILITY 4
FIGHTING 19 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 7 PRESENCE 9

Skills:
Expertise (Demon & Monster Lore) 10 (+15)
Expertise (Faerie Lore) 5 (+10)
Expertise (Magic) 7 (+12)
Insight 2 (+12)
Intimidation 4 (+12)
Perception 2 (+12)

Advantages:
Improved Initiative, Ranged Attack 15, Ritualist

Powers:
Regeneration 12 (Feats: Regrows Limbs) [13]
Senses 8 (Darkvision, Extended Vision 2, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Immunity 11 (Aging, Life Support) [11]
Morph 2 (Raven, Black Cat, Spider, Scorpion) (Feats: Metamorph) [11]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]

"Turn Dead" Mind Control 14 (Extras: 120ft. Burst +3) (Flaws: Ranged, Limited to Animated Undead) (70) -- [73]
      
  • AE: Teleport 12 (Extras: Extended, Easy, Accurate) (60)
          
  • AE: Movement 3 (Dimensional Travel 3) (6)
          
  • AE: Healing 10 (20)
"Splintered Intelligence" Summon Clone 15 (Extras: Controlled, Heroic +2, Horde, 12 Minions +7) [195]
Summon Archfiend/Gorgon 19 (Extras: Heroic +2, Controlled, Horde, 22 Minions +9) (Flaws: Uncontrolled- 6D6, Unreliable- 3/day) (247) -- [248]
      
  • AE: Summon Deevil/Devilkin/Fenry 12 (Extras: Heroic +2, Controlled, Horde, 32 Minions +10, Variable- 3 Kinds) (Flaws: Uncontrolled- 4D6+6, Unreliable- 3/day) (180)
"Magic" (All Spells Level 1-3, All Illusory Spells, Magic Symbols, Runes, Summoning & Protection Circles, Power Circles: All Seeing, Dimensional Rift, Healing, Insanity, Knowledge, Passion, Power & Power Matrix, Remove Curse)
"Psionics" (All Psychic Abilities)

Offense:
Unarmed +19 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +19 (DC 29), Parry +19 (DC 29), Toughness +26, Fortitude +20, Will +13

Complications:
Vulnerable (Iron)- Iron weapons to +8-10 damage.
Vulnerable (Magic)- All Magic does double damage.

Total: Abilities: 152 / Skills: 30--15 / Advantages: 17 / Powers: 574 + Magic & Psionics / Defenses: 18 (776 + Magic & Psionics)

-Mephisto is the ruler of Dyval, and a Supernatural Intelligence with all the Psionics and great Summoning powers. Less durability than the others. His whole thing is temptation, taking the form of handsome mortals via illusory magic (not Metamorphosis, which only allows animal forms).
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Rifts Conversion Book One

Post by Jabroniville »

RIFTS CONVERSION BOOK FINISHED:
-HOLY SHIT I STARTED THIS IN MARCH. Yup, this took like 4-5 months to do, mostly thanks to the sheer glut of R.C.C.s and assorted things piled in there. No way was I doing it much faster while keeping up on other threads. This ended up being somewhat... interesting to do. It was WAY too much stuff, of course, and a lot of things were redundant, but at least each section was small enough that I could change it before I got bored. For example, the Demons & Devils were only 5-6 strong, allowing them to be over quirkly, versus that horrible Mystic Russia book that just had DEMON AFTER DEMON to the point where I nearly quit doing this thread as a result of how bad it was.

Every section kinda has to be taken as a whole:

* Modifications for other games: pointless unless you're actually doing that, of course. Heroes Unlimited guys stat up better than I thought since they have more Mega-Damage stuff at higher levels than I imagined.

* Magic Section: Immensely boring, as always. A few different kinds of Witch and a Warlock with scads more minor spells. None of it really makes Mages any BETTER in the setting, which gets worse until Book of Magic gives somes upercharged ones.

* Palladium Races & Faeries. Fine, but HUGE amounts of redundancy. And most of the modifications are so small in Rifts as to be immaterial. Most of what you'll get is some slight notes on Elves & Dwarves in Juicer sections of other books, because stuff still effects demihuman races. Giants are hugely weaksauce and super-vulnerable instead of M.D.C. powerhouses. Faeries are IMMENSELY redundant with like 20+ creatures, which is kind of bizarre- it's obvious someone at Palladium adores them and wants to use them (they appear constantly in Rifts Atlantis and other early books), yet there's so many that non receive any particular focus or are given a chance to stand out, so they still come off as half-realized.

* The Bestiary is pretty good, though a lot of creatures have very similar M.D.C. and overall stats, like Chimeras & Manticores and such. Few monsters are anything other than collections of Damage & Toughness- meat-sacks for PCs to destroy. There's little given to ecology, mentality or even UNIQUE ATTACKS- everything just is tough and hits hard. D&D is way better about this.

* The DRAGONS is the money section. Though even here there's not as much detail given to many, considering how big they are in the setting. They're true super-heavyweights, though, especially the Big Three.

* Beyond the Supernatural doesn't interest me much. A lot of redundant energy beings and P.P.E. Vampires. At least it has a few unique types of attacks and stuff. Sowki are a potentially interesting NPC race that doesn't get used much beyond these first books. This section also gives us Werecreatures, who oddly have different stats in books even a bit later, though some only appear here (Werebears & Weretigers).

* Elementals is fine. But the Angels receive ZERO characterization at all as to be easily ignored and almost pointless compared to even the small Demons section. No unique attacks and they're mostly a collection of meat. The actual Elementals are astonishingly powerful, however- PCs could NEVER defeat these things without trickery. I was not expecting the baseline ones to be more powerful than the settings' GODS.

* Demons & Devils is fine. Not terribly interesting, but the section is small enough that each thing stands out a bit and there's little redundancy. Magots & Baal-rog & others look a bit different and there's a few "sorta powerful races" as well as super-threats. A bunch of Alien Intelligences, naturally.

Overall, it's an okay book, effectively serving as a catch-all Monster Manual, probably serving that role better than any OTHER book in the line (though most add Bestiaries of their own). The art is pretty awful throughout, albeit with a few GREAT "This is Rifts" shots (typically of armored humans flying vehicles against monsters from fantasy worlds), which they're only just starting to recognize as having potential. Gustovich or whatever is no good and will quickly be dropped from the line- it's sad to think of how popular and beloved this book would be if Vince Martin or ESPECIALLY Ramon Perez had drawn it, but we were a few years away from those guys. Even more Kevin Long would have been nice.

The immense size of the book makes it difficult to talk about cutting stuff out- if it were me I'd just dump all the Magic for a later book (obviously Kevin S would NEVER do that) and pump more into Bestiaries & Ecologies, but Rifts has always had garbage ecology (WHAT ARE ALL THESE DAMN THINGS EATING?? How do they even BREED?) because nobody at Palladium cared about that kind of stuff- enemies just exist as Stuff To Kill or Stuff To Hunt You. I assume the actual Palladium RPG book would have way more about some of the Fantasy Races, because I'd be interested in seeing more lore & culture about those things, especially the Faeries. The latter should have still been cut down a LOT for what we had, though- especially stuff like pointless Sprites AND Pixies AND Faeries, with "Silver Bells" and "Frost" and all these other ones being scattered in with two-line bios.

So converting this wasn't the worst, but it wasn't the best. At least it changed enough as to not be that boring. Most of this never matters to the setting, though, or gets expanded upon later.

And now I guess it's off to Rifts China. That and the "Three Galaxies" stuff might be the last of this thread I'll do (no way in hell am I doing Dyval), but we'll see.
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Rifts China One

Post by Jabroniville »

Image

RIFTS WORLD BOOK 24- RIFTS CHINA ONE- THE YAMA KINGS (2004):
-... OKAY, so time to head to one more World Book- seemingly the last one detailing a signification aspect of Rifts Earth. The others I can find are mere "Cities of Adventure" or small regions, like Madhaven, Dinosaur Swamp and Arzno. China is a BIG region and has yet gone un-detailed, so this is a biggie. Turns out that China is overrun with demonic "Yama Kings", each of whom war against each other and have their own loyal camps. So it's basically like Warlords of Russia but with Demons. The second World Book devoted to China involves the "Heroes of the Celestial Court", who are apparently the heroic side of the equation, fighting these demonic monsters.

Kevin S. starts us off, of course suggesting it might be time to work on Rifts Japan Two: The Oni (nope) and Rifts Australia Two (never happens) to continue serving the eastern portion of the planet. He also warns us immediately that neither he nor his co-writer Eric Wujcik are real experts on China (but Eric has read "hundreds" of books on China & Asia as a whole) and they make no claim to be "extremely" culturally accurate, merely wanting to capture the "feel" of China. So, uh, they put the disclaimer right there, in any case. I mean, Rifts Japan was just "all the cool shit you know from pop culture" so why not? He admits that most of the changes they make are deliberate and designed with this approach in mind, which is I guess better than trying and screwing it up? Maybe?

In any case, China is detailed- "The Mist" has covered the entire mainland, and no sorcery or technology can see within. However, China has a reputation as being the most savage and dangerous of all the lands on Rifts Earth, and nobody who's travelled there has lived to tell of it. China is now made up of "Eleven Hells", each a province ruled by a demonic Yama King, and each is detailed right from the beginning. A classic "Kevin" thing, with trademark attention to pointless details and then a bio of a Yama King with thousands of M.D.C. I'm just gonna hazard a guess that most of these LOVE torture. The Horune Pirates are among the few to deal with the coastal communities outside The Mist, and they speak of safe passage within the region, and various shangri-las.

After that is a... *shudder* HUGE section on Chinese Demons, some of which I've heard of (the Jumping Vampire that Hsein-Ko from DarkStalkers is, for example, or Kuei, whose name was used for a Young All-Stars character), and includes a bunch of Goblins and then an ass-ton of demons. And yeah, it's effectively ENTIRELY a "Monster Manual" book. You get the eleven territories with maybe a page each and then their rulers, then it's four dozen demons, most with names like "Pig Demon" or "Shadow Goblin". This is giving me horrible flashbacks of Mystic Russia, which was so bad it nearly killed this thread for good- I REALLY hope they learned from their mistakes on that one.

The art is... tolerable. Dubisch does his very organic-looking people and armors. Some demons look authentically disturbing. Some art looks drawn right out of a comic book, especially the animal-headed demons. Nothing spectacular or "I want to PLAY THIS!", though.
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The Eleven Kingdoms of Hell

Post by Jabroniville »

THE ELEVEN KINGDOMS OF HELL:
-Ooh, nifty! They actually do quickie versions of the kingdoms so I don't have to score the whole thing, lol.

1ST KINGDOM OF HELL (Henan): Apparently liberated by Shaolin Monks! Chin Kuang, the former King, has disappeared and Huang Shih, a Taoist Monk, is the top dog. He has Toughness +12 and FIGHTING 16 at least, with better defenses. No Yama Kings have yet fought him directly, but he's slain many Demon Lords. His mental abilities are impossibly high- +7-8 across the board. The Shaolin Temple's Abbot is a dragon with Toughness +19 and INSANE abilities- thirteen attacks (!) and +12-13 to hit, putting her in FIGHTING 25 territory!

2ND KINGDOM OF HELL (Hanbing): Largest and coldest of the Hells. Chu Chuang (Toughness +20, +17 to hit, +14 to defend), the most conservative (some say "timid") of the Kings, rules it, but hides behind the burning iron walls of his city and does little governing. His court is in open warfare with itself and his underlings bring him only good news (he'll kill anyone bringing him bad) and he may or may not be more clever than he appears.

3RD KINGDOM OF HELL (Zhejiang): Song Ti ruled it, but has been usurped by Qin Kuai (Toughness +9, FIGHTING 3), based off of a real-life traitor whose statue is spat upon to this day in China. Though he's weak himself, his "Living Statue" (Toughness +17, FIGHTING 15) aides him, as do many others in his court of similar power. There are no champions to defend the people against random monsters, so the cities ally with a variety of Demon Lords in return for protection.

4TH KINGDOM OF HELL (Fujiang): Wu Kuan (8+ in Mental Abilities, Toughness +20, FIGHTING 14) is turning it into a police state in an interesting experiment- the most Confucian of the Yama Kings, he believes he will be made Emperor by making his kingdom the most perfect of them all, and so it has no slums, and everything is in perfect "feng shui"- harmony full of apricot forests and harmonious buildings, but also a lake of blood and demon Secret Police that inform of any misdeeds. He offers to help the other Yama Kings with their problems, but they resist coming to his land, fearing that he will trap them in written contracts.

5TH KINGDOM OF HELL (Guangdong): A technology-based, highly-polluted state full of factories, poison and laboratories, with the greatest market/bazaar in China. Ruled by Yen Lo (3-7 Mental Abilities, Toughness +19-20, FIGHTING 16), who masterminds everything. Frequently changes his mind of the "City of the Future", turning everyone living there into cyborgs on a whim, then wiping the area clean and sending them away, selecting more people for his latest experimental city. Various Demon Lords conspire against him now that he's turned his back on his "divine mandate" for all these experiments.

6TH KINGDOM OF HELL (Shandong): Pien Cheng (7-8 Mental Abilities, Toughness +11 in current form, FIGHTING 12), the former ruler, was stabbed in the back 100 years ago. He has returned, seemingly human, as one of millions in a socialist experiment, moving from body to body to speak of "Chairman Cheng", and led the humans in a revolt against the Demon Lords. Millions want to get in to Shandong, while millions want to leave, leaving its population in flux.

7TH KINGDOM OF HELL (Hubei): Tai Shan Chung (+6-10 Mental Abilities, Toughness +19, FIGHTING 22!!) is actually a mere Demon Lord, ruling a kingdom with more demons than any other thanks to making alliances, bribing traitors to the others, and more. Openly wishes to replace all the Yama Kings with a vast army. The Walled City of Wuchang is partly full of humans (and shuts down promptly at night), the other is full of free demons, and a third is the government building.

8TH KINGDOM OF HELL (Chuanxi): Ruled by the insane Ping Teng (-2 to -4 Mental Abilities, Toughness +20, FIGHTING 11), who lets demons & D-Bees run wild in this hellhole. Every community hates the other and will try to use travellers against each other.

9TH KINGDOM OF HELL (Guangxi): Tu Shis (+4-10 Mental Abilities, Toughness +20, FIGHTING 24!) wishes to become ruler of all Rifts Earth, with a kingdom full of tortures. However, he has become a true bureaucrat, dropping dumb stuff like "torturing the dead" and instead put them to work, usually building stuff or as experiments (some can even have "normal lives"!) and making all his demons warriors, and training them in various things to better use their talents and powers. He's playing the long game.

10TH KINGDOM OF HELL (Sichuan): Chuan Lung has seemingly departed, leading to a chaotic & anarchic land where Demon Lords lead armies against each other, fighting over nothing and looking only for new victims to torture in their dungeons. Lady Meng (+4-6 Mental Abilities, Toughness +18, FIGHTING 22!!) still stays behind, however, with a "Terrace of Oblivion" where she creates a brew that will erase someone's sins and transgressions to allow them to start a new life.

11TH KINGDOM OF HELL (Shanxi): Ruled by the human Emperor Huang Di, who leads the Terra-Cotta Warriors. Huang Di (human-level stats, FIGHTING 11) is the First Emperor of China, and an Aberrant Evil individual, and is not divine- it seems he used to be subservient to a Yama King but is no longer. Slaves and Terra-Cotta Warriors are still building the Great Wall of Shinxi- far taller and grander than even the Great Wall he started centuries ago.
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Ares
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Re: Jab's Rifts Builds (Rifts Conversion Book Done! Rifts China!)

Post by Ares »

Ah, Rifts China. Not since the original Cyberknights have I been so disappointed.
"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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The White Lead Leopards

Post by Jabroniville »

THE WHITE LEAD LEOPARDS (Hu Fen Pao): ST +6, STA +12, AGI +2, FIGHTING +11, INT +3, AWA +3, PRE +3, Ranged Attack +11, Claws +3, Bite +4, Leaping 2 (30 feet), Speed 3 (16 mph), Increased Mass, Extended Scent 2- Tracking, Acute Scent, Extended Vision, Darkvision, See the Invisible, Features: Instantly Recognize Quarry, Comprehend Languages 2 (Illiterate), "Psionics" (All Physical, Sensitive & Super-Powers) [117 + Psionics]

-Nine members of an ancient order of assassins, from a Hell even older than the Yama Kings. They work for Tu Shis, but are under CONTRACT- they may refuse any order if they feel it is not honorable nor necessary. Leopard-headed humanoids with a crazy nine attacks, +11-12 Natural Weapons, and Toughness +14 on average. Plus a ton of Psionics. Expect each one to be at least PL 14.
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Terra-Cotta Warrior

Post by Jabroniville »

Image

TERRA-COTTA WARRIOR
Role:
Elite Mook
PL 10 (200)
STRENGTH
5 STAMINA -- AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Soldier) 6 (+7)
Skills in Life

Advantages:
Equipment 3 (Crossbow +7, Swords +2), Ranged Attack 9

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Immunity 80 (Damage) (Flaws: Limited to Half-Effect, Limited to Magic & Mega-Damage Weapons -1/2) [38]
"Fire Their Own Armor" Protection 2 [2]
Immortality 8 (Flaws: Source- Clone Bodies) [8]

Healing 6 (Flaws: Limited to Self, Side-Effect- Loss of Magical Power) (3) -- [4]
      
  • AE: "Supernatural Strength" Strength-Damage +2 (2)
"Mold Clone Warrior" Summon 10 (Extras: 4 Minions +4, Controlled, Heroic +2, Continuous) (Flaws: Source- Clay, Source- Molding Time, Source- P.P.E., Limited to Half-Toughness for 1 Day) [60]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Sword/Spear +9 (+9 Damage, DC 24)
Crossbow +9 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +7 (+9 Armor), Fortitude --, Will +6

Complications:
Responsibiltiy (The Emperor)- The Terra-Cotta Warriors are ultra-loyal to the original Emperor of China.

Total: Abilities: 26 / Skills: 6--3 / Advantages: 9 / Powers: 89 / Defenses: 13 (200)

Officers- PL 11 (216): Soldier +2, FIGHTING +4, Ranged Attack +4, Dodge +3 [16]

-The Terra-Cotta Warriors are ultra-loyal agents of Emperor Huang Di, inhabiting clay bodies that can sculpt their own "Clones". They have fairly low-end M.D.C. but the Summon boosts them a ton, and Officers have 2 extra attacks.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mini Terra-Cotta Warrior

Post by Jabroniville »

MINI TERRA-COTTA WARRIOR
Role:
Humiliated Mooks, Secret Army
PL 8 (169)
STRENGTH
-4 STAMINA -- AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 1 AWARENESS -1 PRESENCE -1

Skills:
Skills in Life

Advantages:
Close Attack 4, Equipment 3 (Crossbow +6), Ranged Attack 7

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Immunity 80 (Damage) (Flaws: Limited to Half-Effect, Limited to Magic & Mega-Damage Weapons -1/2) [38]
"Fire Their Own Armor" Protection 2 [2]
Immortality 8 (Flaws: Source- Clone Bodies) [8]
"Mold Clone Warrior" Summon 10 (Extras: 4 Minions +4, Controlled, Heroic +2, Continuous) (Flaws: Source- Clay, Source- Molding Time, Source- P.P.E., Limited to Half-Toughness for 1 Day) [60]

Healing 6 (Flaws: Limited to Self, Side-Effect- Loss of Magical Power) (3) -- [4]
      
  • AE: "Supernatural Strength" Damage 2 (2)
"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [9]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Crossbow +7 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +6 (+8 Armor), Fortitude --, Will +3

Complications:
Responsibiltiy (The Emperor)- The Terra-Cotta Warriors are ultra-loyal to the original Emperor of China.
Vulnerable (Magic Affecting P.P.E.)- This stuns the Terra-Cotta Warriors entirely and leaves them helpless.

Total: Abilities: -8 / Skills: 0--0 / Advantages: 14 / Powers: 157 / Defenses: 6 (169)

-The Mini Terra-Cotta Warriors are similar to the full-sized ones, but aren't basic soldiers- they're the spirits of men who committed public drunkenness and other petty offenses. Finding them useful but still wanting to humiliate them, the Emperor stuck them as permanently toy-sized beings.

-These guys have weird stats- they do a fair bit of damage (Supernatural Strength), but are tiny so "an ordinary child can trap them underneath a pillow", which implies they have little strength at all. I just threw it into damage instead of lifting power. They don't do much damage but they're still hard to kill and can make more of themselves.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Demonic Curses

Post by Jabroniville »

CHINESE CURSES:
* OH GOODIE ANOTHER SPELL SECTION. These are a bit different, as Chinese Demons & Ghosts may curse people, but can only curse the same person once, and only cast the curse once per month. This uses up half the total P.P.E. of the creature, as well as lowering their M.D.C. and Attacks by half! As a result of these crippling disadvantages, Curses are only used as a parting shot or in extreme anger. Victims must usually save on a 16 or higher, and the Curses tend to be long-reaching and more subtle, affecting the victim's family or reputation or something. Curses may be removed by the demon, but typically only after doing some boon for them (generally something that harms others)- some Soothsayers and other beings of good can also remove them, with some difficulty. It's expected this turn into a full campaign adventure, more or less.

"Curse of the Ancestors" Ghosts of the person's ancestors appear to taunt or complain at the victim constantly. Givse -2 Init. & -2 FIGHTING, and -10% on all skills. 4D6 week duration.
"Curse of Animal Disease" Gives the animals transmissable diseases and makes them poisonous to eat. 3D6 duration.
"Curse of Bad Luck/Misfortune" Constant misfortune and trouble afflicts them- they are usually singled out in combat. Halve bonuses to Defenses and they have no bonuses to save vs. anything, making them very vulnerable. 4D6 week duration.
"Curse of Barrenness" Their animals go barren, or the man becomes impotent or the woman infertile (and will abort if already pregnant). 5D6 week duration.
"Curse of Delirium" Confused victim forgets everything. Halves attacks, -30% to all skills. 1D6 week duration.
"Curse of Drought" The victim or his family/neighbors will have drought for 4D6 weeks. Even good villagers may kill someone under this curse to improve the desperate situation.
"Curse of Feebleness" Victim becomes tired. Reduces ST, STA & AGI by half. FIGHTING -2. 2D6 week duration.
"Curse of Fever" Victim becomes sick. -3 Init, -2 to strike & defend. 2D6 week duration.
"Curse of Fleas" Constant fleas, making them half to PRE and -1 to Init, strike & defend.
"Curse of the Forefather" The victim is blamed for something a forefather did. This can ruin their reputation and others may demand them to right this wrong. 6D6 week duration, but the effects can be permanent.
"Curse of Headaches" Victim goes from bad to worse, taking -1 penalties to everything, then loses half of all combat bonuses & FIGHTING -2, then goes to a maximum of FIGHTING 3 and is -40% to all skills, and everything takes three times as long. 3D6 week duration.
"Curse of Heritage" The victim's children are afflicted with the Curse of Misfortune.
"Curse of Hunger" Bestows constant hunger, yet all food tastes terrible. FIGHTING -2. 4D6 weeks.
"Curse of an Interesting Life" The famous Chinese curse of "may you live in interesting times". Odd things happen and everyone tends to notice them for good or ill (even being noticed by a great leader can make others jealous- animals will also tend to dislike them). 6D6 week duration.
"Curse of Lameness" Riding animal goes lame. Reduces speed by half, -2 to hit, -3 to parry & -6 to dodge. 5D6 week duration.
"Curse of a Minor Disorder" Constant small maladies. 2D6 week duration.
"Curse of Numbness" Weak grip strength, -30% to all skills using the hands, -40% to athletic skills, Mages can cast 1 spell/round, everyone is -1 to hit & -3 to defenses. 3D6 week duration.
"Curse of Pestilence/Locusts" Destroys the victim's crop or one he co-owns. Again, he may be sacrificed to put a stop to it. 1D4 week duration.
"Curse of the Plague" A terrible plague (literally) on the victim and their loved ones, spreading about. -1 to everything and a 1-20% chances of death every day! 1D4+1 week duration.
"Curse of the Pox" Like above, but halves attacks and may kill children. 1D4+1 week duration.
"Curse of Rags" Armor loses 10% of its durability per week. 4D6 week duration.
"Curse of Stomach Sickness" FIGHTING -2 & loses all Initiative (going last). Going over 40 mph sickens them. 3D6 weeks.
"Curse of Wasting" Victim appears to be a walking corpse, losing attractiveness & Presence. People think they're undead and they constantly lose health. 3D6 week duration.
"Curse of Wicked Haunting" Victim is -1 to everything as some form of spirit harrasses them day and night.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Ghosts & Demons

Post by Jabroniville »

CHINESE GHOSTS & DEMONS:
-And now, about a third the way through, the ENTIRE BOOK is now devoted to Asian Demons & monsters. All are evil beings who love to torment and kill mortals. The Ghosts are pretty awful to do- dozens of powers and all have that "Immunity to All But Six Things" stat.
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