Monstrous Creations

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Stone Gargoyle
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Reagren Wright wrote:Been a long time I was at this site. Just looking over stuff. Working on a new project and perhaps
I might leave some things here.

That's cool. I have some ideas rolling around myself.
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Re: Monstrous Creations

Unread post by bigbobsr6000 »

This is an awesome thread. Thanks to all.
Mephisto: You have some morbid fantasies. I like it (okay)
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
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Stone Gargoyle
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

bigbobsr6000 wrote:This is an awesome thread. Thanks to all.

You are most welcome. Hopefully more contributions are on the way.
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Re: Monstrous Creations

Unread post by DiceCollector »

TheGameMaster wrote:
Stone Gargoyle wrote:
TheGameMaster wrote:
Stone Gargoyle wrote:Snipe
A snipe is a large docile bird with a curved beak and coloring resembling a parrot. Due to their speed, wild ones are difficult to catch, but they are often founds as eggs and hatched in captivity. In captivity, they can be trained as riding animals.
Size: 6-8 feet tall
Weight: 300 to 600 pounds
Hit Points: 5d6+4
S.D.C.: 2d6+10
Attacks Per Melee: 2
Damage: Kick attack does 2d6, bite 2d4 damage, head butt or peck 1d6
Natural Abilities: Keen eyesight, can leap six feet high or 12 feet lengthwise.
Speed: 3d6+20, but can run at a speed of 66 (about 45mph) for 30+2d6 minutes before needing to rest.
Average Lifespan: 10-25 years
Value: 200 gold when trained as riding mount; meat (whole animal), 60 gold
Habitat: Wooded areas
Range: Yin-Sloth Jungles, Western Empire
Behavior: Eats insects and plants primarily, though it will feed on rodents and ground creatures if there is no other alternative. It is capable of running at great speed, for which it is valued as a riding mount but which also allows it to evade predators. They are found alone or in pairs, or in small family groups of 3d4 members. They nest on the ground and are fiefce in protestion of their young. They are relatively uncommon and hard to find.


Who is up for a Snipe hunt? lol

I take that to mean you like it.


Yes I do, sadly none of my current players are really interested in owning one, but I'm thinking of having a tribe in the Yin-Sloth Jungles give my group a hard time using their Snipe Mounts

You do know that snipe are real birds.....and they FLY
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Stone Gargoyle
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

DiceCollector wrote:
TheGameMaster wrote:
Stone Gargoyle wrote:
TheGameMaster wrote:
Stone Gargoyle wrote:Snipe
A snipe is a large docile bird with a curved beak and coloring resembling a parrot. Due to their speed, wild ones are difficult to catch, but they are often founds as eggs and hatched in captivity. In captivity, they can be trained as riding animals.
Size: 6-8 feet tall
Weight: 300 to 600 pounds
Hit Points: 5d6+4
S.D.C.: 2d6+10
Attacks Per Melee: 2
Damage: Kick attack does 2d6, bite 2d4 damage, head butt or peck 1d6
Natural Abilities: Keen eyesight, can leap six feet high or 12 feet lengthwise.
Speed: 3d6+20, but can run at a speed of 66 (about 45mph) for 30+2d6 minutes before needing to rest.
Average Lifespan: 10-25 years
Value: 200 gold when trained as riding mount; meat (whole animal), 60 gold
Habitat: Wooded areas
Range: Yin-Sloth Jungles, Western Empire
Behavior: Eats insects and plants primarily, though it will feed on rodents and ground creatures if there is no other alternative. It is capable of running at great speed, for which it is valued as a riding mount but which also allows it to evade predators. They are found alone or in pairs, or in small family groups of 3d4 members. They nest on the ground and are fiefce in protestion of their young. They are relatively uncommon and hard to find.


Who is up for a Snipe hunt? lol

I take that to mean you like it.


Yes I do, sadly none of my current players are really interested in owning one, but I'm thinking of having a tribe in the Yin-Sloth Jungles give my group a hard time using their Snipe Mounts

You do know that snipe are real birds.....and they FLY

No, I was not aware of that.
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Re: Monstrous Creations

Unread post by JuliusCreed »

Alright it's been a while since anything new was put on here so let's see what this does for thread ressurrection...

Blood Mold
The origins of Blood Mold are largely unknown. Many believe it originates from some alien world/dimension. More likely it is actually some horrible genetic mutation of Green Mold (M&A pgs 93-94). Considering that many items infected with Green Mold are turning up with patches of Blood Mold as well, this is probably closer to the truth. Whatever its origins, it is known that Blood Mold is virtually identical to Green Mold with a few key differences; 1> Appearance. Blood Mold appears as a mottled green and brown pattern with uneven splotches of bright red across the surface. 2> Value. Alchemists are often willing to pay upwards of 10,000 gold for a sample of the stuff (carefully sealed in a container, of course). 3> Victims infected with Blood Mold, at the moment of their death, whether from the Mold itself or some other source, become what has been referred to as a Blood Mold Zombie, a wierd sort of psuedo-undead corpse animated by the Blood Mold. Beyond that the two molds are completely identical including damage inflicted, germination periods, resistances and cures.
Alignment: N/A
Attributes: N/A
Hit points: None, effectively indestructible
SDC: N/A
Natural AR: 15
Horror Factor: 14
PPE: None
Magic: N/A
Psionics: N/A
Average Life Span: Varies, Magical
Value: Up to 10,000 gold for a safely contained sample
Habitat: Anywhere
Natural Abilities: Magical parasite, Animate Dead (see Blood Mold Zombie below)

Blood Mold Zombie
Completely mindless corpses animated by Blood Mold, using heightened sensitivity to airborne and/or seismic vibrations to locate and pursue food sources. Blood Mold is so sensitive to vibrations it can detect a whisper, or even a heartbeat, at a range of up to 10 feet. Once vibrations are detected, it will animate whatever corpse it infests to pursue and attack its source in order to slay and infest it with Blood Mold. Anything attacking, parrying or struck by a Blood Mold Zombie has a 40% chance of getting infected with Blood Mold. This chance of infection jumps to 95% if the Blood Mold happens to be in its germination phase. (40% chance) If being attacked by several Blood Mold Zombies, a successful remove Curse will destroy only one of them. Blood Mold Zombies appear very much like any other form of Zombie, a walking corpse in various stages of decay. A successful Perception roll of 12 or higher will note the telltale patches of Blood Mold scattered across the flesh of this monster, giving astute characters a reason to be highly cautious.
Alignment: N/A
Attributes: Except for a Spd of 6, not really applicable
Hit Points: N/A
SDC: 1d6x10+20
Natural AR: 15
Horror Factor: 14
Natural Abilities: Impervious to Fire, Cold, Poison, Disease, Mind Control, Possession, cannot be turned via Turn Dead, Senses any airborne and/or seismic vibrations within a 10-100 feet radius (the louder the sound the further away it can be sensed), cannot be surprised/snuck up on, Infects victims with Blood Mold (see above)
Number of Attacks: 2 by Fists doing 1d6 damage or by weapon (30% chance of even having one available)
Bonuses: None. Actually suffers a -4 to initiative, has no bonus to Strike and is incapable of defending itself in any way (all the easier to infect its victims if it doesn't parry or dodge attacks)
Vulnerabilities: Only a Remove Curse can actually destroy Blood Mold or a Blood Mold Zombie

How do these little beasties grab ya, folks? :twisted:
Last edited by JuliusCreed on Thu Jun 02, 2011 3:07 pm, edited 1 time in total.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

I think blood mold should have an SDC amount. I'm just saying...
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Re: Monstrous Creations

Unread post by JuliusCreed »

Stone Gargoyle wrote:I think blood mold should have an SDC amount. I'm just saying...


:-? Fair enough assessment... considering its roots based in regular Green Mold, could you elaborate please? Call me curious.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

JuliusCreed wrote:Vulnerabilities: Identical to Green Mold (M&A pgs 93-94)


:badbad: :badbad: :badbad:
No cheats. state everything here.
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Re: Monstrous Creations

Unread post by JuliusCreed »

drewkitty ~..~ wrote:
JuliusCreed wrote:Vulnerabilities: Identical to Green Mold (M&A pgs 93-94)


:badbad: :badbad: :badbad:
No cheats. state everything here.


Sorry drew.... editting will come when I get my books back... give me a couple days
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

JuliusCreed wrote:
Stone Gargoyle wrote:I think blood mold should have an SDC amount. I'm just saying...


:-? Fair enough assessment... considering its roots based in regular Green Mold, could you elaborate please? Call me curious.

Why, does Green Mold not have SDC? I guess I will have to look up the stats for mold, then.
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

JuliusCreed wrote:
drewkitty ~..~ wrote:
JuliusCreed wrote:Vulnerabilities: Identical to Green Mold (M&A pgs 93-94)


:badbad: :badbad: :badbad:
No cheats. state everything here.


Sorry drew.... editting will come when I get my books back... give me a couple days

I'm sorry about the bluntness but I was 'posting while tired and mad at someone else'.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: Monstrous Creations

Unread post by JuliusCreed »

drewkitty ~..~ wrote:
JuliusCreed wrote:
drewkitty ~..~ wrote:
JuliusCreed wrote:Vulnerabilities: Identical to Green Mold (M&A pgs 93-94)


:badbad: :badbad: :badbad:
No cheats. state everything here.


Sorry drew.... editting will come when I get my books back... give me a couple days

I'm sorry about the bluntness but I was 'posting while tired and mad at someone else'.

No worries brah... I know how you feel.
As for the editting, check back around the 31st or so... gonna be off the grid for Memorial Day weekend as my phone and net service get transferred to my new house. Or, on the off chance someone here has a copy of M&A, they could post Green Mold's weaknesses for me? (hint hint) At any rate I'll see you all again in a few days. Until then, Let the good times role!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by pblackcrow »

I have a sick, twisted, idea. A way of providing the PC's with clues as well as cause problems for them when it's bored. The Jackalope!!!!!
Ankh, udja, seneb.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

pblackcrow wrote:I have a sick, twisted, idea. A way of providing the PC's with clues as well as cause problems for them when it's bored. The Jackalope!!!!!

Um, I think I already posted a Jackalope...
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Re: Monstrous Creations

Unread post by pblackcrow »

Yes, but as an animal. Not a pain in the arse, magic wielding, teleporting, speaking, gm tool.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Stone Gargoyle wrote:Jackalope
Jackalopes are rabbits with antlers.
Size: Body 18-25 inches, tail 2-5 inches, antlers 8-12 inches
Hit Points: 1d4+6
S.D.C.: 3d6
P.P.E.: 3d6
Attacks per melee: Two
Damage: Bite does one point of damage, kick with rear legs/claws does 1d4+1 damage, head butt does 1d6+2, running ram with horns does 2d6 damage
Bonuses: +3 initiative, +2 strike, +4 dodge
Natural Abilities: Nightvision 200 feet, prowl 35%, and leap 3 feet high and 15 feet long
Speed: 16 (can reach speeds of 66 (45 mph) in short bursts lasting 2d4 minutes
Average Life Span: 10-12 years
Value: Fur: 5-10 gold, meat: 4-8 gold
Habitat: Forest and grasslands
Behavior: Rather than always run from predators, these creatures will turn around and ram their opponents with their horns. They feed on grass and leaves. They do not mate often, usually having one litter of 1-4 young at most each year.

Where does this have teleporting, speaking or magic wielding?
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Re: Monstrous Creations

Unread post by JuliusCreed »

Sorry about the wait everybody but I have finally settled into my new home and gotten back online. As promised, Blood Mold and Blood Mold Zombies have been editted *shoots a look at drewkitty and grinz*. Sorry it took so long, but it takes a bit of time settling into a 3 bedroom house with only 2 people moving the stuff.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by pblackcrow »

Stone Gargoyle wrote:
Stone Gargoyle wrote:Jackalope
Jackalopes are rabbits with antlers.
Size: Body 18-25 inches, tail 2-5 inches, antlers 8-12 inches
Hit Points: 1d4+6
S.D.C.: 3d6
P.P.E.: 3d6
Attacks per melee: Two
Damage: Bite does one point of damage, kick with rear legs/claws does 1d4+1 damage, head butt does 1d6+2, running ram with horns does 2d6 damage
Bonuses: +3 initiative, +2 strike, +4 dodge
Natural Abilities: Nightvision 200 feet, prowl 35%, and leap 3 feet high and 15 feet long
Speed: 16 (can reach speeds of 66 (45 mph) in short bursts lasting 2d4 minutes
Average Life Span: 10-12 years
Value: Fur: 5-10 gold, meat: 4-8 gold
Habitat: Forest and grasslands
Behavior: Rather than always run from predators, these creatures will turn around and ram their opponents with their horns. They feed on grass and leaves. They do not mate often, usually having one litter of 1-4 young at most each year.

Where does this have teleporting, speaking or magic wielding?


That's my point exactly. This version doesn't have it...it is just another animal. I am not trying to berate your work, but I am wanting something intelligent with magic.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

pblackcrow wrote:
Stone Gargoyle wrote:
Stone Gargoyle wrote:Jackalope
Jackalopes are rabbits with antlers.
Size: Body 18-25 inches, tail 2-5 inches, antlers 8-12 inches
Hit Points: 1d4+6
S.D.C.: 3d6
P.P.E.: 3d6
Attacks per melee: Two
Damage: Bite does one point of damage, kick with rear legs/claws does 1d4+1 damage, head butt does 1d6+2, running ram with horns does 2d6 damage
Bonuses: +3 initiative, +2 strike, +4 dodge
Natural Abilities: Nightvision 200 feet, prowl 35%, and leap 3 feet high and 15 feet long
Speed: 16 (can reach speeds of 66 (45 mph) in short bursts lasting 2d4 minutes
Average Life Span: 10-12 years
Value: Fur: 5-10 gold, meat: 4-8 gold
Habitat: Forest and grasslands
Behavior: Rather than always run from predators, these creatures will turn around and ram their opponents with their horns. They feed on grass and leaves. They do not mate often, usually having one litter of 1-4 young at most each year.

Where does this have teleporting, speaking or magic wielding?


That's my point exactly. This version doesn't have it...it is just another animal. I am not trying to berate your work, but I am wanting something intelligent with magic.

Well, I have NEVER read anything about jackalopes having any kind of magic.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Why are they called Anubites if they were servants of Set?
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Re: Monstrous Creations

Unread post by JuliusCreed »

Stone Gargoyle wrote:Why are they called Anubites if they were servants of Set?


:-? Gotta admit, it's a compelling question :-? :lol:
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:Why are they called Anubites if they were servants of Set?

And did you check D&G and the RCB2 before doing a write up?
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Re: Monstrous Creations

Unread post by JuliusCreed »

Revan wrote:
drewkitty ~..~ wrote:
Stone Gargoyle wrote:Why are they called Anubites if they were servants of Set?

And did you check D&G and the RCB2 before doing a write up?


Im going to have to say no as i have no clue what that even means. My creature was inspired by the Egyptian creature from Myths and one of my favorite games, Age of Mythology. I took the idea from there and tweaked a few things. Not a conversion, just heavily inspired by. But i think i messed somthing up in the creation :?:


D&G = Dragons and Gods
RCB2 = Rifts Conversion Book 2
He's wondering if you looked through these publications before you did a write up on your creature for any needed references. :D
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

JuliusCreed wrote:
D&G = Dragons and Gods
RCB2 = Rifts Conversion Book 2
He's wondering if you looked through these publications before you did a write up on your creature for any needed references. :D

Or if there is already a canon race there.
May you be blessed with the ability to change course when you are off the mark.
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

I know there are a Egyptian minion races there. I would have to get my RCB2 out to check and it is boxed up.
May you be blessed with the ability to change course when you are off the mark.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:I know there are a Egyptian minion races there. I would have to get my RCB2 out to check and it is boxed up.

All of my books are currently in storage. Otherwise I would look as well...
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Re: Monstrous Creations

Unread post by Reagren Wright »

I've been known to do some conversions of 1st edition to 2nd edition. And we have two books
Yin Sloth and Island at the end of the World which for the most part seem to be stuck in 1st
edition setting :badbad: . Great and wonderful stuff is in those books. So while I'm unable to
post any new monsters of late, I'm going to update some NPCs from those books.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Reagren Wright wrote:I've been known to do some conversions of 1st edition to 2nd edition. And we have two books
Yin Sloth and Island at the end of the World which for the most part seem to be stuck in 1st
edition setting :badbad: . Great and wonderful stuff is in those books. So while I'm unable to
post any new monsters of late, I'm going to update some NPCs from those books.

Cool.
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Re: Monstrous Creations

Unread post by Reagren Wright »

This guy is in Island at the Edge of the World (IEW) page 17.

PENL, CHIEF MAGISTRATE

True Name: Pendlcrazny
Occupation: Court Magistrate for the Town of a Dozen Fracts
Alignment: Aberrant
Race.: Scarecrow
O.C.C.: Water Warlock/Noble
Experience Level: 6th Water Warlock, 6th Noble
Hit Points: 90 S.D.C.:300
P.P.E.: 127
Appearance: He appears as a very elegantly dressed figured. He stands tall and is
very trim. Typically he wears a finely tailored suit of clothes in royal blue and light blue
piping. Over this he wears a very dark blue robe, most often with the hood hiding his
features when in public, and in court. Pendl tailors his clothes himself and his robe is
actually a Robe of Protection.
Attributes: I.Q. 15, M.E. 15, M.A. 8, P.S. 12, P.P. 11, P.E. 20, Spd. 6, P.B.5
Age: Immortal, Sex: Male, Height: 5 foot and 11 inches (1.80 m),
Weight: 70 lbs (31.5 kg)
Vulnerability: Fire inflicts double damage. Being completely set on fire does 1D6x10
points of damage per melee. Fear fires.
Water Elemental Magic: Cloud of Steam, Purple Mist, Dowsing, Fog of Fear, Resist
Fire, Create Fog, Circle of Rain, Sheet of Ice, Freeze Water, Create Water, Hail, Frostblade,
Ten Foot Ball of Ice, Ice, Snow Storm, Heal Burns, Hurricane, and Little Ice Monster.
Natural Abilities: Impervious to cold and heat, impervious to organic attacks (poison,
drugs, disease, breath without air), impervious to normal weapons, impervious to charm and
sleep, bio-regeneration 1D4x10 hit points/S.D.C. every 5 minutes, complete restoration
within 12 hours, and can fight without a head (reduce combat bonus by one-half and lose
initiative), all magic weapons (including rune) inflict half damage, sense elemental within 120
feet (36.6 m) 55% (elemental forces at work double range, 75%), sense the location and
direction of water within 100 miles (160 km) 74%, predict precipitation (6D6 minutes), sense
shallow/deepest part of body and safest travel across water, and summon elemental 30%
(+10% on ley line, +20% on nexus).
Combat Training: Expert (was previously basic as a warlock)
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +4 to strike, +5 to parry, +5 to dodge, +4 damage, +2 to roll with
punch/fall, +2 to pull punch, and +2 to spell strength (14).
Saving Throws: +10% to save vs. coma/death, +1 to save vs. psionics, +1 to save
vs. possession, +2 to save vs. horror factor/+6 against elementals, and +7 to magic.
Combat Skills: Punch 1D6, Power Punch 2D6 (counts as two attacks), Elbow/Forearm
2D4, Knee 2D4, Karate Kick 2D4, Snap Kick 1D6, Tripping & Leghook (cannot be paired, must
dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to
dodge), All Holds, and Critical strikes on an unmodified roll of 18-20.
O.C.C. Skills:
Warlock: Speak elemental 92%, Speak Native Language Eastern 98%, Language:
Elf/Dragon & Gobbley 80%, Literacy: Eastern 70%, Lore: Demon & Monster 72%, Lore:
Faerie Folk & Creatures of Magic 67%, Land Navigation 70%, W.P. Knives (+2 to strike, +3 to
parry, +5 to throw), W.P. Paired Weapons, Disguise 60%, Swim 98% (cannot sink), Sailing
75%/60%, Anthropology (human & ancients) 60%, History (human, elf, dwarf, goblins,
kobold, and bearmen) 85%, Sewing 80%, Mathematics: Basic 95%, Climbing 60%, and Use &
Recognize Poison 28%/20% (formerly Hand to Hand: Basic)
Noble: Dance 75%, Heraldry 60%/65%, Horsemanship: General, Law 75%, Barter
64%, Language: Dwarf 90%, Literacy: Elf/Dragon 75%, Military Etiquette 80%, Play Harp
80%, Sing 70%, W.P. Targeting (+3 to throw, Critical on an unmodified roll of 19-20), and
W.P. Sword (+3 to strike/+2 to parry), and Hand to Hand: Expert (upgraded).
Secondary Skills: Forgery 50%, Prowl 55%, Gemology 55%, Pick Locks 55%, Pick
Pocket 50%, Language: Giantese and Faerie 50%, Language: Southern & Western 70%,
Literacy: Southern 60%, and Language: Wolfen 55%.
Money: He has access to the town’s treasury, but its total value including magic
items is under 100,000 gold pieces.
Weapons: Pair of silver knives Damage: 1D6, Dwarven magic blue knives Damage:
1D6+2, Bonus: +2 to throw (total +7), +2 to damage.
Armor: Robe of Protection. A.R. 12, S.D.C. 50. Impervious to Fire. Note: The Robe
will prevent fire from touching his vulnerable body.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:14 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

These monsters can be found in Yin Sloth Jungle (page 97).

COBRA GOLEM GUARDAINS

Alignments: n/a
The Eight Attributes: I.Q. 8, M.E. n/a, M.A. n/a, P.S. 21, P.P. 22, P.E. 25, P.B. 3, Spd
15. All attributes are supernatural.
Hit Points/S.D.C.: 400
Natural A.R.: 17
Horror Factor/Awe: 18
P.P.E.: n/a
Magics: None
Psionics: None.
R.C.C. Skills: Mathematics: Basic 80%, Land Navigation 60%, Track Humanoids 30%,
Climb 80%.
Natural Abilities: Nightvision 200 feet (61 m), impervious to organic attacks (poison,
drugs, disease, breath without air, etc), impervious to horror factor, phobias, fear magic,
charm, and magic and psionic attacks that effect the mind and body, normal weapons inflict
half damage, magic energy attacks as well as fire and cold inflict half damage,
Special Abilities: Resurrection; golem will completely regenerate at full strength within
24 hours unless its crystal heart is removed. Regenerates 16 S.D.C. per hour.
Attacks per Melee: 4
Damage: Bite does 2D4+1 damage, plus must make a saving throw vs. lethal poison
(14) or causes additional 3D6 points of damage, tail slap 2D6, constriction does 3D6 + P.S.
attribute bonus of damage each melee (counts as one attack)-only killing the serpent will
cause it to release its hold. Victims cannot attack while trapped in the creature’s embraced
(limbs are pinned and only a creature with a Supernatural P.S. of 25 or better can attempts
an escape, or a combined P.S. of 50.
Bonuses: +4 to strike, +4 to parry, +6 to damage, and +5 to save vs. magic.
Average Life Span: Immortal
Value: None
Habitat: The secret to create this unusual golem is missing, however it might be
found depending on the generosity of a G.M.
Enemies: Whatever attempts to get passed it.
Allies: Only its master and specific minions.
Physical Appearance: A large cobra made entirely of iron
Size: 18 feet (5.4 m).
Weight: 1000 lbs (450 kg).
Rifts® Conversion Notes: Becomes an MDC creature in a Mega-Damage settings with
120 M.D.C. In the Rifts® setting, Cobra Golem Guardian is likely to be found in Africa or
Southeast Asia guarding ancient tombs.
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Re: Monstrous Creations

Unread post by Reagren Wright »

This loveable old coot can be found in IEW page 27-28

BERNIE, THE OLD RANGER

True Name: Bernard Jamison
Occupation: Adventure and Guide of the Old Kingdom Mountains
Alignment: Anarchist
Race.: Human
O.C.C.: Ranger
Experience Level: 8th
Hit Points: 49 S.D.C.: 19
P.P.E.: 9
Appearance: Bernie seems to be very frail, very old man who is obviously senile. His
face shows signs of weathering from living outdoors. His body is tough and strong. He is
dressed in clothes that indicate he spends most of his days in the wilderness.
Attributes: I.Q. 12, M.E. 6, M.A. 5, P.S. 9, P.P. 6, P.E. 13, Spd. 5, P.B.3
Age: 47, Sex: Male, Height: 6 foot and 2 inches (1.88 m), Weight: 140 lbs 63 kg)
Vulnerability: Bernie is eccentric. He appears to be senile, always chuckling to
himself. He is terrible at giving direction (but he knows how to get where he wants to go).
he also has a problem indicating distances, time, and locations. He also has a hard time
expressing himself and saying exactly what he means.
Combat Training: Basic. Note: Something has affected Bernie and weakened him
mentally so is not as skilled as a fighter as he should be.
Attacks per Melee: 2
Combat Bonuses: -1 on initiative, -2 to pull punch and roll with punch, -5% to all
skills requiring manual dexterity.
Saving Throws: -1 to save vs. horror factor. -2 to save vs. illusions, -1 to save vs.
battle of wills, -1 to save vs. psionics and mind control, -1 to save vs. insanity and
possessions.
Combat Skills: Punch 1D4.
Skills:
Ranger: Hunting, Animal Husbandry 90%, Land Navigation 88%, Speak Native
Language: Eastern 98%, Language: Elf/Dragon and Dwarf 95%, Identify Plants & Fruits
85%, Outdoormanship, Skin & Prepare Animal Hides 85%, Track & Trap Animals 98%, Track
Humanoids 80%, Wilderness Survival 95%, Hand to Hand: Basic, Lore: Custom & Culture Old
Kingdom Mountains 80%, Lore: Faerie Folk & Creatures of Magic 75%, Dowsing 75%, Fishing
80%, Cook 90%, First Aid 85%, Lore: Farm 75%, Carpentry 75%, Climbing 70%, Prowl 42%,
W.P. Archery (+1 to strike and 3 rate of fire), and W.P. Staff (+1 to strike/parry).
Secondary Skills: Literacy: Eastern 70%, Literacy: Elf/Dragon 70%, Horsemanship:
General 75%/60%, Preserve Food 70%, 6th Language: Western 70%, Swimming 70%, Use
and Recognize Poison 32%/24%.
Money: He has 60 gold coins from Timiro Kingdom.
Weapons: A quarter staff (2D6 damage) and long bow (2D6 damage). He has a
quiver with 3 dozen arrows (36).
Armor: Time worn studded leather (A.R. 13 and 27 S.D.C.)
Equipment: One set of clothing (what he is wearing), knee high leather boots, a pair
of used soft leather gloves, belt, bedroll, backpack, 1 large sack, 2 small sacks, water skin,
fishing lines and hooks, 30 feet (9 m) of rope, 3 wooden spikes, 1 mallet, small mirror,
lantern, small knife (1D4 damage), small hand axe (1D4 damage), 2 flasks of lamp oil, frying
pan, and tinder box. He keeps all this equipment on his person
Last edited by Reagren Wright on Sun Apr 29, 2012 4:14 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

From YSJ page 142

GAVIN ZI

True Name: Gavinal Zikan
Occupation: Protector of Kirgi the Rat God’s physical form
Alignment: Diabolic (loyal only to Kirgi)
Type.: Undead Protector (created by the Gods)
O.C.C.: Ratling Warlord (Defunct O.C.C.)
Experience Level: 9th
Hit Points: 98 S.D.C.: 24
P.P.E.: 30
Appearance: He is a grey-furred, rat-like humanoid with a long tail. He is wearing
elaborate black ceremonial plate mail, kite shield, and long sword.
Attributes: I.Q. 21, M.E. 9, M.A. 11, P.S. 30 (supernatural), P.P. 26, P.E. 28, Spd. 14,
P.B. 2
Age: Immortal (90,000+), Sex: Male, Height: 5 foot (1.52 m), Weight: 70 lbs (31.5 kg)
Vulnerability: Silver weapon inflict double damage. Magic and holy weapons inflict
normal damage.
Natural Abilities: Normal weapons inflict half damage, impervious to organic attacks
(poison, gases, heat, cold, toxins, disease, etc), possession, mind control, horror factor,
charm/sleep magic, illusions, and psionic attacks that affect the nervous system, prowl
80%, see the invisible, turn invisible (simple) at will, animate and control 6D6 dead 77%,
bio-regeneration 2D6 hit points/S.D.C. per melee, climb 77%, swim 77%, imitate voice 67%,
underground tunneling 82%, underground architecture 72%, and underground sense of
direction 92%.
Special Ability: Whenever the secret room #20 in his tomb descends to the tomb of
Kirgi, he receives Bio-Regeneration: Primal Deific, recovering all lost hit points and S.D.C.,
and regenerates the body completely, replacing any lost limbs and completely healing any
cuts, scars, or other wounds.
Combat Training: Master (Defunct Hand to Hand)
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +4 to initiative, +8 to strike, +12 to parry, +12 to dodge, +15
damage, +2 to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +46% to save vs. coma/death and +10 to ALL saving throws.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6, Power Punch 1D4x10
(counts as two attacks), Claws 5D6, Power Claws 1D6x10 (counts as two attacks),
Elbow/Forearm 5D6, Knee 4D6, Karate Kick 1D4x10, Tripping & Leghook (cannot be paired,
must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown,
-2 to dodge), Body Flip/Throw 5D6 plus P.S. damage bonus (lose initiative and 1
attack/action) Paired Weapons, All Holds, Critical strike from behind, Critical strikes on an
unmodified roll of 18-20, Knockout/stun on an unmodified roll of 18-20, and Deathblow on an
unmodified roll of 20.
Other Bonuses: +7% to all skills
Skills:
Warlord O.C.C. Skills: Intelligence 94%, Forced March, Body Building & Weightlifting,
Heraldry 82%/87%, Military Etiquette 98%, Speak Native Language: Gobbley 98%, Land
Navigation 89%, Mathematics: Basic 98%, W.P. Shield (+4 to parry), W.P. Sword (+4 to
strike/+3 to parry), W.P. Paired Weapons, and Hand to Hand: Master (Defunct Hand to
Hand).
O.C.C. Related Skills: Recognize Weapon Quality 87%, Interrogation Techniques 92%,
Literacy: Elf/Dragonese 92%, Language: Elf/Dragonese 98%, Law 92%, Lore: Demon &
Monster 87%, Wilderness Survival 82%, Horsemanship: General 87%/72%, Detect
Concealment/Traps 77%, Track Humanoid 62%, and Siege Engineer 52%/47%.
Secondary Skills: Brewing: Basic 77%/82%, Surveillance 77%, Gambling (Standard)
82%, General Repair/Maintenance 97%, and Navigation 67%.
Money: He has no need for money, fame, or power. He lives only to protect Kirgi’s physical form.
Weapons:
Magic Elven Long Sword: Magic Capabilities: Extra Damage and Turn Holder
Invisible), Damage: 3D6, Bonuses: +1 to parry.
Magic Elven Kite Shield: Bonuses: +2 to strike/+3 to parry.
Armor: Ceremonial Plate Mail, A.R. 18, S.D.C. 200. Magic Capabilities: Regenerating
Armor (10 S.D.C. per hour) and Weightless.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:13 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

:D Thanks the praise is much appreciated.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Like I said earlier, getting a little tired of waiting for the 2nd edition to come out. So here are
the monsters of Yin Sloth converted to 2nd edition. First up page 48-49

AVIANS

Alignments: Any, but usually good or unprincipled
The Eight Attributes: I.Q. 2D6+3, M.E. 3D6, M.A. 1D6+1, P.S. 4D6, P.P. 3D6+4, P.E. 5D6,
P.B. 2D6, Spd 2D6 (running), 6D6+42 (flying)
Hit Points: P.E. attribute number plus 1D6 per level of experience.
S.D.C.: 15 plus those gained from O.C.C.s and physical skills.
Natural A.R.: 8
Horror Factor/Awe: 11
P.P.E.: 2D4x10
Magic: A rarity among Avians. They tend to avoid it.
Psionics: Standard, those who do tend to become psi-healers
Available O.C.C.s: Those who become adventures can become the equivalent of a
mercenary fighter, gladiator, ranger, thief, nomadic tribesman, aerial acrobat, juggler, scholar,
peasant, or witch.
Natural Abilities: Winged flight, keen hearing, exceptional, hawk-like vision (can see a
foot long/0.3 m rabbit a distance of up to two miles/3.2 km, nightvision 300 feet (91 m), track
by smell 66%, track by sight 74%, good climbers 62%, and excellent singers (song is like a bird
like whistle) 90%.
Attacks per Melee: Two for young, four for adult males and females, or by O.C.C. Note:
They tend to avoid standing on the ground and prefer to stay airborne. When flying, the avian
can clutch a weapon in each talon and hand, but usually leaves the talons free for slashing
attacks.
Damage: Bite inflicts 2D4 damage, raking slash with talons 2D6, full strength strike with
talons 3D6, pin and entangle with talon, then fly up and drop from above (1D6 damage per 10
feet/3 m, or by weapon.
Bonuses: +1 on initiative (+2 in the air), +1 to strike (+3 in the air), +2 to parry (+4 in
the air), +2 to dodge (+6 in the air), +4 to damage (+8 in the air), +1 to save vs. magic, +1 to
save vs. poison and disease.
Average Life Span: 40-50 years
Value: Western Empire loves to capture and enslave them as prized zoo oddities and as
combatants in the arena.
Habitat: Any remote forest or mountain; commonly found in and around the Yin Sloth
Jungle and the neighboring mountains. Occasionally encountered in the Baalgor Wastelands and
Old Kingdom. Avian slaves and gladiators are in imprisoned in the Western Empire.
Language: Their natural language is one of complex signals, chirps, whistles, squawks,
and cries. Regardless of O.C.C. they can learn to speak four different languages, but have great
difficulty speaking other tongues-use very simple words and phrases (-20% to speak additional
languages).
Enemies: Trolls, ogres, orcs, goblins, gromek, and feathered death. Humans to a much
lesser degree.
Allies: Headhunters, grimbor, hytril. The tezcat fear them but try not to harm them
because they are friends of the sacred grimbor. They fight only to defend themselves against
killer rogues who attack them.
Physical Appearance: Avians are human-size beings who resemble a cross between a man
and hawk. Grey-green feathers with off-white highlights cover the majority of their bodies. They
have a powerful humanoid chest and long legs with end in taloned feetTheir arms are attached
to the wings at the midpoint of each. There is a taloned hand on each arm.
Size: 4.5 to 6 feet (1.4 to 1.8 m0 with a 10-15 foot (3 to 4.6 m) wingspan.
Weight: 160 lbs to 250 lbs (72 to 113 kg).
Rifts® Conversion Notes: Remains and S.D.C. creature in a Mega-Damage settings with
In the Rifts® setting, Avains can be found primarily in the mountain jungles of Africa, South
America, and Asia. Those encountered not in these regions are wandering adventures.

Note: Avians cannot wear humanoid armor because of their wings. Most flocks use a variety of
simple weapons. Bolas, clubs, javelins, spears, and thrown rocks are the most common.
Remember, their talons are the equal to any sword. Avians can carry small items and light
weapons in their hands during flight, but must be extremely careful with how they use them to
avoid erratic and reckless fights and damage to their wings.
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Re: Monstrous Creations

Unread post by Reagren Wright »

page 49-50 for these guys.

CAT MEN

Alignments: Any, but usually selfish or good
The Eight Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 3D6, P.P. 4D6+6, P.E. 3D6, P.B.
3D6, Spd 4D6
Hit Points: P.E. attribute number plus 1D6 per level of experience.
S.D.C.: 15 plus those gained from O.C.C.s and physical skills.
Horror Factor/Awe: 12, due to the Cat Lord myth rather than just the creature’s appearance.
P.P.E.: 3D6
Magic: Standard by O.C.C.
Psionics: Standard, those who become master psionic tend to become psi-healers or mind
mages.
Available O.C.C.s: Those who become adventures can become the equivalent of a
mercenary warrior, shaman, beastmaster, ranger, witch hunter (rare), warlock (rare), thief,
assassins, and nomadic tribesmen.
Natural Abilities: Nightvision 120 feet (37 m), keen hearing and vision, track by smell
45%, prowl 80%, swim 60%, climb 66%, can leap 12 feet (3.6 m) or lengthwise and always tend
to land on their feet.
Attacks per Melee: Three or by Hand to Hand Type
Damage: Bite inflicts 2D4 damage, retractable claws 1D6+2 damage, or by weapon.
Bonuses: +1 on initiative, +2 to strike, +4 to parry and dodge, +3 roll with punch/fall, and
+2 to save vs. poison and disease.
Average Life Span: 100 years
Value: Western Empire loves to capture and enslave them as prized zoo oddities and as
combatants in the arena.
Habitat: Yin Sloth Jungle, particularly the Northern Jungle Freelands
Language: Their native tongue is a system of grunts, growls, and purrs. They can learn
to speak any language in a husky, growling voice.
Enemies: Ratling and Raton.
Allies: Jungle cats and krel, indifferent to most others.
Physical Appearance: Short humanoid cats completely covered by short, black fur. They
have clawed hands and eerie green eyes which glow in any light. These creatures are elusive
and will not allow themselves to be watched for a very long time.
Size: 3 to 4 feet (1.8 to 2.4 m)
Weight: 40 to 100 lbs (18 to 45 kg).
Rifts® Conversion Notes: Remains and S.D.C. creature in a Mega-Damage settings with
In the Rifts® setting, they are found in South America, particularly in Omagua-City of Jaguars.
They are also found in Africa and Asia. Those found in the former United States usually live in
the south, usually in Florida. .

Note: Cat Men live a peaceful life, but see themselves as jungle guardians. Any interloper that
engage in acts of evil, slavery, or destruction in their territory will be killed or stop however
possible. When they enter combat the cat men wil don leather armor and arm themselves with
knives and iron staves.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Found on page 50-51

CORPSE CREATURE

Race.: Undead?
Alignments: Diabolic
The Eight Attributes: I.Q. 2D6, M.E. 1D6, M.A. 1D6, P.S. 5D6, P.P. 3D6, P.E.
2D6+10, P.B. 1D6, Spd 2D6. All attributes are supernatural.
Hit Points: P.E. attribute number plus 6D6
S.D.C.: 24 +4D6
Natural Armor Rating: 10
Horror Factor/Awe: There is no horror factor when initially viewing the body. But
when the corpse gets up and attacks it has a horror factor of 16. When the creature is
up and active it maintains a horror factor of 12.
P.P.E.: 6D6
Magic: None
Psionics: None
Natural Abilities: Sensitive hearing and smell-can detect any movement within 20
feet (6.1 m) of itself, even when blinded, and attack with deadly accuracy (no penalty
when blinded), can smell blood up to a mile (1.6 km), distinguish blood smell between
difference humanoids and animals, track by scent 70% (+15% if prey is bleeding), track
by hearing 70%, feign death 100%, nightvision 30 feet (9.1 m), see the invisible,
impervious to normal weapons, impervious to organic attacks (bio-manipulation, disease,
poison, drugs, toxins, etc), impervious to charms, illusions, possession, and all forms of
mind control, and bio-regeneration 2D6 hit points/S.D.C. per minute.
Attacks per Melee: Three
Damage: Supernatural P.S.,
Double Handed Clutch/Throttle Strangle Hold: The creature grabs its victim
by the neck with both hands and begins to squeeze with all its might. This attack inflicts
3D6+6 points of damage per melee round the opponents remains in the hold. After the
first melee round, the creature begins to shake its victim and bang its head or entire body
into the ground or a wall like a rag doll. This inflicts 1D6 additional points of damage per
melee round. If the hold is not broken within one minute (four melee rounds), the victim is
suffocated to death (requiring a saving throw vs. coma/death to be revived, if a rescuer
performs a successful First Aid or Medical Doctor skill, the victim receives a +10% to be
resuscitated.
Bonuses: +1 on initiative, +4 to strike, +1 to parry and dodge.
Vulnerability: Silver weapons inflict double damage to against them. Holy and magic
weapons inflict normal damage against them. They are repelled by holy symbols and will
not touch anyone bathe in holy water. Holy water burns like acid inflicting 3D6 points of
damage per melee for three melees.
Average Life Span: Unknown, perhaps immortals?
Value: None
Habitat: Yin Sloth Jungle, Land of the South Winds, and parts of the Baalgor
Wastelands and Old Kingdom.
Language: The creature chuckle with a horrible rasping laugh, and say one or two
works like “bad,” “hurt,” “die,” “dead soon,” “can’t run,” “can’t hide,” “get you,” and “bye,”
in several different languages, including Gobbley, Elf/Dragonese, Dwarf, and Southern.
Enemies: Any living creature, particularly humanoids
Allies: Indifferent to most, including demons/deevils and other undead.
Occasionally associate with other corpse creatures, witches, and necromancers.
Physical Appearance: Looks exactly like a human corpse in the early stages of
decay. Even when the beast is active, the eyes remain sunken and horribly blank.
Size: 5 to 7 feet (1.5 to 2.1 m)
Weight: 100 to 250 lbs (45 to 113 kg).
Rifts® Conversion Notes: Becomes an MDC creature in Mega-Damage setting with
P.E. attribute + 24 On Rifts® Earth, Corpse Creatures can be found throughout the
southeast of the former United States in Dinosaur Swamp and the former Gulf Coast
States. They are also encountered along the Amazon in South America, Jungles of Africa,
and the swamps of Australia.

Note: A corpse creature will move around to areas where they are like most likely to find
prey. Favorite locations include graveyards, crypts, ruins, bogs, and recent battle fields.
They are solitary hunters but can be encountered in groups of two or three.
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Re: Monstrous Creations

Unread post by Reagren Wright »

One of my favorites. Found on page 53-54.

FIRE SPRITE

Race.: Entity
Alignments: Anarchist, miscreant, or diabolic
The Eight Attributes (physical stats applicable only to the physical form. Not applicable in
ethereal form): I.Q. 1D6+7, M.E. 2D6, M.A. 1D6, P.S. 1D6, P.P. 2D6, P.E. n/a, P.B. 1D6+10, Spd 8
(running), 40 mph (64 km) flight in solid form, 60 mph (96 km) flight in ethereal form. .
Hit Points: 4D6+6
S.D.C.: 4D6+6 in physical form. Destroying the physical form causes the fire sprite to
revert to its natural ethereal existence. Damage does not transfer to the entity's hit points.
Horror Factor/Awe: 10
P.P.E.: 4D6x10
Magic: All fire warlocks spell from levels 1-3 at 6th level in experience.
Psionics: None
Natural Abilities: Ethereal and intangible, meaning it can walk through solid matter. Its
natural state is semi-transparent, but it can become solid if its finds a flame at least the size of
a candle. It its ethereal state it is impervious to all physical and energy attacks, but is
vulnerable to magic and psionics. Can fly and hover indefinitely. Nightvision 600 feet (183 m).
Can sense the presence, general direction, and distance of fires as small as a camp fire within a
two mile (3.2 km) radius. Capable of drawing P.P.E. from other living beings or other sources of
magic (ley lines, magic talisman, and artifacts like a true practitioner of magic), although it
prefers killing living beings with its fire magic and stealing their doubled P.P.E. afterward. Note: It
cannot cast any magic, affect fire in any way, touch or interact with the physical world as an \
ethereal being.
Special Abilities: In solid form, can still fly and hover indefinitely, nightvision 60 feet (18.3
m), impervious to fire, heat and plasma (including magic), impervious to organic attacks (poison,
drugs, toxins, disease, needs air to breathe), impervious to normal weapons, impervious to
possession and chameleon with fire (cannot be seen or detected when inside any sort of flame).
The transformation into a physical state is possible once per 24 hours period, so if its physical
form is destroys, the entity will flee and cannot become solid until 24 hours later. Note: It has a
50% chance of igniting combustible materials if its comes into contact with them.
Attacks per Melee: Two actions (no attacks) as an entity. Three physical attacks per
melee in solid form or two casting fire magic.
Damage: None as a entity, in physical form its fiery touch inflicts 2D4 points of damage.
Bonuses: +2 on initiative, +4 to dodge, +3 to damage (in physical form), +2 to save vs.
magic, and +12 to save vs. horror factor.
Vulnerability: The solid form of a fire sprite is vulnerable to holy weapons, magic
weapons, spell magic, and other types of magic. Cold based spells inflict double damage. Water
spilled on the physical form will destroy the physical form, but will not harm the entity. A glass or
mug of water will inflict 2D4 damage, a glass of holy water does 2D6 damage, a bucket of water
6D6 damage, and a steady rainfall will destroy the physical form in two melee rounds.
Average Life Span: Unknown, perhaps immortals.
Value: None
Habitat: The Yin Sloth Jungle (particular the Great Fog Bog) and the Baalgor Wasteland.
Language: Speak Faerie Folk, Goobley, and Elemental at 85%.
Enemies: None, per se
Allies: Other evil creatures who like to cause mischief, suffering, and chaos.
Physical Appearance: Its natural state is an eight inch (20 cm) tall white,
semi-transparent humanoid shape. In its physical form, the creature appears as a tiny female
humanoid with a body composed entirely of flame. Their mouth is a small black hole and their
eyes are black with red flakes.
Size: 1 foot (0.3 m) in physical form
Weight: None.
Rifts® Conversion Notes: Becomes an M.D.C creature in Mega-Damage setting with
4D6+6 M.D.C. The Physical form has a separate 20 M.D.C. The fiery physical form must be
destroyed first before any damage can be inflicted on the creature’s base M.D.C. Damage does
not transfer from the physical form to the ethereal one. The vulnerabilities are the same against
the M.D.C. fiery form. The creature is impervious to normal M.D.C weapons and energy attacks
(only vulnerable to magic ones), but remains impervious to fire, heat, and plasma (including
magic). The creature inflicts S.D.C. damage with its fiery touch (3D6), but its fire spells inflict
M.D.C. damage as normal. On Rifts® Earth, Fire Sprites populate the Vampire Kingdoms
especially the Yucatan which is magically protected from rainfall. They can also be found in the
most arid regions of the world, i.e. Death Valley California, the Sahara Desert, the Australian
Outback, etc.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Another racial group that I'm surprised are not recognized throughout the Palladium
Megaverse. Found on page 55.

KROG

Alignments: Any selfish or evil
The Eight Attributes: I.Q. 2D6+1, M.E. 2D6+1, M.A. 2D6, P.S. 4D6, P.P. 4D6, P.E. 3D6, P.B.
3D6, Spd 2D6
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 3D6+6 plus those gained from O.C.C. and physical skills.
Natural Armor Rating: 7
Horror Factor/Awe: 8
P.P.E.: 4D6
Magic: Standard
Psionics: Standard, most master psionics become psi-healer, mind mages are very rare.
Available O.C.C.: Soldier, mercenary warrior, ranger, nomadic tribesman, shaman, or
warlock (usually earth or water; fairly rare).
Natural Abilities: Swimming 95%, Hold Breath underwater for 30 minutes, Climbing 65%,
Prowl 65%, Brewing 70%, and Use and Recognize Poison 65%.
Attacks per Melee: Depends on O.C.C. and level of experience.
Damage: Talons do 2D4 points of damage, bite 1D4, or by weapon type.
Bonuses: +1 on initiative, +2 to damage, +2 to save vs. poison & disease, +6 to save vs.
toxic vapors and gases, and +2 to save vs. horror factor.
Average Life Span: 35 years
Habitat: The swamps and bogs of the Yin Sloth Jungle
Language: Krog have their own distinct spoken language, but also speak Dragonese/Elf
and Gobbley at 80%.
Enemies: Other Krog clans, lizard men, and invaders.
Allies: None, per se.
Physical Appearance: Krog have a stooped, bulky humanoid frame with frog-like features.
Atop their shoulders rests an oversized head with big, frog-like eyes. Their mouths are full of
rows of sharp teeth. Their skin is a dull greenish-brown color with darker streaks of green and
back which provide natural camouflage. Their hands and feet are webbed, ending in short, razor
sharp claws. Although they resemble frogs, they are actually aquatic reptiles.
Size: 4 to 5 feet (1.2 to 1.5 m) tall
Weight: 160 to 200 lbs (72 to 90 kg)
Rifts® Conversion Notes: Still an S.D.C. creature in Mega Damage setting. In Rifts®
Earth setting, Large Krog clans can be found throughout the South and Dinosaur Swamp of the
former United States. Small Krogs clans inhabit the jungles of South America, Asia, and Africa.

Note: The krog surround their homes with a variety of traps to protect their territory. The most
frequent used traps are punji sticks and pits. Lack the technology to make metal weapons.
Usually armed with bone and stone weapons. Often coat their weapons with a sludge made of
boiled mushroom poison. The poison causes 4D6 points of damage per strike/melee of contact
unless a save vs. poison is made (no damage otherwise). The sludge also affects the nervous
system, reducing bonuses to strike, parry, and dodge by -2 (no penalties if save is made). Krog
often snap their spear heads off after impaling their opponents, leaving the poison tipped in
their enemies. When this is done, the poison continues to do 4D6 damage each melee for 1D4
melees. Krog usually wear loin clothes held in place by hemp belt. Advance Krog tribes wear
armor composed of wood and bamboo. A.R. of 10 and has 40 S.D.C.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Thank god these are good guys. Page 57.

FYR-KREE- INSECTOIDS

Race.: Insectoids
Alignments: Principled or aberrant
The Eight Attributes: I.Q. 2D6+4, M.E. 3D6+4, M.A. 3D6+4, P.S. 3D6+12, P.P. 2D6+10,
P.E. 3D6+12, P.B. 1D6, Spd 3D6+12.
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 300+3D6x10
Natural Armor Rating: 18
Horror Factor/Awe: 12
P.P.E.: 1D6
Magic: None
Psionics: None
Available O.C.C.: Peasant Laborers, Soldiers, or Rangers.
Natural Abilities: Never-ending endurance (fatigue only 1/10 normal rate), need little
sleep (3 hours a day), underground tunneling 95%, climbing 95%, fair swimmers 40%, impervious
to fire and heat (magic fire does half damage), Compound eyes (180 degree of vision), polarized
sight, and ultraviolet vision (50 SDC each). Antennae (track by sound 42%; range 1000 feet/305
m, detect movement and track by motion detection alone; 50%; range 500 feet/152 km, feel
the vibrations of approaching ground vehicle(s), giant size individuals/animals, and herds of
animals/armies of marching/running humanoids up to 6 miles/9.6 km away, running or walking
humans 2000 feet/610 m, flying animals or individual 4000 feet/1219 m, hear ultrasonic sounds;
range 2000 feet/610 m-double when silent, communicate with ultrasonic sound; range 2000
feet/610 m, identify common, known objects or substance by touch 80%/50%, identify
temperature 70%, identify wind direction and speed 50%, identify and remember
specific/unusual odors 94%; range 1200 feet/365 m, track by smell alone 75%; range 1000
feet/305 m, double the range for any other Fyr-kree, four miles for a Fyr-kree chemical alarm,
smell human blood 3 miles/4.8 km away, suffers only half penalties in darkness or true blindness,
remember & identify unusual scent 50%; range 1200 feet (365 m), smell large fire or coming of
rain 60%; range 2 miles/3.2 km, and automatically recognize the scent of other Fyr-kree.
Chemical Abilities: Chemical Alarm (automatic released and lets the other Fyr-kree detect him
within 4 miles (6.4 km), Identification Scent (automatically detected by other Fyr-kree), Death
Scent (automatic released and lets other Fyr-kree detect the individual’s death within 4 miles
(6.4 km).
Attacks per Melee: Depends on O.C.C. and level of experience.
Damage: Bite from large mandibles 4D6, Punch 2D4, Power Punch 4D6 (counts as two
attacks), Body Slam 3D6, Kick 2D6, or by weapon type.
Bonuses: +3 on initiative, +1 to strike, +2 to parry, +3 to dodge, +6 to damage, and +8
to save vs. horror factor.
Average Life Span: 15 years
Value: The pieces of dead insectoid could be fashioned into a lightweight armor resistant
to fire (half damage) with an A.R. of 18 and 200 S.D.C.; if the Western Empire or other evil
people ever realize this, the ant men could be in serious trouble.
Habitat: The Great Fire Bog in the Yin Sloth Jungle, although a few tiny groups (2D4
members) can be found exploring Giant Run Mountains, Baalgor-Wastelands, and the Land of the
South Winds.
Language: Unique; sent at an ultrasonic frequency that humans and most humanoids
can’t hear. Their antenna, keen hearing, insect frequency, and insect chemicals allow them to
communicate at a range of half a mile (0.8 km), almost like having built in radios.
Enemies: Sand serpents and other monstrous predators, but not very many.
Allies: None, per se.
Physical Appearance: Insectoids are giant black ants whose front sections is held erect.
Their front limbs end in hand-like appendages which can be used to grasps weapons and tools.
Size: 6 to 8 feet (1.8 to 2.4 m) tall
Weight: 600 to 1000 lbs (270 to 450 kg)
Rifts® Conversion Notes: Becomes a M.D.C. creature in Mega Damage setting with 400
M.D.C. Bite does 3D6 M.D.C., Body block/rams inflict 2D6 M.D.C., and have 55% chance of
knocking down the victim of the hit/ Victim loses one melee attack and initiative. All physical
attacks inflict Supernatural P.S. M.D.C. In Rifts® Earth setting, Fyr-Kree Insectoids have yet to
appear, but small groups of individuals (2D6) have been encountered scouting areas in search for
probable locations to build a home.

Note: In combat the insectoids use iron staves or spears. There are an estimated 12,000
insectoids living at the colony with an additional 2D6x100 exploring the jungle and other parts of
the world. Approximately 2D4x100 young are born each year.
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Re: Monstrous Creations

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Page 60-61

RATTON

Alignments: Any, but most are selfish and evil.
The Eight Attributes: I.Q. 2D6, M.E. 2D6, M.A. 2D6, P.S. 4D6, P.P. 4D6, P.E. 4D6, P.B. 2D6, Spd 4D6
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 15 plus those gained from O.C.C. and physical skills
Natural Armor Rating: 6
Horror Factor/Awe: 9
P.P.E.: 2D6
Magic: None
Psionics: None
Available O.C.C.: Any men of arm (except knight and paladin), miner, peasant laborer, or
Priest of Kirgi (See Dragons and Gods).
Natural Abilities: Good day vision, nigthvision 120 feet (37 m), swimming 60%, track by
smell 65%, underground tunneling 30% +5% per level of experience, underground architecture
20% +5%per level of experience, and underground sense of direction 40% +5% per level of
experience.
Special Ability: Poisonous bite; Their jaws salivate a salty, non-lethal poison (16 or
better) that causes 1D6 damage if no saving throw is made and adds a +5% chance of th bites
getting infectious/diseased (see medical problems in the jungle, page 13-14).
Attacks per Melee: Depends on O.C.C. and level of experience.
Damage: Claws 3D6, Bite 2D4, or by weapon type.
Bonuses: +3 to save vs. horror factor.
Average Life Span: 35 years
Value: Not applicable
Habitat: Subterranean cities, tunnels, sewers, and ruins.
Language: Human (whatever local language is common), Dwarven, Gobbley, and a secret
ratton battle tongue, all at 88%.
Enemies: Everyone other than fellow ratton and rattlings. Occassionally associate with
other evil monsters to lead them.
Allies: Ratling.
Physical Appearance: Ratton are large and muscular rat-like humanoids with grey fur and
long tails. Their greasy fur grows thick and shaggy. Generally speaking, they are more animal-like
in appearance than their humanoid cousins.
Size: 5 to 7 feet (1.5 to 2.1 m) tall
Weight: 300 to 500 lbs (135 to 225 kg)
Rifts® Conversion Notes: Remains an S.D.C. creature in Mega Damage setting. In Rifts®
Earth setting, Ratons can be found wherever Rattlings can be found. Even hear they are treated
as second class citizens by their cousins and though of as giant rats by other humanoids races.
Coalition soldiers shoot them on sight.

Note: Rattons will be found wherever rattlings are found. They serve as warriors, guards, and
heavy laborers. They prefer heavy types of armor and large to giant-size weapons. Their
favorites include pole arms, battle axes, and large swords. There is approximately one ratton for
every six ratling.
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Re: Monstrous Creations

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Page 61-62

SAND SERPENT

Alignments
: Anarchist, miscreant, or diabolic.
The Eight Attributes: I.Q. 2D6, M.E. 3D6, M.A. 1D6, P.S. 4D6, P.P. 3D6, P.E. 3D6, P.B. 1D6, Spd 2D6 running/1D6 digging
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 6D6+10
Natural Armor Rating: 10
Horror Factor/Awe: 13
P.P.E.: 2D6
I.S.P.: M.E.x10+10
Magic: None
Psionics: Each of them has the following psionic powers: presence sense, resist cold,
resist thirst, resist fatigue, sense magic, bio-regeneration, death trance, levitate, mind block,
nightvision, sixth sense, and psychic purification. All psychic powers are equal to a 3rd level
master psionic.
Natural Abilities: Track by smell 70%, excavation 85% (leaves no trace in the sand or soft
earth), superior sense of hearing, can hear s footfall through 10 foot (3 m) of sand for 30 foot
(9.1 m) above the ground (i.e. impossible to sneak up on them), no respiratory system (doesn’t
need to breathe air), has minimal need to drink liquids-can store enough food and water to last
three weeks without eating or drinking. Fire and heat inflict half damage (magic does normal
damage).
Special Ability: Poisonous bite; bite causes an additional 1D6 points of damage if fail a
save vs. non-lethal poison. If make the save take no additional damage.
Attacks per Melee: Three
Damage: Talons inflict 3D4 points of damage, bite 1D6.
Bonuses: +1 to initiative, +2 to strike, +2 to parry, +4 to dodge, +3 to damage, +2 to
save vs. all saving throws, and +4 to save vs. horror factor. All these bonuses are in addition to
those gained by attribute bonuses.
Average Life Span: 15-20 years
Value: Not applicable
Habitat: The Fire Bog in the Yin Sloth Jungle and parts of the Baalgor Wasteland.
Language: Understand Gobbley at 70% but speak it at only 40%
Enemies: Everyone
Allies: None
Physical Appearance: Large snake-like humanoids with the head of a cobra, complete
with hood, and wide shoulders. Their scaly skin is mottled with patches of light and dark brown.
Long, vicious talons sprout from the ends of their hands and feet, and fang from their mouths.
Size: 6 to 7 feet (1.8 to 2.1 m) tall
Weight: 270 to 330 lbs (122 to 149 kg)
Rifts® Conversion Notes: Remains an S.D.C. creature in Mega Damage setting. In Rifts®
Earth setting. Sand Serpents can be found in the arid deserts of the American Southwest, the
Sahara in African, the Gobi in Asia, and the desiccated parts of Australia.

Note: Sand Serpents originate in another, unknown dimension.
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Re: Monstrous Creations

Unread post by Reagren Wright »

these guys can be great fun. 62-63.

TRAPPER’S MATES

Alignments: Anarchist, miscreant, or diabolic. Anything else is anomaly. Not recommended
as a player character.
The Eight Attributes: I.Q. 3D6, M.E. 2D6+7, M.A. 2D6, P.S. 2D6+1, P.P. 4D6, P.E. 3D6, P.B.
2D6, Spd 2D6+2
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 3D6+10
Natural Armor Rating: 8
Horror Factor/Awe: 4 as a lone individual, 13 as a pack or when their victim is
incapacitated and at their mercy.
P.P.E.: 3D6
Magic: None
Psionics: None
R.C.C.: Skills of Note: Hand to Hand: Assassin, track & trap animal (+10%), locate secret
compartment/door (+6%), mining (+20%), carpentry (+12%), pick locks (+5%), concealment
(+5%), palming (+5%), prowl (+10%), climbing (+5%), identify plants & fruits (+5%), use &
recognize poison (+10%), track humanoids (10%), wilderness survival (+10%), W.P. Blunt, and a
W.P. of choice. They can also select five secondary skills at level two, and two additional at
levels four, eight, and twelve. They use the same experience table as assassins.
Natural Abilities: Nightvision 200 feet (61 m), underground tunneling 30% +5% per level of
experience, underground architecture 20% +5% per level of experience, underground sense of
direction 40% +5% per level of experience.
Attacks per Melee: Depends upon level of experience in accord to Hand to Hand:
Assassin with 1 additional attack at level one.
Damage: By weapon type.
Bonuses: +2 to initiative, +1 to strike, +3 to parry & dodge, +2 to damage, +4 to save
vs. vs. horror factor. All these bonuses are in addition to those gained by attribute bonuses.
Average Life Span: 60 years
Value: Not applicable
Habitat: Can be found almost anywhere in the Palladium World, but are most common in
the Western Empire, Baalgor Wastelands, the Timiro Kingdom, and Land of the South Winds.
Language: A Gobbley dialect and least one common human lanaguge at 90%.
Enemies: Everyone, but goblins and humans in particular (good eating), with orcs and
kobolds running a close second.
Allies: They are indifferent toward ogres and most giant races. They occasionally
associate with assassins and evildoers of all races. They get along with the demonic lasae,
bogies, and evil faerie folk.
Physical Appearance: They are short, stocky humanoids with coarse, dark gray skin.
They have no body hair and their round bald head have a pointed nose and ears. In darkness,
their eyes glow green like those of a cat.
Size: One to two feet (0.3 to 0.6 m) tall
Weight: 25 to 50 lbs (11 to 22.6 kg)
Rifts® Conversion Notes: Remains an S.D.C. creature in Mega Damage setting. In Rifts®
Earth setting. Trapper Mate’s can be found throughout the world. They have known to setup
underground residences near villages or large communities like the Burb’s where they can be
close to a large unsuspecting food source, which includes humans and D-bees,

Note: Trapper’s Mates prefer light armor type, especially studded leather and hard leather.
Favorite weapons include daggers, short swords, small bows, and arrows, slings, and bolas.
They are vicious, dirty fighters who will use every trick in the book.
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Re: Monstrous Creations

Unread post by Reagren Wright »

I've saved the best for last of the Yin Sloth Conversions :D

SAGE NPC FORCE

The Sage cannot be a player character!
Alignments: In most the being is of a good alignment, although a few are selfish or evil.
O.C.C.: Demigod keeper of history
R.C.C.: In order to be a sage, a race must be eligible for both the wizard and mind mage O.C.C.
The Eight Attributes: I.Q. 3D6+10, M.E. 2D6+10, M.A. 2D6+10, P.S. 3D6, P.P. 3D6, P.E.
3D6+4, P.B. 3D6+4, Spd 2D6+4
Hit Points: 3D6x10 + P.E. attribute number and 4D6 per level of experience.
S.D.C.: 1D4x100
Natural Armor Rating: 14
Horror Factor/Awe: 8+1D6; more awe inspiring (and a bit unnerving) than frightening.
P.P.E.: 4D4x100
Magic: All sages must be at least an 11th level wizard and have spent several lifetimes in
the study of magic and scholarly pursuits. As a result, they know every modern magic spell
currently known to mortals, including Spells of Legend, they can read runes and magic symbols,
and accurately identify circles and wards. However, they don’t know the many different magic
that existed long ago and were lost during The Time of a 1000 Magics or before. Sages may be
willing to barter spells for magic items, ancient relics and accurate historical information, or even
as payment or a reward for an occasional special service. Note: Sages can hold and use 300%
more P.P.E equal to their P.E. attribute score in minutes. They do however feel the same
penalties as normal mages do for super charging themselves. Sages can channel vast amounts
of P.P.E. for the purposes or performing ceremonial or ritual magic for one melee round as much
as 1000 points per level of experience (for additional information on this read Mysteries of
Magic: Book One (page 21-22).
Psionics: All sages are equal to a 10th level mind mage and possess EVERY psionic power.
I.S.P.: 3D6x10+120 + M.E. attribute number x2.
R.C.C.: Skills of Note: Read, write, and speak all current Palladium languages at 98%. Also
speak 3D4 archaic languages at 85%. dowsing, use & recognize poison, all lores (including all
major religions and many obscure ones), research, law, heraldry, anthropology (all), history (all),
cryptography, art (painting), writing, palming, pick pocket, juggling, dance, singing, sailing, and
fashion tools all at 95%. Streetwise, gambling (standard), disguise, swimming, siege engineer, all
medical skills, gemology, identify plants & fruit, recognize weapon quality, appraise antiques,
astronomy & navigation, and astrology, all at 90%.
Natural Abilities: See and Use Ley Lines, Ley Line Drifting, Ley Line Rejuventation,
Recognize Enchantment 98%, Recognize Magic 98%, Literacy: Runes 98%, Mystic Symbology
98%, Recognize & Understand Magic Circles 80%, Identify Energized Wards 80%, Impervious to
all diseases, sickness, and radiation, natural toxic gases and poison only do one-third their
normal damage, effect, penalty, and duration last only one-third as long, heal twice as fast
normal beings, without scarring. Limbs and appendages that are amputated do not regenerate.
Can recover from damage as excessive as -150 hit points, below zero, provided he has not been
decapitated or the brain or heart completely destroyed. Optional Rule: Here’s one skill or
ability I give G.M.s the option to give a Sage. Each Sage possesses within his or her knowledge
3D4+1 per level of experience true names of various supernatural beings or creatures of magic
(any, including gods, demon/deevil lords, alien intelligence, etc) and 1D6 true names of various
mortals for every 100 years the Sage has been alive. Sages will almost never use the true name
against their owners, but their owners DON’T know that for sure. Thus the reason Sages are
considered neutral and off limits, so no one, including the Gods will do anything to threaten or
harass them.
Attacks per Melee: The Sage has little need for combat skills, weapons, or armor due to
their immense psionic powers, magical powers, and god like attributes. Furthermore, they try to
avoid conflicts and battles at all cost, fight or using magic only long enough to escape. The
sage NEVER kills, except then he is likely to receive his opponent, in order to avoid changing the
course of history. Three attacks per melee round and six non-combat actions. Note: In the
Palladium Fantasy setting, Sages cast spell magic equal to fast spelling cast occurring in Rifts®,
spells level 1-5 count as one melee attack, 6-10 count as two melee attacks, and Levels 11-15
and spells of legend take 3 attacks. For those who use the infamous P.P.E. channeling (like yours
truly) Sage cast spell magic equal to supernatural creatures which means 10 P.P.E per level of
experience per action per melee, so at a minimum a Sage could cast 110 P.P.E. spell per action
(330 P.P.E use up all actions for a melee, so a spell like Teleport: Superior (600 P.P.E.) would
require 2 melees rounds to perform.
Damage: By weapon, psionic, or spell magic. A sage may carry and use powerful rune or
millennium weapons and magic items because they love to collect and study these items. They
may also wear light armor and carry ordinary weapons as part of their disguise when they walk
among morals.
Bonuses: +1D4 to initiative, +2 to save vs. psionics, +6 to save vs. magic, +10 to save
vs. possession, +8 to save vs. mind control, and +10 to save vs. horror factor. Their spell
strength at a minimum requires a 15 or better to save against. As a master psionic they need a
10 or better to save against psionics. All these bonuses are in addition to those gained by
attribute bonuses or enhancements from magic items that might be on their possession.
Average Life Span: Theoretically, immortal, unless slain. Yes a sage can be killed.
Value: Not applicable
Habitat: Can be found almost anywhere in the Palladium World, but their residence is
usually very secluded and far away from mortal civilization. Sulyott The All Knowing is a rarity
among Sages.
Language: See above.
Enemies: None per se, but forces of evil, especially dark gods, demon and deevil lords,
and other alien intelligences are aware that Sages almost always become aware of their plans if
they are going to have an effect on a major percentage of the mortal population.
Allies: They are indifferent toward most mortal races. They do on occasion enjoy a
visiting from spirits of light, good faerie folk, good creatures of magic, and the even more rare
occasion a benevolent deity or dimensional traveler.
Physical Appearance: Vary, the lair of a sage is cluttered with hundreds of magic
weapons, charms, and relics, as well as at least five of every summoner, diabolist, and alchemist
component. None of these items in their collections are for sale, although a sage may part with
certain pieces for trade of something else equally rare or unusual (most are very honest in these
trades and will insist on a fair swap0. Sometimes, if the sage has more than one of an item he or
she will present the magic item, book, or relic to a character as a gift or reward for a favor or
for engaging in a quest on the sag’s behalf. Items that are evil or dangerous are locked away
from mankind for their own protection. Sages will also try to track down those items, especially
famous rune weapons.
Size: Vary
Weight: Vary
Rifts® Conversion Notes: Becomes a M.D.C. creatures of magic in a Mega Damage
setting. Add hit points and S.D.C. together, which becomes its total M.D.C. In the Rifts® Earth
setting, a Sage in addition to possessing the Special O.C.C. Abilities of a Ley Line Walker (1-6),
would have the Abilities of a Rogue Scholar, with 10 additional skills from Communications,
Domestic, Mechanical, Science, or Technical areas, there is no known Sage to exist that
however doesn’t mean that there isn’t one observing the many events transpiring in the world.
The Sage maybe content simply to watch and record the events, or he/she might be working
behind the scenes.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Island at the Edge of the World (IEW), page 28

SIGMUND, THE DRAGON WOLF

True Name: Salimar Relsid
Occupation: Adventure
Alignments: Anarchist
O.C.C.: Mercenary Warrior
Experience Level: 4th
Hit Points: 70 S.D.C.: 90
Natural A.R.: 12
P.P.E: 40
Appearance: A large gray wolf with a grayish scaly serpent’s tail and great leather wings.
On nights of the full moon, he can assume any humanoid form.
Attributes: I.Q. 13, M.E. 12, M.A. 7, P.S. 17, P.P. 13, P.E. 20, P.B. 12, Spd 18 (running)
Age: 26, Sex: Male, Height: 3 foot, 6 inches (1.07 m) tall in wolf form, 5
feet, 6 inches (1.68 m) in humanoid form, Weight: 175 lbs (79 kg)
Natural Abilities: Horror Factor 14, fly, nightvision 60 feet (18.3 m), impervious to fire and
cold (magic does half damage), recognize a familiar scent 70%, track by smell 78%, understand
and speak all languages 98%, prowl 44%, and heals twice as fast as normal humanoids. His
pawns have stubby, clawed fingers and a opposable thumb which enable him to write, grasp
objects/weapons, and manipulate object just like a regular humanoid.
Special Abilities: Frost Breath, he can expel a short cone of cold, Range: 10 feet
(3 m), Damage: 3D6, Can be used once per melee round.
Full Moon Metamorphosis: He can assume any humanoid form during the nights of a full
moon and only a full moon. The light of day will automatically transform him back into dragon
wolf form.
Combat Training: Expert
Attacks per Melee: 5 (2 initial and 3 from hand to hand attacks)
Combat Bonuses: +1 to initiative, +2 to strike, +5 to parry, +5 to dodge, +2 to pull
punch, +2 to roll with punch/fall,
Saving Throws: +10% to save vs. coma/death, +5 to save vs. magic, +3 to save vs.
poison & disease, and +2 to save vs. horror factor.
Combat Skills: Bite does 2D4+2 points of damage, Claws 1D6, or by weapon.
Skills:
Mercenary Warrior O.C.C. Skills: Climbing 70%, W.P. Shield (+2 to parry), W.P. Sword (+2
to strike & parry), W.P. Knife (+2 to strike, parry, and throw), W.P. Blunt (+2 to strike & parry),
and Hand to Hand: Expert.
O.C.C: Related Skills: Track & Trap Animals 40%/50%, Locate Secret Compartment/Doors
35%, Pick Locks 55%, Pick Pocket 50%, Track Humanoid 50%, Skin & Prepare Animal Hides 50%,
Lore: Demon & Monster 55%, Lore: Faerie Folk 55%, Imitate Voice & Sounds 58%/52%, Fishing
50%, Recognize Weapon Quality 40%, and Identify Plants & Fruits 35%.
Secondary Skills: Gemology 45%, Land Navigation 52%, Singing 55%, and Swimming 70%.
Money: He carries a purse filled with 5D6x100 gold in gems. He has never amassed a
fortune because he blows it as soon as he gets it.
Weapons: Rare uses weapons, and does not carry any, but will use almost anything he
finds lying around when in human form.
Equipment: Sigmund travels light and lives day by day.
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Re: Monstrous Creations

Unread post by Reagren Wright »

This guy is found on pages 34-37 IEW and you can find info on Life Force Magic on page 42-47
in Mount Nimro.

SELSESSTISSAN

True Name: Selsesstissan Zerois
Occupation: Conqueror and wanna-be demigod.
Alignments: Aberrant
Race.: Gromek
O.C.C.: Life Force Wizard
Experience Level: 10th
Hit Points: 72 S.D.C.: 54
Natural A.R.: 12
P.P.E: 237. He does not regenerate P.P.E. like a normal mage, he must steal hit points in
order to recover/gain P.P.E. He cannot absorb ley line energy or P.P.E. from magic items or
talisman. He can draw P.P.E. from living beings, but only 1 per minute. He cannot feed on P.P.E.
from living beings, only stolen hit points.
Appearance: A demonic looking humanoid, a head with widely spaced eyes, huge maw,
fangs, horns, and adorn with a series of body plates from the top of his head to the tip of his
nose. He has gigantic bat-like wings. He is very old and frail looking.
Attributes: I.Q. 18, M.E. 19, M.A. 11 P.S. 23, P.P. 12, P.E. 19, P.B. 5, Spd 11 (running),
23.1 mph (37.1 km) flying.
Age: Unknown, appears to be a 180 year old Gromek, but is actually around 20,000 years
old, Sex: Male,Height: 9 foot, 3 inches (2.82 m) tall, Weight: 760 lbs (340 kg)
R.C.C: Skills: Hand to Hand: Expert, Wrestling, W.P. Sword (+4 to strike/parry), W.p. Blunt
(+4 to strike/blunt), W.P. Archery (+6 to strike, +1 to parry, 7 rate of fire), Targeting (+4 to
throw, critical strike on an unmodified roll of 19-20), Read-Write/Speak Native Tongue (Gromek)
and Speak Giantese 98%.
Natural Abilities: Fly, keen-hawk like vision, resistant to fire/heat (half damage, magic
does full), extremely aggressive.
Special Abilities: Absorb Life Force Energy From Others, Range: 100 feet (30
m)-area effect or aimed at a specific individual, Duration: instantly, Saving Throw: 15 or better
to save vs. magic, those who fail lose half their hit points, those who save lose only one-quarter
their hit points, from a group each loses 10 hit points, while those who save lose only 5 hit
points. Penalty: Victims regardless if they make the save or not, feel very tired and, for the next
hour, will be -1 to strike, parry, and dodge. In addition, victim’s Spd attribute will be reduced by
25%. Once a person or animal has been drained of any amount of Hit Points, he cannot affect
the same victim again until they recover their full hit points. Note: He needs 20 stolen hit
points a day, any other absorbed is turned into P.P.E. His life force magic does not work on
supernatural beings/creature of magic (dragons, Faerie Folk, deevils/demons, undead,
Elementals, angels, and gods).
Pseudo-Immortality: He is impervious to disease and vampire slow bites, he doesn’t need
food or drink in order to survive. In order to be killed he must be reduced to -60 hit points below
zero, then he must be decapitated and the head and body burned in separate fires.
Hibernation: He can enter a deep stasis and remain as such for eternity. He can choose
to awaken at a particular time (give or take 1D6x10 decades off) or automatically during an
extraordinary event or occurrence (earthquake, rise in magic levels, dimensional portal opens,
etc). He will automatically awaken if his sleep chamber is disturbed by the living or if a large
group of people gather within 1000 feet (305 m) of his resting place for more than 1D4+2 week.
Life Force Magic: Control Over the Life Force of Others, Death Mask Metamorphosis,
Death Touch, Drink Life Energy, Transfer Energy to Heal & Resurrect Others, Super
Bio-Regeneration, and Super Healing Touch.
Spell Magic: Globe of Silence, See Aura, See the Invisible, Levitation, Size of the
Behemoth, Control the Beasts, Commune with the Dead, Turn Dead, Death Trance, Diminish
Others (See Rifter #25), Negate Magic, Tongues, Faerie Tongue, Words of Truth, Magic Pigeon,
Paralysis Bolt (See Rifter #25), Life Drain, Wisps of Confusion, Agony, Age, Sickness, Negate
Poison/Toxins, Heal Wounds, Cure Illness, and Curse: Phobia,
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 4 from hand to hand attacks)
Combat Bonuses: +2 to initiative, +3 to strike, +6 to parry, +6 to dodge/+7 in flight, +11
to damage, +6 to pull punch, +6 to roll with punch/fall, disarm, and +3 to spell strength.
Saving Throws: +98% to save vs. coma/death, +6 to save vs. psionics, +2 to save vs.
insanity, +6 to save vs. magic, +2 to save vs. poison, +6 to save vs. mind control & possession,
and +8 to save vs. horror factor.
Combat Skills: Bite inflicts 1D6+4 points of damage, Clawed hands 1D6+2, Clawed feet
2D6+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Body Flip/Throw 1D6 plus P.S.
damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4 (parry or dodge to
avoid knockdown), Flying Tackle (3D6), Pin 18-20, Crush 2D4, Paired Weapons, Critical strike on
an unmodified roll of 18-20, or by weapon.
Other Bonuses: +4% to all skills.
Skills: Note: His skills come from the Time of a 1000 Magics (20,000 years ago).
Lifer Force Wizard O.C.C. Skills: Language: Elf/Dragon & Dwarf 98%, Literacy: Elf/Dragon
& Dwarf 98%, Lore: Magic 98%/96%/91%, Lore: Demon & Monster 98%, Mathematics: Basic
98%, and W.P. Staff (+4 to strike/+3 to parry).
O.C.C: Related Skills: Military Etiquette 89%, Anthropology (Ancients) 98%, Intelligence
79%, Archeology 98%/84%, History (elf, dwarves, changeling, gromek, rahu men, and titans)
98%, History (Age of a 1000 Magics) 98%, Appraise Antiques 94%, Lore: Custom & Culture: Old
Kingdom Mountains 98%, Astronomy & Navigation 84%, Research 74%, and Anthropology
(Giants) 64%.
Secondary Skills: Law 84%, Mathematics: Advance 98%, Surgeon/Medical Doctor
84%/74%, Biology 94%, Athlete, Outdoormanship, Use & Recognize Poison 48%/40% Gemology
59%, Lore: Religion 56%, and Wilderness Survival 54%.
Money: Inside the dais upon which he has laid is a secret chamber. It contains gems
worth 100,000 gold.
Weapons: Inside the dais upon which he has laid is a secret chamber. Inside is a lesser
rune dagger. The weapon has all the typical rune weapon abilities, +1 to strike/parry/throw, and
inflicts 4D6 points of damage. The weapon is aberrant in alignment. He rarely uses weapons and
prefers to rely on his magic and powers.
Equipment: All that he owns is inside the secret dais. He lies in his tomb naked.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:13 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Tyranneix »

WOW.. I have to say I am astounded at the creations in this thread! As I was looking to run a new game and I couldn't choose whether I wanted to run PF or Rifts.. this thread push PF into the limelight again.. Thanks people.. My players will come to hate you all! WAHOO!

131 monsters, animals and RCCs so far and 7 NPCs.. Nice, very nice!

I might have to brush off some old stuff and post them up..

However if anyone wants to make some dinosaurs (all types).. please feel free!
30+ year GM for the Palladium System; Robotech, RIFTS, Palladium Fantasy and other Palladium Books madness...
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Re: Monstrous Creations

Unread post by Reagren Wright »

Thanks for the positive feedback Tyranneix :D . Still updating IEW NPCS. This ever popular
fellow is from page 37-38

TOM THE SHEPHERD

True Name: Tom Drew’lik
Occupation: Shepherd
Alignments: Anarchist
Race.: Rahu-Man
O.C.C.: Peasant
Experience Level: 20th
Hit Points: 95 S.D.C.: 82
P.P.E: 30
I.S.P.: 80
Appearance: Tom is large for a Rahu-Man. He looks much younger than he really is. He
has a rugged and well-worn appearance. He wears sheep skin and wool clothes and occasionally
carries a walking staff or knife.
Attributes: I.Q. 20, M.E. 14, M.A. 5, P.S. 28, P.P. 22, P.E. 29, P.B. 13, Spd 10.
Age: 1000 years old, Sex: Male, Height: 18 feet (5.48 m) tall, Weight: 920 lbs (414 kg)
Psionics: Commune with Animals, Empathy, See Aura, Sense Evil, See the Invisible, Sixth
Sense, Telepathy, and Total Recall.
Natural Abilities: Horror Factor 10, four arms (paired weapons), superior I.Q., and great physical power.
Combat Training: Basic
Attacks per Melee: 9 (4 initial +5 from hand to hand attacks)
Combat Bonuses: +2 to initiative, +7 to strike, +12 to parry, +8 to dodge, +17 to
damage, +8 to pull punch, and +6 to roll with punch/fall.
Saving Throws: He needs a 12 or better to save vs. psionics, +28% to save vs. coma &
death, +7 to save vs. magic & poison, +2 to save vs. possession, and +6 to save vs. horror
factor.
Combat Skills: Open hand slap does 1D6 points of damage, a restrained punch 2D6, a full
strength punch or kick does 3D6 damage, a power punch 6D6 damage (counts as two attacks),
Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack or action), Paired
Weapons, Critical strike from behind, Critical strike on an unmodified roll of 19-20, or by weapon.
Other Bonuses: +6% to all skills.
Skills:
Peasant/Vagabond O.C.C. Skills: Animal Husbandry 98%, Cook 98%, Athletics (general),
Physical Laborer, Speak Elf/Dragonese, Giantese, and Dwarf 98%, Language: Faerie Folk &
Gobbley 98%, Wilderness Survival 98%, W.P. Staff (+5 to strike/parry), W.P. Knife (+5 to
strike/parry & +8 to throw), and Hand to Hand: Basic.
O.C.C: Related Skills: Lore: Farm 98%, Identify Plants & Fruits 98%, Track & Trap Animals
98%, Land Navigation 98%, Preserve Food 98%, Skin & Prepare Animal Hides 98%, Track
Humanoid 98%, Climbing 98%, Singing 98%, and Lore: Faerie Folk 91%.
Secondary Skills: Carpentry 98%, General Repair/Maintenance 98%, Holistic Medicine
98%, Herding 98%, Outdoormanship, Brewing 98%, Gardening 98%, Sewing 98%, Swimming
98%, and Language: Eastern 98%, W.P. Targeting (+2 to throw/critical strike on an unmodified
roll of 19-20), and W.P. Blunt (+2 to strike/parry).
Money: He has no gold or other valuables and will not accept any sort of payment in
gold, jewels, or weapons. He may trade for tools, rope, food, candy or booze. Tom lives as
simple a life as he can.
Weapons: A giant walking stick (3D6 damage) and knife (2D6 damage).
Equipment: He owns the basic essentials in order to live a simple life and take care of his
sheep.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:12 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

He can be found on page IEW 38-40

THE GREAT PRIEST

Name: Klem the Kobold
True Name: Calvryn Loramar
Alias: Caloram
Occupation: Great Priest of the Church of the Scar
Alignment: Unprincipled
Race.: Great Horn Dragon/Pretends to be a Kobold
O.C.C.: Priest of Light
Experience Level: 15th level Dragon/7th level Priest of Light
Hit Points: 4525 S.D.C.: 3000
Natural A.R.: 15
P.P.E: 900. Note: Dragons can hold and use 300% more P.P.E equal to their P.E. attribute
score in minutes. They do however feel the same penalties as normal beings do for super
charging themselves. Dragons can channel vast amounts of P.P.E. for the purposes or performing
ceremonial or ritual magic for one melee round as much as 1000 points per level of experience
(for additional information on this read Mysteries of Magic: Book One (page 21-22).
I.S.P: 155
Appearance: In his natural dragon form, his scales are grey white in color. As the Great
Priest he dresses in priestly robes.
Attributes: I.Q. 28, M.E. 25, M.A. 30, P.S. 43, P.P. 20, P.E. 25, P.B. 28, Spd 70 (49 mph
/78.8 km) running, 150 (105 mph/169 km) flying. All attributes are supernatural.
23.1 mph (37.1 km) flying.
Age: 5750 years old/150 year old kobold, Sex: Male, Height: 30 feet (9.14
m) tall, 70 feet (21.34 m) long, 120 feet (36.58 m) wing span, As Great Priest, 3 feet, 3 inches
tall (0.99 m), Weight: 30 tons, as Great Priest 73 lbs (33 kg).
R.C.C: Skills: Mathematics: Basic & Advance 98%, Literacy: Dragonese/Elf, Dwarf,
Western, and Eastern 98%, Language: Dragonese/Elf, Dwarf, Gobblely, Giantese, Western, and
Eastern, Lore: Demon & Monster 98%, Lore: Faerie Folk 98%, Lore: Magic 98%/98%/98%,
Gemology 98%, Singing 98%, Lore: Religion 98% (Church of the Scar, Church of Light/Dark, the
Dragonwright, Elementalism, Cult of the Old Ones, and Cult of the Great One), Land Navigation
98%, Lore: Custom & Culture: Old Kingdom Mountains 98%, Anthropology (Humans, Ancients,
Subterranean, and Monsters Races) 98%, History (humans, dwarves, elves, changeling,
goblins/hobgoblins, and kobolds), Research 98%, Astrology 79%, History (Millennium of
Purification & Time of Man) 98%, Lore: Custom & Culture: The Valley 98%, Imitate Voice &
Impersonation 98%/95%, Disguise 98%, Public Speaking 98%, Intelligence 98, Law 98%, W.P.
Blunt (+5 to strike/parry), and Writing 98%.
Natural Abilities: Nightvision 100 feet (30.5 m), excellent color vision, see the invisible,
turn invisible (simple) at will, prehensile tail, bio-regeneration 1D4x10 per melee round, resistant
to fire & cold (half damage, including magic), metamorphosis (superior) at will, teleport self
(superior) 92%, dimensional teleport 98%, and all other dimensional powers, magic, and
knowledge common to most “true” dragons.
Psionics: Knows all sensitive, physical, and healing psionics, plus bio-manipulation and
psi-sword (damage, 2D4x10+4).
Spell Magic: He knows all spells from levels 1-12 plus Amulet, Calm Storms, Protection
Circle: Superior, Sanctum, Summon & Control Storms, Talisman, Close Rift, Impenetrable Wall of
Force, Restoration, Resurrection, and Transformation.
Clerical Abilities: Special Prayers, Healing Touch, Exorcism 49%, Remove Curse 49%,
Resurrection 16%, Turn Dead 55%, and Penance & Sacrifice.
Attacks per Melee: Eight physical attacks, or three fire breath and five physical, or three
by magic. Note: For those who use the infamous P.P.E. channeling (like yours truly) Dragons cast
spell magic equal to supernatural creatures which means 10 P.P.E per level of experience per
action per melee, so at a minimum the Great Priest could cast 150 P.P.E. spell per action (1200
P.P.E use up all actions for a melee), so a spell like Impenetrable Wall of Force (600 P.P.E.) would
require 4 melees rounds to perform.
Combat Bonuses: +4 to initiative, +6 to strike, +7 to parry, +7 to dodge, +38 to damage,
+4 to pull punch, +4 to roll with punch/fall, disarm, and +5 to spell strength.
Saving Throws: He needs a 10 or better to save vs. psionics, +20% to save vs.
coma/death, +9 to save vs. psionics, +12 to save vs. insanity, +9 to save vs. magic & poison,
+9 to save vs. mind control, +4 to save vs. possession,+4 to save against all others, and +8 to
save vs. horror factor.
Combat Skills: a restrained punch 2D6 points of damage, a full strength punch 1D6x10,
tail slash 2D4x10, a power punch 2D6x10 (counts as two attacks), a bite 5D6, or by weapon.
Other Bonuses: +14% to all skills, 97% trust/intimidate, and 86% charm/impress.
Money: He has a mountain of gold hidden away in a cave in the highest reaches of the
Old Kingdom Mountains. Most of the gold he has already given away to the church.
Weapons: He tends to rely on his magical abilities and tries not to reveal his actual
strength. He rarely uses the Dragon’s Breathe.
The Dragon’s Breath, Damage: 4D6, Magic Abilities: Indestructible, Magic Spray Powers:
Each spray requires a saving throw vs. magic (16). Each spray can be fired once per day. Sleep
spray, range: 30 feet (9 m), 10 feet (3 m) wide, victims sleeps for 2D6 melees; Fire spray,
range: 40 feet (12 m), 6 feet (1.8 m) wide, 6D6 damage, Frost spray, range: 40 feet (12 m), 6
feet wide (1.8 m), 4D6 damage; Poison spray, range: 30 feet (9 m), 6 feet (1.8 m) wide,
paralyzes for 2D6 melees; Reveal Invisible spray, range: 30 feet (9 m), 10 feet (3 m) wide,
cancels any magic based invisibility, last for 3D6 melees; Healing spray, range: 10 feet (3 m), 10
people maximum, heals 5D6 hit points/S.D.C. instantly, Other Bonuses: owners receives +1 to all
saving throws, +10% to each of the following abilities (if applicable), track & trap animals,
tracking humanoids, prowl, locate secret compartment/doors, turn dead, exorcism, animate &
control the dead, resurrection, and remove curse. The user can also try to perform teleport
(superior) or dimensional teleport as often as once per day, but only has a 01-7% chance of
success.
Equipment: He has access to anything held by the Church of the Scar. He also has
numerous items hidden away in his cave in the mountains.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:12 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Tyranneix »

I was just wondering something.. I thought Island at the Edge of the Worlds was in 2nd edition format as it was released in 1994 well after the 2nd edition palladium fantasy rpg?

Just curious.
30+ year GM for the Palladium System; Robotech, RIFTS, Palladium Fantasy and other Palladium Books madness...
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