NPC stat blocks

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Willy Elektrix
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NPC stat blocks

Unread post by Willy Elektrix »

I have an experienced role-player, but I'm brand new to Rifts. I have the RUE core book, and a couple world books are coming in the mail. One thing that seems to be missing from the RUE are detailed stats for ready-to-use monsters/NPCs. Is the GM expected to create these himself or they available in some of the other books?

In any case, to learn the system I created a sample NPC that I can use as a villain (see below). Has anyone else created similar generic NPCs that they would like to share with me? Also, do you guys notice anything wrong with this character (it's the first I've ever made)?

Thanks for your help!

Juicer Thug (Level 1) – Race: Human – OCC: Juicer
Hit Points: 34 – SDC: 337
IQ: 9 – ME: 9 – MA: 5 – PS: 32 – PP: 21 – PE: 20 – PB: 7 – SPD: 81
Perception +2
Speed: 67 yds./attack – 405 yds./round – 1620 yds./min.

Combat Skill: Hand to Hand: Expert
Number of Attacks: 6 – Initiative: +4 – Damage: +17 – Strike: +3
Parry: +4 – Dodge: +5 – Roll: +8 – Pull Punch: +4 – Disarm: +2
*Automatic Dodge
*Automatic Kick: 1d8 SD (+17 PS bonus)
*Power Punch: 2d4 MD, takes 2 attacks

Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +4
Save vs. Poisons: +11 – Save vs. Harmful Drugs: +8
Save vs. Horror Factor: +4 – Save vs. Coma/Death: +30%

Special Abilities:
*Can lift and carry 4x normal capacity.
*Can last 10x longer before suffering exhaustion.
*Can stay awake for 5 days without sleep. Only sleeps 3 hours per day.
*Can leap 30’ across and 20’ high with short run. Half distance from dead stop.
*Heals 4x faster than normal.
*Impervious to pain unless reduced to 5 HP.
*No fear of heights.
*Cannot sleep without sedatives/tranquilizers.

Weapon Proficiencies: Energy Pistol, Energy Rifle, Spear, Knife, Shotgun

OCC Skills:
Acrobatics varies +15% OCC bonus
Climbing 75% (+5%)
Swimming 60% (+5%)
Running n/a
Physical Labor n/a
Athletics (General) n/a
Pilot Hovercycle 80% (+3%)
Pilot Jetpack 52% (+4%)
Radio: Basic 55% (+5%)
Basic Electronics 30% (+5%)
Recognize Wep. Quality 35% (+5%)
First Aid 45% (+5%)
Land Navigation 41% (+4%)
Wilderness Survival 35% (+5%)
Detect Ambush 35% (+5%)
Detect Concealment 35% (+5%)
Prowl 50% (+5%)
Language: Native 92% (+1%)
Language: Spanish 60% (+3%)
Language: Gobbley 60% (+3%)
Sign Language 25% (+5%)

Secondary Skills:
Weightlifting/Bodybuilding n/a
Camouflage 25% (+5%)

Weapons:
Juicer Assassin’s JA-9 Variable Laser Rifle
Laser: 2d6 MD (½ damage 1st rd., full damage 2nd rd.)
Rate of Fire: Each blast counts as one melee attack.
Range: 4000’ – Payload: 10 (short clip), 30 (long clip)
Special: Strike +3 on aimed shot.

Wilk’s 320 Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1000’ – Payload: 20
Special: Strike +2 on aimed shot

Vibro-Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 MD
Spear: Strike +1 – Parry +1 – Range: 210’ – Damage: 2d6 SD (+17 PS bonus)
Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 SD (+17 PS bonus)
Shotgun: Strike +1 – Range: 200’ – Damage: 5d6 SD

Armor:
Huntsman: Main Body: 45 – Helmet: 35 – Arms: 15 – Legs: 25

Other Gear:
Multi-Optics Helmet (Strike +1), portable IRMSS kit, bio-comp monitor
Willy Elektrix
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Re: NPC stat blocks

Unread post by Willy Elektrix »

I notice that someone else has a very similar thread running right now. It's good to know I'm not the only one frustrated by the lack of generic NPC stats.
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mercedogre
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Re: NPC stat blocks

Unread post by mercedogre »

looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs

A Typical Coalition Grunt
Alignment: Any. If a villain, anarchist or evil.
Attributes: Average.
Body Armor: 50 or 80 M.D.C. Dead Boy armor.
Level of Experience: First.
Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge.
Weapons:
1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload:10 shots.
2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister.
3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000
ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12.
Vehicle: Hover cycle or motorcycle.

A Typical High-Tech
Bandit (Headhunter)
Alignment: Anarchist or evil.
Attributes: P.P. 10+ 1D6, all others average.
Body Armor: 80 M.D.C. heavy armor.
Level of Experience: Second level, but could range from 1-4.
Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact.
Hand-Held Weapons:
1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots.
2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition
C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon.
3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters.
Bionic and Cybernetic Devices:
1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable
vibro-blade (2D6 M.D.), but can be any of those available.
2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager
eye, but can be any.
Vehicle: Hover cycle or NG Sky King or souped-up motorcycle.
Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic
implants or power armor.
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
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Hotrod
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Re: NPC stat blocks

Unread post by Hotrod »

I took a stab at doing something like this a while ago, with the result being my CS Grunt generator and my Juicer generator. They provide pretty comprehensive stats for a basic NPC of any level, along with some optional variants.
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Re: NPC stat blocks

Unread post by dragonfett »

When I make NPC's, I try to make note of physical skills they would automatically get as part of their OCC Skills (not OCC Related or Secondary, just OCC skills) to see what changes to the combat stats are needed.
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Re: NPC stat blocks

Unread post by Marcethus »

mercedogre wrote:looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs

A Typical Coalition Grunt
Alignment: Any. If a villain, anarchist or evil.
Attributes: Average.
Body Armor: 50 or 80 M.D.C. Dead Boy armor.
Level of Experience: First.
Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge.
Weapons:
1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload:10 shots.
2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister.
3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000
ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12.
Vehicle: Hover cycle or motorcycle.

A Typical High-Tech
Bandit (Headhunter)
Alignment: Anarchist or evil.
Attributes: P.P. 10+ 1D6, all others average.
Body Armor: 80 M.D.C. heavy armor.
Level of Experience: Second level, but could range from 1-4.
Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact.
Hand-Held Weapons:
1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots.
2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition
C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon.
3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters.
Bionic and Cybernetic Devices:
1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable
vibro-blade (2D6 M.D.), but can be any of those available.
2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager
eye, but can be any.
Vehicle: Hover cycle or NG Sky King or souped-up motorcycle.
Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic
implants or power armor.



One thing to note: When using the old stat blocks from RMB you need to account for the upgraded Hand to Hand Combat skills. - IE Add two attacks per melee to anything that predates the Rifts GMG.
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mercedogre
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Re: NPC stat blocks

Unread post by mercedogre »

Hotrod wrote:I took a stab at doing something like this a while ago, with the result being my CS Grunt generator and my Juicer generator. They provide pretty comprehensive stats for a basic NPC of any level, along with some optional variants.


A CS Grunt can substitute as any generically trained merc/headhunter
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
Willy Elektrix
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Re: NPC stat blocks

Unread post by Willy Elektrix »

mercedogre wrote:looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs


Yeah. Good call. I'd never really made a character before, so I wanted to go through the entire process for this NPC. it would be faster to skip related skills and secondary skills though.

Hotrod wrote:I took a stab at doing something like this a while ago, with the result being my CS Grunt generator and my Juicer generator. They provide pretty comprehensive stats for a basic NPC of any level, along with some optional variants.


This seems really handy. Thanks!

Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.
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Re: NPC stat blocks

Unread post by Marcethus »

Willy Elektrix wrote:*Snipped*

Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.



All of Palladium's System takes alot more prep than any other System I have ever run. But it is fun in the long term. I still haven't figured out how some GM's are able to wing it without the prep work.
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Re: NPC stat blocks

Unread post by Blue_Lion »

Not hard to run it without prep. The only stats I need for npcs are armor/mdc, damage, number of attacks and strike bonuses. Making that up on the spot if you are familiar with the game takes almost no time. (tend not to worry about MD by location as most fights it is not an issue for me.) The ability to run it with no prep is probably a matter of play style. I tend to adapt to what is going on fairly well and rarely prep for games. I even ran games where there I use the find a adventure on a board approach. Brain storm general ideas at the table let the party pick the one they want then weave them into a greater plot.
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Re: NPC stat blocks

Unread post by Willy Elektrix »

I've been creating a lot of sample characters to better learn the Rifts system. Here they are if anyone wants to use them as NPCs or pre-gens. My first campaign is in Atlantis, so you'll notice some of the OCCs from that World Book.

Juicer Thug (Level 1 - Full Character)
Spoiler:
Juicer Thug (Level 1) – Race: Human – OCC: Juicer
Hit Points: 34 – SDC: 337 – Perception +2
IQ: 9 – ME: 9 – MA: 5 – PS: 32 – PP: 21 – PE: 20 – PB: 7 – SPD: 81
Speed: 67 yds./attack – 405 yds./round – 1620 yds./min.

Combat Skill: Hand to Hand: Expert
Number of Attacks: 6 – Initiative: +4 – Damage: +17 – Strike: +3
Parry: +4 – Dodge: +4 – Roll: +8 – Pull Punch: +4 – Disarm: +2
*Automatic Dodge +4 (Affected by PP, but not normal dodge bonuses.)
*Automatic Kick: 1d8 SD
*Power Punch: 2d4 MD, takes 2 attacks

Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +4 – Save vs. Poisons: +11
Save vs. Harmful Drugs: +8 – Save vs. Horror Factor: +4 – Save vs. Coma/Death: +30%

Special Abilities:
*Can lift and carry 4x normal capacity.
*Can last 10x longer before suffering exhaustion.
*Can stay awake for 5 days without sleep. Only sleeps 3 hours per day.
*Can leap 30’ across and 20’ high with short run. Half distance from dead stop.
*Heals 4x faster than normal.
*Impervious to pain unless reduced to 5 HP.
*No fear of heights.

Weapons:
Juicer Assassin’s JA-9 Variable Laser Rifle
Damage: 2d6 MD (½ damage 1st rd., full damage 2nd rd.)
Rate of Fire: Each blast counts as one melee attack.
Range: 4000’ – Payload: 10 (short clip), 30 (long clip)
Special: Strike +3 on aimed shot.

Wilk’s 320 Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1000’ – Payload: 20
Special: Strike +2 on aimed shot – WP Bonus: Strike +1

Vibro-Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 MD
Spear: Strike +1 – Parry +1 – Range: 210’ – Damage: 2d6 SD
Shotgun: Strike +1 – Range: 200’ – Damage: 5d6 SD

Armor:
Huntsman: Main Body: 45 – Helmet: 35 – Arms: 15 – Legs: 25 – 10% movement penalty

Other Gear:
multi-optics helmet (Strike +1), portable IRMSS kit, bio-comp monitor
Weapon Proficiencies: Energy Pistol, Energy Rifle, Spear, Knife, Shotgun

OCC Skills:
Acrobatics varies +15% OCC bonus
Climbing 75% (+5%)
Swimming 60% (+5%)
Running n/a
Physical Labor n/a
Athletics (General) n/a
Pilot Hovercycle 80% (+3%)
Pilot Jetpack 52% (+4%)
Radio: Basic 55% (+5%)
Recognize Wep. Quality 35% (+5%)
Land Navigation 41% (+4%)
Wilderness Survival 35% (+5%)
Detect Ambush 35% (+5%)
Detect Concealment 35% (+5%)
Prowl 50% (+5%)
Concealment 22% (+4%)
Tailing 37% (+5%)
Streetwise 20% (+4%)
Language: Native 92% (+1%)
Language: Spanish 60% (+3%)
Language: Gobbley 60% (+3%)

Secondary Skills:
Weightlifting/Bodybuilding n/a
Sign Language 25% (+5%)


Juicer Thug (Level 5 - Full Character)
Spoiler:
Juicer Thug (Level 5) – Race: Human – OCC: Juicer
Hit Points: 48 – SDC: 348 – Perception +2
IQ: 9 – ME: 9 – MA: 5 – PS: 34 – PP: 21 – PE: 20 – PB: 7 – SPD: 81
Speed: 50’ yds./attack – 405 yds./round – 1620 yds./min.

Combat Skill: Hand to Hand: Expert
Number of Attacks: 8 – Initiative: +4 – Damage: +19 – Strike: +5
Parry: +9 – Dodge: +9 – Roll: +9 – Pull Punch: +5 – Disarm: +4
*Automatic Dodge +6 (Affected by PP, but not normal dodge bonuses.)
*Automatic Kick: 1d8 SD
*Karate Strike: 2d4 SD
*Karate Strike: 2d6 SD
*Power Punch: 2d4 MD, takes 2 attacks

Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +4 – Save vs. Poisons: +11
Save vs. Harmful Drugs: +8 – Save vs. Horror Factor: +4 – Save vs. Coma/Death: +30%

Special Abilities:
*Can lift and carry 4x normal capacity.
*Can last 10x longer before suffering exhaustion.
*Can stay awake for 5 days without sleep. Only sleeps 3 hours per day.
*Can leap 30’ across and 20’ high with short run. Half distance from dead stop.
*Heals 4x faster than normal.
*Impervious to pain unless reduced to 5 HP.
*No fear of heights.

Weapons:
Juicer Assassin’s JA-9 Variable Laser Rifle
Damage: 2d6 MD (½ damage 1st rd., full damage 2nd rd.)
Rate of Fire: Each blast counts as one melee attack.
Range: 4000’ – Payload: 10 (short clip), 30 (long clip)
Special: Strike +3 on aimed shot. – WP Bonus: Strike +2

Wilk’s 320 Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1000’ – Payload: 20
Special: Strike +2 on aimed shot – WP Bonus: Strike +3

Vibro-Knife: Strike +2 – Throwing +2 – Parry +2 – Range: 210’ – Damage: 1d6 MD
Spear: Strike +2 – Throwing +1 – Parry +2 – Range: 210’ – Damage: 2d6 SD
Shotgun: Strike +2 – Range: 200’ – Damage: 5d6 SD

Armor:
Urban Warrior (Environmental): Body: 50 – Helmet: 35 – Arms: 16 – Legs: 30
5% movement penalty

Other Gear:
multi-optics helmet (Strike +1), portable IRMSS kit, bio-comp monitor

Weapon Proficiencies: Energy Pistol, Energy Rifle, Spear, Knife, Shotgun

OCC Skills:
Acrobatics varies +15% OCC bonus
Climbing 95% (+5%)
Swimming 80% (+5%)
Running n/a
Physical Labor n/a
Athletics (General) n/a
Boxing n/a
Pilot Hovercycle 92% (+3%)
Pilot Jetpack 66% (+4%)
Radio: Basic 75% (+5%)
Recognize Wep. Quality 55% (+5%)
Find Contraband 37% (+4%)
Land Navigation 57% (+4%)
Wilderness Survival 55% (+5%)
Detect Ambush 55% (+5%)
Detect Concealment 55% (+5%)
Prowl 70% (+5%)
Concealment 38% (+4%)
Tailing 57% (+5%)
Streetwise 36% (+4%)
Language: Native 96% (+1%)
Language: Spanish 72% (+3%)
Language: Gobbley 72% (+3%)

Secondary Skills:
Weightlifting/Bodybuilding n/a
Sign Language 45% (+5%)
Basic Electronics 40% (+5%)
Brewing 35%/40% (+5%)


Psi-Stalker Hunter (Level 1 - Full Character)
Spoiler:
Psi-Stalker Hunter (Level 1) – Race: Psi-Stalker – OCC: Wild Psi-Stalker
Hit Points: 22 – SDC: 51 – Perception +5 – ISP: 47
IQ: 9 – ME: 17 – MA: 12 – PS: 21 – PP: 14 – PE: 15 – PB: 10
SPD 28: 28 yds./attack – 140 yds./round – 560 yds./min.
SPD 2 (digging): 2 yds./attack – 10 yds./round – 40 yds./min.

Combat Skill: Hand to Hand: Expert
Number of Attacks: 5 – Initiative: +0 – Damage: +6 – Strike: +0
Parry: +1 – Dodge: +1 – Roll: +3 – Pull Punch: +3 – Disarm: +1
*Kick Damage +2

Mounted Combat Bonuses:
Roll w/ Fall +2 – Parry/Dodge +2 – Entangle +2 – +1d4 SDC/MD (based on weapon)
Initiative +1 at levels 2, 5, 10, and 15.
*Spear/Polearm Charge Attack: +2d6 SD or +1d6 MD, takes 2 attacks

Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +1 (roll 6 or higher) – Save vs. Insanity: +1
Save vs. Mind Control: + 5 – Save vs. Possession: +3
Save vs. Mind Altering Drugs: +5 – Save vs. Horror Factor: +6

Special Abilities:
*Track Psionic/Supernatural Scent 20% (+5%) 50’ + 20’ per level
*Detect Psionic/Magic Power Usage 60% (+5%) 600’ + 100’ per level
*Sense Supernatural Beings 30% (+5%) 50’/level or 1000’/level (being using powers)
*Ambidextrous
*Can leap 6’ high and 10’ long (20% farther with running start)
*Balance 80% (+5%)
*Consumes PPE from magicians and supernatural beings. No food or water required.
*Recovers 2 ISP per 1 hour of sleep or 12 hours of meditation.
*Psionic Animal Empathy: +15% to ride or work with non-predatory animals.
*Hit points become MDC in hand to hand combat with MDC supernatural beings.

Weapons:
NG-L5 Northern Gun Laser Rifle
Damage: 3d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1600’ – Payload: 10 (short clip), 20 (long clip)

Vibro-Knife (Paired): Throwing +1 – Parry +1 – Range: 150’ – Damage: 1d6 MD
Spear: Strike +1 – Parry +1 – Range: 150’ – Damage: 2d6 SD
Whip: Damage: 1d6 SD
Bolt-Action Rifle: Strike +1 – Range: 1800’ – Damage 6d6 SD

Armor:
Huntsman: Main Body: 45 – Helmet: 35 – Arms: 15 – Legs: 25 – 10% movement penalty

Other Gear:
horse, gas mask

Psionic Powers:
Intuitive Combat: ISP: 10 – Duration: 2 rds./level
Initiative +3, Strike +1, Parry +1, Dodge +4, Pull Punch +4, Roll +2, Disarm +2
*Cannot be caught be surprise even by rear or long range attacks.
*Acrobatics, Balance, Climb, and Swim skills +10%.
See Invisible: ISP: 4 – Duration: 1 min./level – Range: 120’
Telepathy: ISP: 4 – Duration: 2 min./level – Range: 140’ +40’/level
Remote Viewing: ISP 10
Empathy: ISP 4 – Duration: 2 min./level – Range: 100’ – Save: Standard
Mediation: Recovers 2 ISP per hour of mediation.

Weapon Proficiencies: Energy Rifle, Rifle, Paired Weapons, Spear, Knife, Whip

OCC Skills:
Prowl 35% (+5%)
Climbing 45% (+5%)
Swimming 55% (+5%)
Running n/a
Tracking (Humanoids) 35% (+5%)
Detect Concealment 25% (+5%)
Detect Ambush 35% (+5%)
Escape Artist 35% (+5%)
Land Navigation 46% (+4%)
Wilderness Survival 60% (+5%)
Track & Trap Animals 40% tracking 30% trapping (+5%)
Horsemanship: Cowboy 76%/60% while trick riding (+3%)
Horsemanship: Exotic Animals 45%/35% while trick riding (+5%)
Language: Native 90% (+1%)
Language: Faerie Speak 75% (+3%)

Secondary Skills:
Athletics (General) n/a
Aerobic Athletics n/a
Body Building/Weight Lifting n/a
First Aid 45% (+5%)
Animal Husbandry 35% (+5%)
Pilot Boats: Paddle/Canoe/Kayak 50% (+5%)
Language: Dragonese/Elven 50% (+3%)
Language: Gobbley 50% (+3%)


Shaydorian Intel Guerilla (Level 1 - Full Character)
Spoiler:
Shaydorian Intel Guerilla (Level 1) Race: Shaydorian Intel – RCC: Shaydorian Intel
MDC: 70 – Perception +0 – PPE: 15 – ISP: 55
IQ: 11 – ME: 23 – MA: 8 – PS: 12 – PP: 10 – PE: 19 – PB: 7
SPD: 17 – 21 yds./action – 85 yds./rd. – 340 yds/min.

Combat Skills:
Number of Attacks: 4 – Initiative: +5 – Strike: +4 – Parry: +4 – Dodge: +4 – Roll: +1
*Punch/Kick: 1d6 SD

Saving Throws:
Save vs. Psionics: +8 (roll 12 or higher) – Save vs. Magic: +5 – Save vs. Insanity: +7
Save vs. Mind Control: + 4 – Save vs. Horror Factor: +5 – Save vs. Poison: +2
Save vs. Coma/Death: +13%

Special Abilities:
*Horror Factor: 9
*Limbs: Prehensile feet, double jointed, ambidextrous
*Vision: Infrared, night vision (600’), microscopic magnification (x3)
*Smell: recognize smells 65%, recognize individual scent 50%, track by smell 40%
*Natural Skills: swim 60%, climb 60%, prowl 60%

Weapons:
NG-L5 Northern Gun Laser Rifle
Damage: 3d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1600’ – Payload: 10 (short clip), 20 (long clip)

NG-L5 Northern Gun Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 800’ – Payload: 20
WP Bonus: Strike +1

Vibro-Knife: Throwing +1 – Parry +1 – Range: 150’ – Damage: 1d6 MD

Other Gear:
large backpack, bandoleer, plastic canteen, cigarette lighter, bandages, gas mask, 50’ of rope, field radio, radar detector

Psionic Powers:
Telemechanics: ISP: 10
Total recall: ISP: 2
Speed Reading: ISP: 3
Mind block: ISP: 4

Weapon Proficiencies: energy rifle, energy pistol, heavy MD weapons, knife

OCC Skills:
Mathematics: Basic 60% (+5%)
Basic Electronics 35% (+5%)
Basic Mechanics 35% (+5%)
Radio: Basic 55% (+5%)
Jury Rig 35% (+5%)
Salvage 45% (+5%)
Land Navigation 46% (+4%)
Wilderness Survival 40% (+5%)
Concealment 25% (+4%)
Camouflage 25% (+5%)
Demolitions 60% (+3%)
Field Armorer/Munitions Expert 45% (+5%)
Language: Shaydorian (native) 98% (+1%)
Language: Dragonese/Elven 98% (+1%)
Language: Gobbley 65% (+3%)
Language: American 65% (+3%)

Secondary Skills:
Find Contraband 26% (+4%)
Military Fortification 30% (+5%)
First Aid 45% (+5%)
Pilot Jet Pack 42% (+4%)
Literacy: Dragonese/Elven 30% (+5%)


Altara Warrior (Level 1 - Short Stats)
Spoiler:
Altara Warrior (Level 1) – MDC: 30 (armor) – Perception +0 – ISP: 113
IQ: 13 – ME: 18 – MA: 20 – PS: 26 – PP: 23 – PE: 26 – PB: 21
SPD: 29 – 24 yds./action – 145 yds./rd. – 580 yds/min.
Combat Bonuses:
6 attacks per melee (regardless of training) – Critical strike on 18, 19, 20.
Strike +5 – Dodge +6 – Parry +6 – Initiative +2 – Roll +7 – Pull Punch +5 – Damage +13
Saving Throws:
Save vs. Psionics +2 (12 or higher) – vs. Magic +7 – vs. Horror +4
vs. Coma/Death +32% – vs. Insanity +2 – vs. Poison +6
Weapons:
Vibro-Saber (Paired): Strike +1 – Damage: 2d4 MD
Wrist Laser Blasters
Damage: 2d6 MD – Rate of Fire: Up to 5 blasts per melee.
Range: 1200’ – Payload: 60 – WP Bonus: Strike +1
Special Powers:
*Horror Factor: 12 *Heightened hearing, smell, and touch. *Radar sense.
Psionic Powers: Minor Psionic
Sixth Sense ISP 2, Sense Evil ISP 2, Sense Magic ISP 3, Presence Sense ISP 4,
Object Read ISP 6, Mind Block ISP 4, Clairvoyance ISP 4


Altara Warrior (Level 5 - Short Stats)
Spoiler:
Altara Warrior (Level 5) – MDC: 30 (armor) – Perception +0 – ISP: 128
IQ: 13 – ME: 18 – MA: 20 – PS: 26 – PP: 23 – PE: 26 – PB: 21
SPD: 29 – 24 yds./action – 145 yds./rd. – 580 yds/min.
Combat Bonuses:
6 attacks per melee (regardless of training) – Critical strike on 18, 19, 20.
Strike +7 – Dodge +8 – Parry +9 – Initiative +1 – Roll +7 – Pull Punch +5 – Damage +13
Saving Throws:
Save vs. Psionics +2 (12 or higher) – vs. Magic +7 – vs. Horror +4
vs. Coma/Death +32% – vs. Insanity +2 – vs. Poison +6
Weapons:
Vibro-Saber (Paired): Strike +2 – Parry +2 – Damage: 2d4 MD
Wrist Laser Blasters
Damage: 2d6 MD – Rate of Fire: Up to 5 blasts per melee.
Range: 1200’ – Payload: 60 – WP Bonus: Strike +3
Special Powers:
*Horror Factor: 12 *Heightened hearing, smell, and touch. *Radar sense.
Psionic Powers: Minor Psionic
Sixth Sense ISP 2, Sense Evil ISP 2, Sense Magic ISP 3, Presence Sense ISP 4,
Object Read ISP 6, Mind Block ISP 4, Clairvoyance ISP 4


Kittani Warrior (Level 1 - Short Stats)
Spoiler:
Kittani Warrior (Level 1) – MDC: 85 (armor) – Perception +0 – ISP: 54
IQ: 13 – ME: 18 – MA: 20 – PS: 26 – PP: 23 – PE: 26 – PB: 21
SPD: 12 – 12 yds./action – 60 yds./rd. – 240 yds/min.
Combat Bonuses: 5 attacks per melee
Strike +5 – Dodge +5 – Parry +5 – Initiative +2 – Roll +1 – Pull Punch +2 – Damage +11
Saving Throws:
Save vs. Psionics +2 (10 or higher) – vs. Magic +6 – vs. Horror +2
vs. Coma/Death +22% – vs. Insanity +2 – vs. Poison +6
Weapons:
Vibro-Sword: Strike +1 – Damage: 2d6 MD
K-E4 Plasma Ejector
Damage: 6d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 2000’ – Payload: 20
Psionic Powers: Major Psionic
Sixth Sense ISP 2, Object Read ISP 6, Mind Block ISP 4, Speed Reading ISP 2
Total Recall ISP 2, Telemechanics ISP 10


Kittani Warrior (Level 5 - Short Stats)
Spoiler:
Kittani Warrior (Level 5) – MDC: 85 (armor) – Perception +0 – ISP: 72
IQ: 13 – ME: 18 – MA: 20 – PS: 26 – PP: 23 – PE: 26 – PB: 21
SPD: 12 – 10 yds./action – 60 yds./rd. – 240 yds/min.
Combat Bonuses: 6 attacks per melee
Strike +7 – Dodge +8 – Parry +8 – Initiative +2 – Roll +1 – Pull Punch +3 – Damage +11
Disarm +2
Saving Throws:
Save vs. Psionics +2 (10 or higher) – vs. Magic +6 – vs. Horror +2
vs. Coma/Death +22% – vs. Insanity +2 – vs. Poison +6
Weapons:
Vibro-Sword: Strike +3 – Damage: 2d6 MD
K-4 Laser Pulse Rifle
Damage: 3d6+6 MD (single) / 1d6x10+6 (3 shot burst)
Rate of Fire: Each blast counts as 1 melee attack. Burst counts as 2 melee attacks.
Range: 3000’ – Payload: 30
Special: Strike +1 on aimed shot. – WP Bonus: Strike +2
Psionic Powers: Major Psionic
Sixth Sense ISP 2, Object Read ISP 6, Mind Block ISP 4, Speed Reading ISP 2
Total Recall ISP 2, Telemechanics ISP 10


Tattooed Man (Level 1 - Short Stats)
Spoiler:
Tattooed Man (Level 1) – MDC: 70 (MD creature) – Perception +0 – PPE: 98
IQ: 10 – ME: 14 – MA: 14 – PS: 18 – PP: 17 – PE: 17 – PB: 10
SPD: 22 – 22 yds./action – 110 yds./rd. – 440 yds/min.
Combat Bonuses: 5 attacks per melee
Strike +1 – Dodge +4 – Parry +4 – Roll +2 – Pull Punch +2 – Damage +3
Saving Throws:
Save vs. Magic +3 – vs. Horror +6 – vs. Coma/Death +5% – vs. Poison +1
Tattoos:
Axe Dripping Blood and Covered in Flames – PPE: 15
Damage: 4D6 MD – WP Bonus: Strike +0
Eagle – PPE: 15
Elephant – PPE: 30
Heart with Large Wings – PPE: 20
Fly 50 mph + 10 mph per level. Strike and Dodge +1 at levels 4, 8, and 12.
Encircled by Chains (Invulnerability) – PPE: 40
Body can withstand 75 MD per level. User is still vulnerable to magic and psionics.


Tatooed Man (Level 5 - Short Stats)
Spoiler:
Tattooed Man (Level 5) – MDC: 120 (MD creature) – Perception +0 – PPE: 162
IQ: 10 – ME: 14 – MA: 14 – PS: 18 – PP: 17 – PE: 17 – PB: 10
SPD: 22 – 18 yds./action – 110 yds./rd. – 440 yds/min.
Combat Bonuses: 6 attacks per melee
Strike +3 – Dodge +7 – Parry +7 – Roll +2 – Pull Punch +3 – Damage +3 – Disarm +2
Saving Throws:
Save vs. Magic +3 – vs. Horror +6 – vs. Coma/Death +5% – vs. Poison +1
Tattoos:
Two Axes Crossed Dripping Blood and Covered in Flames – PPE: 20
Damage: 4D6 MD – Special: Strike +1 Parry +2 – WP Bonus: Strike +2
Eagle – PPE: 15
Elephant – PPE: 30
Snake – PPE: 10
Heart with Large Wings – PPE: 20
Fly 50 mph + 10 mph per level. Strike and Dodge +1 at levels 4, 8, and 12.
Encircled by Chains (Invulnerability) – PPE: 40
Body can withstand 75 MD per level. User is still vulnerable to magic and psionics.
Eye With Dagger In It – PPE 25
Blinds opponent by activating tattoo and touching victim. Blind lasts 1 melee per level of T-Man. Victim can Save vs. Magic, 16 or higher. See the spell “Blind”.
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ShadowLogan
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Re: NPC stat blocks

Unread post by ShadowLogan »

Willy Elektrix wrote:I have an experienced role-player, but I'm brand new to Rifts. I have the RUE core book, and a couple world books are coming in the mail. One thing that seems to be missing from the RUE are detailed stats for ready-to-use monsters/NPCs. Is the GM expected to create these himself or they available in some of the other books?

In any case, to learn the system I created a sample NPC that I can use as a villain (see below). Has anyone else created similar generic NPCs that they would like to share with me? Also, do you guys notice anything wrong with this character (it's the first I've ever made)?


NPC/Monster stats. NPCs can be found in books to varying degrees.

Books I know with NPCs are the Seige on Tolkeen Series (#4 & #6 for sure, IINM some of the other ones do to), Mercenaries (Merc Groups), Merc Ops (wanted list), Source Book 1 (Original or Revised version), Coalition War Campaign (most CS high command IIRC), Free Quebec (mostly high ranking officials), Dinosaur Swamp, Source Book 3 (Mindwerks), gods/AI stats (Atlantis, SA1 and SA2, Dragons & Gods, Panthons of the Megaverse, Africa, etc).

Canada, Splyn Market, and Vampire Kingdoms (Original, do not know about revised) also have NPCs scattered in the books in very abbreviated form.

Quick Monster stats are harder to find, though you could just pull relevant data from their writeups and assume certain types of rolls. The closest thing to this though is found in the Tattoo Magic writeup (Atlantis or Book of Magic).

Some older lines do NPCs (ex 1E RT books, especially the adventure modules, TMNT also did). Remember that the NPC doesn't need to be full fleshed out either if they are supposed to be a "generic" type so you could note the average relevant stats and role/add to it if need be.
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Re: NPC stat blocks

Unread post by Tiree »

Marcethus wrote:
Willy Elektrix wrote:*Snipped*

Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.



All of Palladium's System takes alot more prep than any other System I have ever run. But it is fun in the long term. I still haven't figured out how some GM's are able to wing it without the prep work.

Story is key, everything else is just fodder. If you know the basics of a character, there is no need to keep down stats. If you know he's level 3, you know he's going to have more than likely a +2 to fire a rifle. Probably around a +6 to dodge, give or take if he's augmented.

My default is a +5 to strike, +10 to dodge for an Aimed shot, +4 if burst firing. With 80 MDC of protection. I don't care how smart the guy is, or how brilliant he is.

Now with that said; if for some reason the guy survives the battle, or does really well, I might stat them up as a Major NPC. It's that same bad mofo who kicked your tails again, and again... bam instant player based NPC that they love.

And don't forget, your players made excellent NPC's for you to use or scrib off bonuses from.
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