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Enhanced Children of Doom Cult

By: Dustin M. Ramsey (DustinM@rifts-rpg.com)
Based on Concepts and Game Design by: Kevin Siembieda and Palladium Books (http://www.palladiumbooks.com)


When my RIFTS group went through the Mechanoids campaign, they were a large, experienced group of adventurers that were more than capable of holding their own in almost any battle. In order to provide a better challenge to my players (and to underscore the great threat that the Mechanoids were to planet Earth), I enhanced and beefed-up the Mechanoids and the Children of Doom. Additionally, I radically increased the size and scope of the death cult and their nefarious activities, and then turned the Children of Doom into a mini-campaign within the larger framework of my Mechanoids campaign.

The following is a breakdown of the enhanced Children of Doom death cult that my player group battled. I separated the cultist into power-type categories, and then outlined the basic tactics of the individual races.

Cult Leaders:

Nrrii, the Neuron Beast: unchanged from what is listed in the book
Nigel, the adult Nightstalker dragon: unchanged
Garnak, the Beast Dragon: stats unchanged, but serves as a sort of "sergeant" of the troops

Zavarahm: an adult Serpent of the Wind dragon, he is a powerful shifter and techno-wizardry; he uses his spells and weapons to pick off opponents from a safe distance
Kargalahm: the twin brother to Zavaraghm, this adult Serpent of the Wind is a powerful necromancer who wades into the thick of battle to attack his enemies
Targatta: an adult Basilisk dragon, she hides beyond the fringe of battle and attacks with her petrifying gaze and elemental earth magic to strike foes down

Supernatural Corps: these members tend to avoid direct confrontation with an enemy, and instead use their magic and/psionic abilities

  • Black Faeries (18): cast debilitating spells (blind, agony, sleep) from the sidelines; occasionally stopping to feed on dead and mortally wounded humanoids (especially those with a high P.B.)
  • Death Weaver Spiders (3): turn themselves invisible, and then dance around the battlefield using their powerful mystic abilities to aid their fellow cultist (invulnerability, armour of Ithan, energy field, multiple image) and impair their opponents (apparation, wisps of confusion, constrain being, havoc, magic net, carpet of adhesion, fear); given their physical weakness, they use directly offensive magic spells (call lightning, fire ball) only as a last resort or when cornered, and flee (mystic portal) if their survival looks doubtful
  • Eye Killer (12): flitting around the edges of battle, they use their psionics (bio-manipulation, empathic transmission) to confuse and distract their enemies
  • Witchlings (12): use their magic to incapacitate (befuddle, carpet of adhesion, sleep, sickness, blinding flash, thunderclap) and attack (fire bolt, call lightning)
  • Za (6): after using techno-wizardry and magic amulets to defend themselves (energy field, invulnerability, armour of ithan), they use magic (stench of hades, cloud of ash, circle of flame, wall of flame, fire ball) and powerful alien weapons (mini rail guns)

Grunt Troops: these fighters are the animalistic and low-I.Q. troops that dive into battle with the straight forward approach of tooth and claw

  • Chimera (6): like predatory animals, they wade into battle and attack with bites, kicks, and fire breath
  • Loogaroo (12): defend themselves with magic (invisibility, armour of Ithan) and swoop into battle attacking with claw and spells (fire bolt, call lightning, fear, befuddle) alike
  • Malignous (6): avoids straightforward fights and instead uses hit and run tactics where it can perform a leap attack (which can knowndown and pin) or use its poisonous sting
  • Manticore (12): dive into battle and attack tooth and claw
  • Melech (4): wearing protective armour, they gallop in and out of battle attacking targets of opportunity with leap attacks (which can knockdown and pin), as well as their bites, claws, and kicks
  • Serpent Beasts (5): these savage creatures will attack anything, but prefer unarmoured targets that can fall victim to its poisonous bite
  • Toad Stools (20): these little creatures use their magic (summon fog, animate plants, repel animals, warty touch) to distract and annoy enemies
  • Zavor (4): impervious to normal weapons, these enraged berserkers attack with tooth and claw (and create two Zavor when hit with magic!)

Shock Troops: these heavily armed and armoured cultist wade into battle with guns blazing and swords flying

  • Gatherers (2): after affording themselves the maximum protection of their abilities (turn invisible at will, psi-shield, TK force field, sixth sense, armour of Ithan, energy field), they use both technology (NE-200 plasma cartridge machineguns) and paranormal abilities (psi-sword, empathic transmission, befuddle, fear, fire bolt, call lightning, havoc, carpet of adhesion, speed of snail) to obliterate their foes
  • Metztla- Murex (1): this 40 ton hell-spawned demon wildly charges into battle for a direct and incredibly brutal physical confrontation with the largest/most powerful opponent on the field of engagement
  • Metztla- Murvolva (5): zipping through the battle at high speed, these demons employ their psionics (telepathy, telekinesis, hydrokinesis, mind bolt) and energy pulse cannons to harass and distract their larger cousins' chosen prey
  • Metztla- Murvoma (10): slinking out of the water behind attackers, these demons use their tentacles (entangle, power strike) and psionics (telekinesis, telepathy) to surprise opponents
  • Metztla- Volute (2): use their debilitating physical (sting, body block) and psionics (super telekinesis, telekinetic force field, bio-manipulation, empathic transmission, mind bolt) to incapacitate and then feed upon their foes
  • Monro (22): equipped with advanced technology for both offense (ERP-8 energy pulse rifles, phase swords) and defense (p-fields), these intelligent warriors work in teams to bring down even the largest foes
  • Morphworms (3): use their magic to protect themselves (shadow meld, armour of Ithan, impervious to fire) and then dive into battle unleashing magic (befuddle, carpet of adhesion, magic net), techno-wizardry (flaming sword, TW converted plasma and lightning blasters), and a flurry of physical attacks (bite, punch, tail strike) against their opponents
  • Pincer Warriors (5): fearlessly wading into battle, these brutal warriors use a punishing array of physical attacks to slaughter everything that stands against them
  • Termite Engineers (4): armed with psychic abilities (see the invisible, super telekinesis) and high technology (GR-15AR assault rifles), they are quite cunning on the battlefield
  • Waternix (7): protect themselves with magic amulets (impervious to energy, armour of ithan) and use powerful alien weapons (mini auto cannons) to snipe at targets of opportunity
  • Vacuum Wasps (4): roar into battle at supersonic speeds blasting enemies with electrical blasts
  • Vernulians (3): clad in devastating power armour, their opponents are cut to ribbons by a withering hail of energy weapons and mini-missiles

 

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© 1995 - 2003 this page, contents, and accompanying pages, Dustin M. Ramsey, Dustinian Industries, and other authors as specified. Duplication of contents with permission only!

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