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T H E G R E A T N E T
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O C C / R C C H A N D B O O K semi-official v1.5
no longer maintained by Morpheus (morpheus@teleport.com)
Rifts(R), Megaverse(R) and Palladium Books(R) are registered trademarks owned
by Kevin Siembieda Other titles are trademarks owned by Kevin Siembieda.
==============================================================================
Lines: 12,777
EDITOR'S NOTE:
This net book is a compelation of files found on the internet, all I did was
throw it together into one big file and give it a name. I did not have some
of the authors names in the files I downloaded, if you know the correct
author, let me know and I'll be sure to credit them in the next version.
- Morpheus (morpheus@teleport.com)
Sixteen of these new OCCs and RCCs were designed by Michael J.Best
(CaptMJB@aol.com) and compiled, edited and posted to the Internet by
Jason Stephenson (jjstep00@ukcc.uky.edu).
6 of these OCCs and RCCs are from coalition_data.txt by demoniac@aol.com
the rest of the material in the file is located in Appendix A. Though I've
reformatted this file to fit into this book, and done some formatting changes
to the tables, no data has been omited from the original file.
5 of these OCC's are courtesy of Jason Bridgman submitted directly to myself.
Editor's ranting about format:
The only format I will ever do anything in is ascii text. Why? Its
universal. When I logged on BBS's with my macintosh the only files I
could download were ascii (off the IBM boards). Now I have a Bad ass
computer and I can translate practically anything, whether its Word for
Windows (yuk!) or RTF or whatever, uuencoded, zipped, gzipped, binary,
I can convert them all. What do I convert them to? ascii. If you don't
like ascii... too bad ;)
Version History
yeah I know this is lame but it shows what this poor file has been through.
1.0 - 35 OCC/RCC's
1.1 - 43 OCC/RCC's
1.11 - 43 OCC/RCC's reformatted with line breaks
1.12 - 55 (or so) OCC/RCC's
1.13 - 65 (or so) OCC/RCC's (My first OCC in this one)
1.14 - 72 (or so) OCC/RCC's with new Table O' Contents format (My second OCC)
1.2 - Last version before I gave it up.
1.21 - Unofficial version... I don't know how you got it, consider yourself
lucky
1.5 - I forgot who I handed off the official release to, so I decided to add
all the submissions I've recieved, and realized how huge this was
getting so I gave it a version number of 1.5 Won't go to 2.0 until I
fit all these Damn CC's into a single format.
=============================================================================
Table O' Contents [103 OCC's and RCC's]
* Adept OCC.............................................Matthew L Jinkerson
* Anti-Magics RCC.................................................Dan Hicks
* Asternog RCC..................................................Shawn Woods
* @ Beat Cop OCC.............................................Matthew C Cutter
* Beyond Cyber Knights...........................................DaBeechMan
* Borowitz Giants..................................................Dustin M
* Bio-Organic Centaur RCC........................................David Rich
* Caller OCC...............................................Beecher Greenman
* Cambion RCC................................................Jason Bridgman
* & Coalition Centurion OCC..........................................Demoniac
* & Coalition Commando OCC...........................................Demoniac
* Coalition Death Knight OCC......................................Mike Best
* & Coalition Entertaiment Specialist.OCC............................Demoniac
* & Coalition Inquisitor OCC.........................................Demoniac
* Coalition Psi Sam OCC......................................Author Unknown
* Combat Mage OCC.................................................Mike Best
* Combat Psionic OCC..............................................Mike Best
* Crimson Warrior...............................................John Willis
* Crystal Dragon Hatchlings RCC.................................John Willis
* Cyber-Farie...............................................Carl Blackstrom
* Cyber-Ranger OCC................................................Mike Best
* Cyber-Runner OCC...............................................DaBeechMan
* Cyber-Warrior OCC...............................................Mike Best
* Daemonite RCC..............................................Author Unknown
* Dark Elf RCC..................................................Gil Jyhaud?
* Darter RCC......................................................Mike Best
* Death Dragon RCC.....................................................Sean
* Death Seeker OCC.................................................Morpheus
* @ Detective OCC............................................Matthew C Cutter
* Diabolist OCC...............................................The Alchemist
* Dragon Rider RCC................................. ...........Kelsey Seale
* & Duster OCC.......................................................Demoniac
* + Ean / Rune Lord RCC........................................Jason Bridgman
* Enhanced Biocontrol and Response Soldier EBRS OCC...............Mike Best
* Eternal Knight OCC.............................................DaBeechMan
* Fairie Dragon RCC...............................................F M Brown
* Fighter Pilot OCC..........................................Jason Bridgman
* Genetic Cleanser RCC.........................................Brian Player
* Genetically Engineered Neoteric Humans G.E.N.S..RCC........Steve Lombardi
* Genetically Enhanced Man G.E.M. OCC............................The Reaper
* Genetically Enhanced Unarmed Combat Soldier GEUCS OCC...........Mike Best
* The Gifted Ones RCC........................................Author Unknown
* Grendel OCC......................................................Gargoyle
* Gunslinger OCC...................................................Gargoyle
* Gur-Na-Ton RCC..................................................Mike Best
* Halfling RCC.................................................Dan MacQueen
* Healer OCC......................................................Mike Best
* Hexon OCC........................................................D B Chow
* Highlander RCC......................................Barrett William Nuzum
* Hsian RCC......................................................DaBeechMan
* Hsiao RCC..................................................Author Unknown
* Icer RCC........................................................Mike Best
* Immortal RCC........................................................Mondo
* Impaler RCC....................................................DaBeechMan
* Inquisitor-Redeemer OCC..........................................D B Chow
* Invisible Person OCC..............................................E/Z INC
* Ironoid RCC.....................................................Mike Best
* Jabbs RCC.....................................................George Bird
* Jedi OCC...........................................................IcyMan
* Jedi Knight OCC....................................................Matrix
* % Kaazar OCC.................................................Jason Bridgman
* % Keltar Engineer.OCC........................................Jason Bridgman
* % Keltar Priestess/Psychic OCC...............................Jason Bridgman
* % Keltar Warrior OCC.........................................Jason Bridgman
* % Keltarian Officer/Bounty Hunter OCC........................Jason Bridgman
* Kherubim RCC...............................................Author Unknown
* Lightning Dragon RCC............................................Mike Best
* Linebacker RCC.................................................DaBeechMan
* Mago-Runner....................................................DaBeechMan
* Martial Warrior OCC.........................................Chris Watkins
* Maurader RCC...............................................Author Unknown
* Mechanoid Hunter RCC.......................................Author Unknown
* Metalmorph RCC.............................................Author Unknown
* Mind Crusher RCC..............................................John Willis
* Mogara RCC.......................................................Dustin M
* Mok RCC.....................................................Tony Figueroa
* Morian's Gargoyles.RCC........................................Len Maxwell
* Mystic Knight OCC..........................................Jason Bridgman
* Mystic Willow RCC..........................................Author Unknown
* Nexian RCC.................................................Jason Bridgman
* Plague Monk OCC..................................................D B Chow
* Predator: Alien RCC............................................Baldmeistr
* Psi Pilot OCC..............................................Jason Bridgman
* Rising Knight OCC..................................................Splynn
* Robot Master OCC...................................................Killah
* + Rune Caster OCC............................................Jason Bridgman
* Rune Weapon RCC................................................DaBeechMan
* Shocker RCC.....................................................Mike Best
* Silver Ball RCC.................................................Mike Best
* Smurf Faerie RCC.........................................Jason Stephenson
* Spiker RCC......................................................Mike Best
* Spirit RCC..................................................Chris Watkins
* Statisti RCC.....................................................Dustin M
* Summoner OCC ..............................................Author Unknown
* @ Swat Team OCC............................................Matthew C Cutter
* Tattooed Weapon Master OCC.................................Brad Skibinsky
* Treent RCC....................................................George Bird
* Turtextron RCC..................................................Mike Best
* Vampire Hunter OCC...............................................Morpheus
* & Wildrunner RCC...................................................Demoniac
* Woowari RCC......................................................Dustin M
* Yautja Hunter RCC................................................Dustin M
* Yi-Xian CCC.....................................................Nighthawk
*
* Appendix A - Coalition data for use with Demoniac's OCC's and RCC's
* by Demoniac
* Appendix B - The Keltarian Race by Jason Bridgman
* Appendix C - Rune Magic for use with Jason Bridgman's rune OCC's
* Appendix D - The "official" OCC/RCC submission form by Kevin Eav &
* Morpheus
-----------------------------------------------------------------------------
& - These O/RCC's are from a larger file additional material is found in
Appendix A
% - These OCC's are specific to the Keltarian Race: See Appendix B
@ - These are SDC OCC's created for other Palladium games, but useable in
RIFTS
+ - Rune Magic: See Appendix C
And now on with the show....
=============================================================================
Adept O.C.C.
by
Matthew L Jinkerson
(jinkerso@student.msu.edu)
As a result of one of my players taking a firm grip into the
magical aspect of MAGE, I developed a new magic O.C.C. more
suitable for what he requested. In the course of development I
tried very hard to create a new mage aspect without going beyond
the bounds of equality amoung the initial three magic character
classes. If for your game you wish to make changes to this O.C.C.
or have any questions, feel free to make those changes, or write
me at: jinkerso@student.msu.edu.
Experience points/level: Same table as a Mystic O.C.C.
P.P.E.: P.E.+(2D4*10)+2D6 per level.
Standard Skills
2 Languages +15%
Wilderness Survival +10%
Pilot: Hover Craft +5%
Lore: Demons & Monsters +10%
Math: Basic +10%, Literate +10%
Plus 7 other skills (req. 1 science,1 technical) available areas
are: communication (radio only), Electronics (Basic), Medical
(first aid), Physical (except Wrestling and Gymnastics.), Pilot
+5%, Pilot related +3%, Rogue, Science +10%, Technical +5%, WP
(any), Wilderness +5%. Plus select five secondary skills (without
plus).
Powers: 2D4 spells initially.
1. Sense ley line and magic energy - This power is somewhat
similar to the psi-stalker and mutant dogs. The line walker can
see and feel the presence of magic. Sense ley line nexus - The
walker is able to feel whether there is a ley line within the area
of his sensing abilities, 10 miles (16 km) per level of
experience, and can tell whether it is near or far. He can also
follow the feeling to locate the ley line at a skill level of 30%
+5% per each additional level of experience. Sense a rift - The
mage will automatically feel the sensation of a rift opening
anywhere within a 50 mile area (80 km) +10 miles (16 km) per each
additional level of experience. Although he can not tell exactly
where this rift is, the walker will know whether it is near of far
and whether it is big or small. Sense magic in use - The
expenditure of magic in the form of a spell, rifting, or techno-
wizardry can be felt, up to 100 feet (30.5 m) away per every level
of experience. The will not know the location nor be able to
trace it, but he will feel its energy and know that magic is being
used in the area of his sensing range.
2. True Sorcery - This unique magic user invents new spells as
he/she needs them. Creating spells that may or not be similar to
those spells listed in the books, if not similar, the GM will have
to deterime the P.P.E. required, range, damage (if any) and
description for the spell. Step 1: Character determines the
desired effect that he or she wishes to accomplish. Step 2: The
GM determines what power, spell, etc... best accomplishes the
desired effect, and assigns rank (level) to the given power
(record and save for future reference). Step 3: Character rolls
dice to determine the length of time needed to invent the spell.
The creation time of the spell is directly related to the level of
the spell wished to be created. Creation time is 2D4 melees +
2*(level of the spell) melees extra. For example if an Adept
wished to create a spell of 5th level it could take anywhere from
12-18 melees depending on the roll. When the Adept begins the
creation, he/she goes into a meditative trance. While in this
state the character cannot take any other action other than a slow
walk (no dodge, parry, etc...). However, the Adept is aware of
his surrondings and can cancel the meditation at any time,
resuming action normally. If the meditation is broken at any time
the Adept shall have to resume his meditation from the beginning,
as the spell is not imprinted upon the Adept's memory until the
end of the meditation. This does allow the Adept to create new
spells as he/she needs them, provided all spells have not yet been
chosen, but finding the time to do so in combat can be tricky.
Step 4: The Adept casts the newly acquired spell for the first
time ever. This initial casting requires two times the normal
amount of time to cast the spell. If the Adept chooses he/she can
negate the penalty of the double time in casting the spell, by
expending 10 P.P.E. extra for the first spell. All spell casts
after the initial time can be accomplished at the normal rate of
time. Normal casting time for spells: Levels 1-6: 2 spells per
melee. Levels 7-10: 1 spell per melee. Levels 11-15: 1 spell
every 2 melees. Step 5: Add the spell to the Adept's personal
list of spells for future reference which can now be called upon
like any ordinary spell cast by most magic users.
Limitations:
1. The character can never learn magic like a normal mage,
instead he/she must develop a similiar one.
2. These spells are all personal, they cannot be taught to other
magic users.
3. Can only create 2 spells a week plus one per each level of
experience.
4. Can only create 4 spells per each level of experience plus one
for each level of the Adept, per year. For example if a 1st level
Adept had not advanced for two years he/she could have up to 10
+2D4 spells available to him or her.
Bonuses to Save:
+2 vs Horror Factor
Weapons: Standard
Other Equipment: Standard
Vehicles: Standard
Credits: Standard
=============================================================================
Anti-Magics
An R.C.C. for Rifts by Dan Hicks
These beings are similar, in that they are able to simply negate magic!
Alignments: Any
Attributes: All 3D6
O.C.C.'s: No practitioners of magic, tend towards fighters
XP Table: Use dragon experience table
Hit Points: Standard S.D.C.: Normal as per O.C.C.
Horror Factor: 13 to creatures of magic when they realize what they're
fighting
P.P.E.: 3D4*10+40 to start, +1D4*10 per level
Natural Abilities:
Unless noted, these powers cost no P.P.E. to use.
1. Negate Magic
The Anti-Magic can negate magic at a rate of 1 of his P.P.E. to 4
outside P.P.E.
2. Impervious to Hostile Magic
Just like it sounds, hostile magic directed at the character either
fizzes out, misses or some else happens
3. Negate I.S.P.
The Anti-Magic can negate I.S.P. at the same rate as P.P.E. (see above)
4. Negate Magical Creatures
By directing his P.P.E. towards a magical creature he is touching, the
Anti-Magic can do 3D6 damage/ P.P.E. point/round to a supernatural
creature, such as vampires, were beasts, dragons, faeries. Generally
anything which can't survive without magic is effected by this.
5. Change Magical M.D. to S.D.
Any magical attacks which do M.D., such as a dragon's punch, a rune
sword, is done in S.D. to the Anti-Magic.
6. Negate Magical Attacks
This is like #1, #2 and #4. Any attack which couldn't exist without
magic but isn't physical, dissipates upon hitting the Anti-Magic, doing
no damage.
Example: A dragon breathes fire at an Anti-Magic and his friends
behind him. The fire strikes the Anti-Magic and
dissipates, doing no damage to anyone.
Example 2: A basilisk tries to petrify an Anti-Magic. The beams
strike and dissipate, doing no damage.
Attacks per Melee: As per combat
Damage From Special Attacks: See abilities
Average Life Span: 90 years
Value: 80 billions of credits
Habitat: Anywhere
Language(s): Any as per O.C.C.
Enemies: Supernatural beings
Allies: Weak humans
Size: human
Weight: human
Notes: This is my first R.C.C. If you have any questions or comments, please
feel free to send them to hsdan@aol.com. Also, don't tell people you made
this. After all, this is my first.
=============================================================================
Asternogs R.C.C.
Born of the stars, beings of pure cosmic energy, no fear, no emotions, and
no friends. One continual message, passed down throughout there existence,
gives them reason to live, DOMINATION!!!
Asternogs or Asteronians, as somtimes called, feed off of the energy
radiating from the stars of the universe. They reproduce sexually and
offspring are placed in the interior of a star. There they grow and mature
until they unleash themselves on the universe. Domination of all beings
seems to be their main instinct and they rarely have an feelings toward any
other being. Usually they travel alone searching for prey to either conquer
or digest. Food is there only means of survival, and somehow it uses the
gases from the breakdown of food particles and gives their bodies any
particular gas needed to function. They need to feed every human week and any
living or non-living tissue can be consumed.
Their appearance is very intimidating. The average Asternog stands 10 feet
6 inches. They can fly at velocities of up to 1,000 mph and sometimes faster
when pissed off. Their physical build is that like a humans, they have two
arms and two legs. The head is large with one eye in both the front and the
back. Ears are relatively small but still have remarkable hearing skills.
Their skin is green for males and blue color for females. Both sexes are
equally powerful but the females seem to be a bit stronger overall. And fight
ferosiously.
Attributes: IQ 6, MA 5, ME 4, PS 7, PE 5, PB 1, SPD 6 (or 7 if female).
P.P.E.: 5D6x10
Mega-Damage/Hit Points: 1D6x100 + 10 M.D.points
Armor Rating: Skin is M.D. substance and is impervious to all normal weapons.
Magic and Psionics inflict 75% effect.
Natural Abilities: Fly 1000m/h, see invisible, and bio-regeneration 1D6x10
M.D, hit points every three minutes.
Eye Incinerator beam: 6D6 MD, range: 1000 feet.
Atom dismanteler: 6D10 + 10 MD, range: 80 feet. Note: (When used, the
dismanteler collects all stored power from own body losing amount of damage
inflicted)
Claws: 3D6 MD
Bite: 4D6 MD
Photon Detonator: 5D10 MD Note 1 : (When attached to target it explodes after
3 melee rounds) Note 2 : (When the bomb is on its specific target the target
character can attempt to disarm it by rolling a 20 sided dice.
1-7 Disarm successfully
8-10 Disarm but lose 10 MD points
11-14 Lose 1D4x10 MD points
15-19 Disarm successfully
20 Bomb goes off and lose 2x MD points inflicted
Psionics: Master Psionic: player can choose up to ten psychic powers from any
category. Select an additional five at 5th level and 10th level.
I.S.P.:2D10x10
Magic Knowledge: Full understanding of magic. Can sense ley lines and nexus
points; range: 100 miles.
Spells: Can learn all spells by usual means beginning at 1st level.
Combat Abilities: Equal to hand-to-hand basic, + 2 melee attack.
Average Life Span: 40,000 years.
Shawn Woods
=============================================================================
BEAT COP OCC
Requirements: ME 9, MA 9, PS 12, PE 10
OCC Skills
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%
Skill Programs
Medical Program - Biology, Criminal Sciences/Forensics,
(Chem, & Chem: Analytical prerequisites not
necessary) Paramedic, Pathology. +20% to all skills
Police Program - WP Auto Pistol, WP Shotgun, Hand-to-Hand:
Basic, Radio: Basic, Pilot: Auto. (+20%)
Select 1 other skill program, excluding Military, Espionage,
Pilot: Advanced, or Stage Magic. +20% to all skills.
Secondary Skills: 10, +2 at 3, 6, 9, 12, 15
OR
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%
Biology (+20%)
Criminal Sciences/Forensics (Chem, & Chem: Analytical prerequisites
not necessary) (+20%)
Paramedic (+20%)
Pathology (+20%)
Radio: Basic (+20%)
Pilot: Auto (+20%)
WP Auto Pistol
WP Shotgun
Hand-to-Hand: Basic
Other Skills: 5
Communications: Any (+5%)
Domestic: Any
Espionage: Any (+10%)
Electrical: Basic Electronics
Mechanical: Basic, Auto Mechanics, Locksmith (+5% on Locksmith,
Mechanical Engineer prerequisite not needed)
Military: None
Medical: None (see skill programs)
Physical: Any
Pilot: Any ground, air, sea. No Power Armor, Robots, or spacecraft.
Pilot Related: Any
Science: Chemisty, Chemistry: Analytical, Math: Advanced, Psychology
(+10%)
Technical: Any (+5%)
WP: Any
Secondary Skills: 10, +2 at 3, 6, 9, 12, 15
SDC: 3d6
XP: Use the Nega-Psychic from Beyond the Supernatural
=============================================================================
Beyond Cyber-Knights OCC's
Believe it or not, once a Cyber-Knight (NOT Warriors, Rangers, or Ninjas, just
Knights) reaches Level 15, the game's not over. It is possible to advance
still further, but it is not easy. First, there are 3 paths to choose from :
Cyber-Paladin, Cyber-Avenger, or Defiler (which, as any Cyber-fighter histori
an knows, was the original group from which the Cyber-Fighters sprang). The
following applies to all of the "Super-Cyber-Knights":
-After reaching Level 15, the Cyber-Knight must spend 2 years in training in
wh ichever new path is chosen.
-All of the paths use the Ancient Chiang-Ku XP Table. The difference in XP is
gained through the training so that the new Super-Cyber-Knight begins anew at
L evel 16.
-Gains 1 secondary skill each level due to heightened concentration and mental
abilities. In addition, all restrictions on skills are lifted.
-Gains the following bonuses: Add 1 to all mental attributes, add 3 to all
phys ical attributes except PB, and cannot become a vampire. Also gains an awe
fact or of 10.
-At the end of the 2-year training period, the Cyber-Knight goes into a week-
long trance. During this trance Lord Coake appears to the Cyber-Knight in a
vision. When the Cyber-Knight awakes, all cybernetics, bio-sytstems, and bio-
wizard ENHANCEMENTS (if a new limb, eye, or whatever was simply cloned because
it had to be, it is not affected) are GONE with the exception of Cyber-Armor
with full MDC restored. In place of the cybernetics are normal, living, human
parts. From that point onward, the Super-Cyber-Knight may NOT get any more
enhancements. If such an enhancement is necessary (to replace a lost limb, for
example) it is allowed under the following conditions: it may NOT be enhanced
(a perfectly normal version of what was lost,) it MUST be bio-wizardry or a
bio-system (though the latter is somewhat reduced in efficiency; -1 to all
physical atributes for that limb,) and its attributes cannot be above those of
the original.)
CYBER-PALADIN:
REQUIREMENTS: PS 20, PE 18, Good or Unprincipled Alignment MAGIC: At Level 16,
starts with no spells, but may purchase and learn any spell s he/she wants.
Gains 2D20 PPE immediately and 1D10 every level thereafter up until Level 26.
PSIONICS: Choose 1 from Super (except, of course, for Psi-Sword) and 2 from
Hea ling. Gains 1d10 ISP and is considered a Master Psionic. POWERS:
1) Psi-Blast: The Psi-Sword of a Cyber-Knight becomes a new, terrifying
weapon. While it cannot be kept "up" like the Psi-Sword, it is deadlier. A
column of glittering psionic energy fires from the Cyber-Paladin's hand, first
going out and then back in like a psionic yo-yo. This counts 2 melee actions.
DAMAGE: Unchanged from Psi-Sword at Level 16, add 1d6 MD at Levels 17, 19, 22,
24, and 26.
2) Can use the psionic Healing Touch the same as the psionic power WITHOUT
using ISP. This may only be done once per 24 hours, and it temporarily
drains1d4 SDC from the Cyber-Paladin.
CYBER-AVENGER:
REQUIREMENTS: 20 in all physical attributes, anarchist or evil alignment (this
includes Aberrant)
MAGIC: See Cyber-Paladin
PSIONICS: Gains Bio-Manipulation and 3 of choice from Physical. Gains 1d6 ISP
and is considered a major psionic. POWERS:
1) Physical Psi-weapon: The Psi-Sword can become a psionic version of any
weapon the Cyber-Avenger wants, but it must have a physical core (a Psi-Chain
must have a real chain, a Psi-Pistol must have a real pistol.) This physical
core may not be changed once chosen, and the core must be used in conjunction
with the weapon (if the core is stolen, TOUGH!) The advantage to this method
is that any weapon with ammunition no longer needs it to shoot (a big plus for
energy weapons.)
DAMAGE: Same as for Cyber-Paladin.
2) Gains the ability to incite fear in any creature (horror factor 19) once
per 24 hours. Like the Cyber-Paladin, this action drains 1d4 SDC from the
Cyber-Avenger.
DEFILER
REQUIREMENTS: at least 20 in all attributes, any alignment MAGIC: At Level 16
gains 10 spells of choice from any level 1 to 6 and gains 1 new spell per
level. Gains another 6d6 PPE. PSIONICS: 2 Super psionics (once again, not Psi-
Sword) and 5 from any other cat egory. Gains 2d20 ISP, master psionic, +4 to
save vs psionics
POWERS:
1) Can use both the Psi-weapons of any Cyber-OCC (except for the Paladin and
Avenger's weapons; those weapons are unique to those OCC's.)
DAMAGE: Unchan ged at Level 16, add 1 die of damage (D6 for sword, D4 for bow,
and so on) every other level. NOTE ON PSI-SWORD: A Defiler's Psi-Sword can be
thrown 15 feet and it will return. This does the same damage as the Psi-Sword,
but it costs 2 melee actions to throw it 2) Gains Nightvision 50 feet
A Beyond Level 15 OCC by DaBeechMan E-mail me with any questions. Enjoy!the
bonuses. Choose an addtional 2 at leve
=============================================================================
BIO-ORGANIC CENTAUR RCC
(Note: The Races from Jolsun are very powerful, but they work!)
Alignment: Any, but typically good or selfish.
Attributes: I.Q. 3d6+2,
M.E. 4d6
M.A. 3d6+4
P.S. 16/28(base)
P.P. 12/14(base)
P.B. 20(base)
Spd. 132(base)
+3d6 discretionary points to divide between P.S., P.P., and P.B..
Points must be divied by each individual score in the cases of P.S. and P.P.
the first is the upper humanoid torso, the latter for the equine portion.
For each point not spent in this manner the player may opt to spend it on a
1d4x10 per point basis(thus 2=2d4x10, 3=3d4x10 and so on.) Spd=Mph can be
found on p.252 of the RIFTS sourcebook.
Size: Approximately 7-8.5' from hooves to topknot and around 9-11' long.
Weight: Roughly 1 ton.
Description:
A BIO-ORGANIC race that hails from a dimension called Jolsun that is near to
all others. Being this close had caused a lot of RIFTS that pulled samples of
many races into it. These races took this as a sign from their gods that this
was their new home and to live with it. Thus it began, the races had lived
quite peacefully for a while and as usual the humans got bored and started
wars. The Elders saw this happen-stance and were shocked, yet sickly
amused.These Elders watched their people slay each other and began to take
sides. Then a wise young God named Auhms (pronounced all-ms), who was Lord
of machines and Dwarves, introduced BIO-ENGINEERING and enhancements.Soon
everyone had been "enhanced" and peace eventually restored with the Wisdom
that sometime comes with advancement.(NOTE:Being BIO-ORGANIC they may still
reproduce)
Appearance:
Think of a powerful robot horse that has a flesh humanoid body that attaches
to the neck of the horse at the waist of the afore mentioned humanoid torso.
M.D.C.:
The Enhancements increased everything including their stamina, and the
energies involved make them Major Mega Damage Creatures.
Horse Body: 450
Torso: 320
Horror Factor: 12 (Awe do to extra-ordinary looks, wears off in 1d6 melees.)
Enemies: Non per se.
Allies: Any one else in their Clan.
Special Abilities:
2(base)attacks for torso and 2(base) for horse.
Gallop double speed for P.S. in minutes.
Nightvision 60'.
Can carry P.S.(horse)x300 lbs on horse back.
Hooves front: 1d6 MD, Buck: 2d4x10,
Trample:Spd/3+1d4/lvl (Gallop for full efficiency!),
Charge: Weapon Dmg.x3 if piercing, x2 for slash and blunt.
Psi-Bow same as Psi-Sword(p.126) 10 I.S.P. 2,000' range.
Eagle like vision.
Heals 3d6 MD Per Portion per day.
Metallic parts regenerate and powered by sustenance as is the rest of the
body.
May use Rune Weapons, and Techno Wizardry.
Special Disadvantages:
Size causes difficulty in hiding
Weight causes a -30% to Prowl.
Must take individual fighting styles for each half.
Must have Robot Mechanics, Electronics, and an MD in Cybernetics to conduct
at least First Aid, unless of course they're from the same clan then First
Aid is all that is neccessary..
Starting Equipment:
Backpack
2 saddlebags
Tunic,
1 Weapon,
Clan Medallion.
Money:3,000 Credits
R.C.C. Skills:
Dollanthian (Jolsun's Common) (98%)
Knows two other languages (+15%)
Tracking (+20%)
Robot Electronics (+20%)
Robot Mechanics (+15%)
Land Navigation (+25%)
Horsemanship (100%) Well isn't it Ironic?
Torso: HTH: Basic
may be increased to ASSASSIN, or MARTIAL ARTS for one "other "
skill.
Horse: HTH: Basic
may be increased to ASSASSIN, or MARTIAL ARTS for
one "other " skill.
W.P. any three ancient
2ndary Skills:
6 "Other" skills from any category except Pilot.
No Modern Weapons until level advancements are made:
2 at levels 3, 5, 7, 9, 11, 13, & 15
Psionics: All BIO-ORGANIC CENTAURS are major psionics with 2 from Super
(except Psi-Sword), Any 4 from the remaining categories. I.S.P.: M.E.+2d4x10,
then +1d8/lvl.
Saves as:Techno-Wizard
Spells: None
Cybernetics: Special (I shall send their types last.)
Experience Table: As a Techno-Wizard
Created by David Rich
For comments, ideas, slams, & someone to talk to contact me at:
104150.2342@Compuserve.com
=============================================================================
Borowitz Giants R.C.C.
The Borowitz are giant psychic humanoids from another world. Yet while
they are massive and powerfully built beings, they are not supernatural in
nature.
Despite what most smaller folk may think, the Borowitz are not plodding,
dim-witted brutes. They are very intelligent and have keen minds, even though
they are not very charismatic and tend to speak brutishly. All Borowitz have
an intrinsic love for games, both mental and physical. Disputes even between
mortal enemies are handled through gaming competition, whether it be athletic,
intellectual, or psychic. They often view other races as being "un-civilized"
because others are so quick to strike up arms against both friend and foe
alike, when the entire matter could be so easily settled in "Personal Gaming
Competition."
Worshipping no gods, the Borowitz have an almost religious devotion
toward their Elders. Their society is organized around a family-unity type of
structure. Each of the scores of different Orders are lead by a council of
twelve Elders. Each Order is composed of dozens and dozens of Clans, all of
which headed by their council of Elders. By tradition, every Clan in the
Order has a specific occupation. Every Order has its own Clan of merchants,
warriors, engineers, etc. The bitterest of competitions arise from clans
competing with similar occupational clans in other orders. Every fifteen
years, the occupational Clans from dozens of Orders will hold great Olympic-
style competitions, each trying to out do the other.
Alignment: Any, however the vast majority are anarchist, unprincipled, and
scrupulous. Regardless of alignment, all Borowitz are 100% loyal to their
Order.
Attributes: The number of dice rolled is as designated: I.Q. 3D6, M.E. 4D6,
M.A. 2D6, P.S. 4D6+10, P.P. 3D6+2, P.E. 4D6, P.B. 2D6, Spd 3D6. Their P.S.
and P.E. are considered to be at the supernatural level on magic supercharged
environments such as RIFTS Earth and Wormwood.
Hit Points: P.E.*5 +2D6 per level of experience.
S.D.C.: 2D4*100 on RIFTS Earth plus those gained from O.C.C.s and physical
skills, making the giant an equivalent light mega-damage structure (every 100
S.D.C. equals one M.D.C.).
Horror Factor: 11
P.P.E.: 6D6
Natural Abilities: Exceptional long range vision, night vision 40ft, heals ten
times as quickly as normal, and is naturally resistant to both magic fire and
magic cold (does half damage). Additionally, these giants's natural psychic
abilities are made even more powerful on RIFTS Earth.
Bonuses: +3 to save vs Horror Factor in addition to those gained from
attributes, O.C.C., and skill bonuses.
Damage: Restrained punch does 4D6 S.D.C. plus P.S. bonus, full strength strike
does 2D6 M.D., power strike 4D6 M.D. (counts as two attacks), and a kick does
3D6 M.D.
Magic: By O.C.C. only.
Psionics: All Borowitz giants are considered major psychics. Select five
Physical psionics and any three additional psionics from the categories of
Healing, Physical, and Sensitive. At levels three, six, nine, twelve, and
fifteen select one additional psionic from those categories. At levels four,
eight, and twelve select one super psionic.
O.C.C.: Virtually any O.C.C. (except Glitter Boy), including the CS Military
(equivalents).
Skills of Note: Speaks and is literate in Borowitz, and Troll, and speaks
Gobblely, all at 98%. Knows one extra ancient W.P. in addition to O.C.C.
skills. Also add +5% skill bonus to all Wilderness skills due to their
natural aptitude in that area.
Average Life Span: 250 years.
Habitat: Can be found anywhere. Considered a monster or D-Bee on RIFTS Earth.
Enemies: Generally indifferent to most, however they view most short folk with
disdain.
Allies: Non per se. May associate with anyone.
Physical Appearance: These beings are massively built humanoids. Their skin
colour varies in shade from a dark golden honey to a light brown. Their limbs
are unusually long, resulting in a more gangly appearance. The most
noticeable difference that separates them from most other giants is the fact
that they are not cannibals!
Size: 12ft (3.63m) plus 6D6 inches.
Weight: 400 to 900lbs (180 to 410kg).
Notes: Borowitz tend to be surprisingly civilized, although they are more
aggressive toward smaller or weaker beings. They have quickly adapted to
RIFTS high technology and have a passion for vibro-blades and other weapons
that show the full extent of their skills.
Dustin M
Kralizec@WCNet.org
=============================================================================
CALLER OCC
Based on a character in Final Fantasy II, this lesser practitioner
of magic can do some amazing stuff.
REQUIREMENTS: ME 16, IQ 15, must start training as a child (All Callers start
at Level 2 except in a few special cases. For example, in Final Fantasy II,
Rydia would start at Level 1 because of the Mist Dragon's defeat).
ALIGNMENT: Contrary to popular belief, most are Unprincipled or good. Many
tend to perceive them as Miscreant or Diabolic, as the most famous (and nasty)
are evil.
BONUSES: Add 1d6 to all mental attributes
SPELLS: Choose 1 from Level 1 (no spells yet in the case of a Level 1 Caller.)
Add two per level of XP, up to a level equalling that of the Callers. At
every 1,000,000 XP above Level 15 may choose 1 Spell of Legend or 5 normal
spells or 2 temporal spells. May learn spells normally, but do not like
summoning magic (would rather use their own powers.) PPE 2d20 plus IQ plus
ME. (only 1d20 for Level 1.) Add 2d12 per level.
PSIONICS: Telepathy and Empathic Transmission (only works on animals and
monsters.) Good, Unprincipled, or Aberrant Callers also have Healing Touch
while evil or anarchist have bio-manipulation. ISP 50, add 10 per level
(starts with 25 if at Level 1)
TATTOOS: Choose 3 animal and 1 monster. These are bestowed by the Caller's
parent, who can only bestow the tattoos that he or she was given and will not
bestow them upon anyone else unless they are to become Callers. May get any
new tattoos later, but double effects and duration of damage to the Caller for
Weapon (simple or Magic) and Power tattoos.
SKILLS:
Language: Dragonese (96% plus literate at 80%, drop literacy if at Level
1.) plus 1 other at 90%
HTH: Expert (may become Martial Arts at cost of 1 other skill or
Assassin (evil only) at the cost of 2 other skills)
Horsemanship
(+20%)
Acrobatics and Gymnastics
WP: Blunt +2 other
Streetwise (drop if at Level 1)
Athletics General
Sing at Professional quality (often used to calm animals, which it can
do at a percentage equal to 3/4 the normal percentage. Can also calm people at
full percentile chance) MD, but only works on animals (veterinarian, so to
speak.)
OCC Related: Choose 2 more plus 1 at Level 5, 10, and 12
Radio: Basic
Domestic: Any
Espionage: Escape Artist only (+20% if a tattoo can be reached, but must make
a roll to use the tattoo and another to get the animal do get the Caller out,
and it only works
on things the creature can break)
MILITARY: NONE
PHYSICAL: No types of fighting other than OCC skill, but WPs and athletic
skills like running are allowed)
Rogue: So long as it doesn't involve computers, any
PILOT: Forget about Robots, PA, and APC's, but anything else.
Same story for Pilot Related (no robot, PA, or APC stuff allowed)
Science: Any but MD in Cybernetics Technical: Same story as for
Rogue, no computers, but anything else
WP: Any, but tends to use ancient weapons
Wilderness: NO hunting or fishing (the nature of Callers causes them to
absolutely HATE eating meat; they won't comment on others eating meat though)
but anything else.
POWERS: Can tame any animal (and, if caught at a VERY early age, like just
born or hatchling, monsters) at a proficiency of 60% plus 2% per level. Can
summon any creature or monster PPE: total possible damage in m.d.c./2+M.D.C
armor/10=p.p.e.cost to call the creaturetechnique for calling monsters is
learned the same way as spells, with a different technique for each creature.
The Caller MUST
defeat that type of creature at least once before it can be summoned. only
need a memento or a tattoo of the creature {more often a memento} . the
monster if sentient must be of that alignment or gave consent . they start
with 3 animals ,1 monster and, 2 lesser monster below . calls May have a
familiar link like a Shifter . speaking of shifters a caller and a shifter can
open a rift to an unknown plane or planet [in case someone is making some
thing on espers and FF3] witch people other can people can go though. There's
many creatures on this place {plain or planet} that know about callers and are
willing to help. [note:there could be a natural rift open to that place.]
LIMITATIONS: If a called monster or creature dies, so does the Caller who
summoned it. THERE ARE NO EXCEPTIONS TO THIS RULE! Same story for familiars,
but the familiar will otherwise live as long as the Caller A caller must be a
human or true atlantean.
ENHANCEMENTS: NO CYBERNETICE OR BIO-SYSTEMS! Bio-wizardry is allowed, but a
Caller will still only get this when ABSOLUTELY necessary, and ONLY to replace
something that was lost, NO enhancements. Even trying to get an enhancement
will kill the Caller, though new things like arms may be added safely if used
to replace a lost one. Also, something peculiar: If an enhancement is added
against the Caller's will (such as being turned into a Slave-Borg for the
Coalition) the Caller will survive.
MONEY: 2d20x1000 credits, 20d6x100 in black market items
GEAR: light armor (most often Crusader), 1 ancient weapon, one energy pistol,
several sets of travelling clothes, rations for 2 weeks, and a pet (most
often a bird which may be used as a familiar.)
XP: Xp of a shifter
Chocobo: Calls a Chocobo, who bites and kicks 1 person, doing 2D6 damage.
10m.d.armor Costs 7 P.P.E. Level: 1
Mist: Calls a Mist Dragon, who blows a cold wind at 1 person doing 5D6 damage.
50m.d.armor Costs 20 P.P.E. Level: 6
Titan: Calls Titan, quake 5d6 to 3 ground things , on water it can be
used to make a tsunami wave 1d4+1m.d. 100m.d.armor Costs 55 P.P.E.
Shiva: Shiva comes and casts a cold wind on up to 2 people. Does 6D6 damage
90m.d.armor and costs 45P.P.E. Level: 7
Indra: Indra hits up to 4 people with lightning, doing 3d6 m.d. 90m.d.armor
Costs 45 P.P.E. Level: 7
Jinn: Jinn comes and creates a fire, doing 12d6m.d. 90m.d.armor Costs 45
P.P.E. Level: 7
Special Calls:
Asura: By defeating Asura, Queen of the Summoned Monsters, a Caller can call
Asura for a healing a group of nine on up to repairing 60m.d.armor.
200m.d.armor Costs 50 P.P.E.
Levia: By defeating Leviathan, King of the Summoned Monsters, a caller can
call Leviathan, who creates a huge wave doing 1D6x5 damage to 5 people. Costs
80 P.P.E.
Odin: By defeating Odin, a caller can call Odin 50% of the time, who comes and
kills enemies by cutting through them.200m.d.armor Costs 70 50+per extra enemy
P.P.E.
Sylph: By doing a favor for the Sylph fairies, a Caller can call 3 Sylphs, who
do 1D6x10 points to 1 person and give the points back to 1 person. 50m.d.armor
per sylph. 17 P.P.E.
Bahamut: By defeating Bahamut, the most powerful summoned monster, Caller can
Call Bahamut, who does 3d6x10 600m.d.armor.
An OCC for RIFTS by Beecher Greenman
E-mail me with any questions. Enjoy!
=============================================================================
Cambion RCC
CAMBION ALIENS
--------------
The Cambions are a human-like race from fairly deep within the Thundercloud
galaxy. They are the main force in a group of planets known as The Collective
of Free Planets. The Cambion home world is situated in a stange solar system.
The only thing that is contained in this solar system is the sun, Cam Solim,
the planet Cambi Prime with its five moons, and a spacial anomally much like a
black hole or worm hole. The hole, which has been named the Vortex, is the
only thing which orbits the sun. This means that the planet of Cambi Prime
orbits the Vortex! More precisely, the planet is caught in the Vortex, but
surprisingly seems to be stable and in no trouble of falling in. From the
earliest records of the Cambions it seems that the planet has always been
there, or it has been there at least since the Cambions arrived. The Cambions
were probably humans once, but millenia of living on the edge of the vortex
has altered them making slight differences. NOTE: Cambions make up almost
45% of the Collective. See "The Collective" for more information.
Cambions are almost identical to humans in appearance, except their skin has
a dusky grey tinge and their ears have a slight point. Hair colour is
normally black, dark brown, or white, with other colors existing but very rare
(red hair is considered a bad omen, and usually coloured).
Alignment: Any, but typically good.
Attributes: I.Q. 3d6+1, M.E. 3d6+3, M.A. 3d6, P.S. 3d6, P.P. 4d6+3,
P.E. 3d6+1, P.B. 3d6, Spd. 4d6
Size: Five to seven feet tall.
Weight: 100 to 250 pounds.
M.D.C.: By armour or magic only.
S.D.C./Hit Points: Standard+30, and double normal hit points.
Horror Factor: None.
P.P.E.: 4d6, unless magic O.C.C.
Average Life Span: 180 years.
Natural Abilities: Nightvision 40 ft and immune to radiation. Also have
near perfect hand to eye coordination when piloting vehicles,
add +10% to any piloting skills.
Psionic Powers: Standard; basically the same as humans.
Magic Powers: Only if a magic O.C.C. is selected.
Combat: Normal; varies with skills.
Vulnerabilities/Penalties: None.
O.C.C.s: Virtually any! Most lean towards fighter pilots and other pilot
classes. The Cambions discovered magic about fifty years ago from
a highly magical race that the FWDC discovered (actually elves).
Cambions have taken well to magic, and are especially favoured
towards Techno-Wizardry. The Cambions also have a special class,
known as the psi-pilot. These are people with ambient psionic powers,
that develop a highly specialized form of telemechanics for the use
of interacting with vehicles. In the last 25 years the Cambions
have shared this knowledge with other races, and it has recently
appeared among pilots in the CCW, making Turbo-Jockeys very jealous.
Alliances and Allies: The Cambions work well with all of the races
in the collective, and are also friendly with most of the races near
the colective that were not destroyed by the insectmen. They are
also forming a treaty with the CCW, and are friendly with any race
with a "goodly" disposition.
=============================================================================
Coalition Centurion O.C.C.
The Coalition Centurion is a combat specialist who is trained to work
with Inquisitors. Primarily, they aid the with investigations, although they
are also used as a highly visible police force.
Centurions are an elite group, numbering even less than the Sea Wolf
oceanic units. They are usually arrogant and ruthless in fulfilling their
duties, especially when dealing with non-humans. Centurions will occasionally
be deployed as members of regular fighting groups, but will mostly serve with
the Inquisitors.
Inside the Coalition States, the sight of a Centurion will often bring
some fear and uneasiness into the hearts of criminals. The sight of a
Centurion is usually the first sign of a major crackdown of Coalition law-
enforcement. They are part of the Coalition police forces, but are principally
the enforcers of the will of the Inquisitors.
Centurions begin their career at the rank of Sergeant, although they are
not bound to obey orders from superior officers unless they have been assigned
to a regular soldier's unit.
Although it is not a requirement, at least 55% of all Centurions are
minor and major psychics. Telepathic individuals are valued highly and placed
with psychic sensitive Inquisitors.
Attribute Requirements: P.E., P.P., and I.Q. 12 or higher
O.C.C. Skills:
Radio: Basic (+15%)
Literacy (+15%)
Intelligence (+15%)
Robot Combat: Elite (with two separate robot/armor types)
Read Sensory Equipment (+15%)
Weapon Systems (+15%)
Prowl (+15%)
Detect Ambush (+15%)
Detect Concealment (+15%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert (can be changed to Assassin for 1 "other" skill)
O.C.C. Related Skills: in their duties, Centurions are given more leeway and
access to knowledge than most Coalition soldiers. Centurions may select 10
skills, of which 2 must be Espionage and 2 must be either Science or
Technical. Gain additional skills as follows: 2 at level 3, 2 at level 6, 2 at
level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: any except Electrical Engineer
Espionage: any (+10%)
Mechanical: Automotive and Locksmith only
Medical: First Aid or Paramedic only
Military: any (+5%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any (+5%)
Science: any
Technical: any
Weapon Proficiencies: any
Wilderness: any (+5%)
Secondary Skills: The character may also select six secondary skills from the
previous list. These additional areas of knowledge do not get the bonuses
listed in parantheses. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and sidearm
of choice with five extra E-clips for each, six grenades, survival knife,
distancing binoculars, robot medical kit, pocket computer, utility belt, air
filter and gas mask, walkie-talkie, uniform, combat boots, canteen, and two
additional energy or non-energy weapons of choice (may include a light rail
gun). Conventional military vehicle of choice (motorcycle, jeep, hovercycle,
etc) for daily use. Centurions are also issued a standard Legionnaire's suit
of power armor.
Equipment Available Upon Assignment: Centurions are allowed to commandeer any
vehicle in the execution of their duties, but they are typically assigned a
modified Coalition Sky Cycle which has 35% more armor, and have an integral
jet pack on their body armor.
Money: Centurions are given a roof over their heads, food, clothing, and all
other basics provided as part of their pay, as well as access to all Coalition
facilities. They also receive a monthly salary of 2350 credits, beginning with
one month's pay. Their quarters are identical to those for military
specialists.
Cybernetics: None to begin with, but implantation is not restricted.
Centurion xp table: same as CS Military Specialist
demoniac@aol.com
=============================================================================
Coalition Commando O.C.C.
The Coalition commando is a highly trained, combat-oriented specialist
whose job is to act as counter-insurgent and counter-terrorist. These soldiers
are deployed under the command of Coalition military specialists, and are used
extensively as members of long-range patrols outside the borders of the
Coalition States. They are also deployed as members of reactionary units
within the Coalition States to quell uprisings or other threats to the
Coalition States. Due to the speed and efficiency that Coalition commandoes
carry out their assigned tasks, they are known as "Swifts" both within and
without the Coalition States.
All commandoes begin at the rank of corporal.
Attribute Requirements: P.E., P.P., I.Q., and M.E. 10 or higher.
O.C.C. Skills:
Radio: Basic (+10%)
Literacy (+10%)
Intelligence (+10%)
Robot Combat: Elite
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Wilderness Survival (+15%)
Prowl (+15%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert (can be changed to Martial Arts or Assassin for 1
"other" skill)
O.C.C. Related Skills: Select 12 other skills. 2 must be Espionage, 2 must be
Physical, and 2 must be Weapon Proficiencies. Gain additional skills as
follows: 2 at level 3, 2 at level 6, 1 at level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: Basic only
Espionage: any (+5%)
Mechanical: Automotive or Locksmith only
Medical: Paramedic only
Military: any (+5%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: Math, Chemistry, or Anthropology only
Technical: any
Weapon Proficiencies: any
Wilderness: any
Secondary Skills: The character may also select eight secondary skills from
the previous list. These additional areas of knowledge do not get the bonuses
listed in parantheses. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and energy
sidearm of choice, four extra E-clips for each, four grenades, survival knife,
distancing binoculars, robot medical kit, pocket computer, utility belt, air
filter and gas mask, walkie-talkie, uniform, combat boots, canteen, and
additional non-energy weapon of choice. Conventional military vehicle of
choice (motorcycle, jeep, hovercycle, etc.) for daily use.
Equipment Available Upon Assignment: Vehicles include SAMAS power armor,
Spider-Skull Walker, Enforcer UAR-1, other robot vehicles, conventional
military vehicles, hovercraft, jet pack, tank, APC, and aircraft. Any weapon
types, extra ammunition, surveillance equipment, camera equipment, sensory
equipment, optical enhancements, and food rations for weeks. Also has access
to vehicle and equipment repair. Note: All weapons and equipment are given out
on an as needed basis, with the commanding officer deciding whether or not the
item(s) is really necessary or not. If the officer doesn't like the
character(s), the availability of items may be extremely limited.
Money: The commando gets a roof over his head, food, clothing, and all other
basics provided free as part of his pay, as well as access to military
facilities. Plus a monthly salary of 2000 credits, starting off with one
month's pay. The quarters for the commando are the same as those for the
military specialist.
Cybernetics: None to start with, but implantation is not restricted.
Commando xp table: same as CS Military Specialist
demoniac@aol.com
=============================================================================
Coalition Deathknight OCC (Elite Infantry)
During Proseks improvements in the army, he came up with an idea. Take
the best Raw recruits and put them through a year of training that would make
hell look like fun. There is an amazing 54% fatality rate in the training!
None the less, it has created the ultimate unit. Dedicated, trained, and most
definitely lethal. If that wasn't enough, they are given a dna modifying virus
that enhances their attributes (as if they weren't high enough all ready).
Note that Prosek has made this OCC available only to men. This is following
with his idolization of Hitler, who didn't like women in his spec ops units.
Note: Because this unit is new, no member is currently above 3rd level, and
none are older then 19.
Attribute Requirements IQ:14, ME: 17, PS: 17, PE: 20, PP: 17, SPD: 14
Training Bonuses
+3 PS, + 6 PE, +2 PP, +2 SPD, +40 SDC, +1 attack per melee, +2 save vs. Horror
Factor +1 roll with punch/impact, +1 dodge, +1 strike (hth and ranged weapon),
+3 save vs. psionics, +5 save vs. Mind Control, +1 save vs. Poisons
Gene Engineered bonuses
+4 PS, +4 PE, +2 PP, +4 SPD, +50 SDC, +1 attack per melee, can lift 2x person
of normal strength. Needs only 6 hours of sleep. Can stay alert and ready for
up to 3 days.
PPE: Standard
Magic: None
ISP: 2d4
Psionics: Because of their unusually harsh and training, they have the natural
ability to, twice daily, do either Impervious to Cold, Impervious to Fire,
Nightvision, or Summon Inner Strength. They can also use the powers Resist
Fatigue, Resist Hunger, and Resist Thirst indefinitely. These are not true
psionics, so they require no ISP to do. It is possible because of the ultra-
intense nature of their training. All of these are the equivalent of a third
level psionic.
Healing: Because of their DNA modification, they recover 2d6 SDC/HP every 2
hours.
Power Punch: The Power Punch of a Death Knight does 1d4-1 MD (if zero, its
still the equivalent of 50 sdc damage)
Senses: The Deathknight has senses that are as good as a human can get. Even
if they had an impairment before, the DNA modification changed that. This is
represented in their training bonus.
OCC Skills
Language: 2 of choice at 98%
Literacy: 1 of choice at 98%
Radio: Basic (+30%)
Basic Electronics (+30%)
Detect Ambush at 98%
Detect Concealment at 98%
Escape Artist (+10%)
Intelligence (+40%)
Sniper
Tracking (+20%)
Wilderness Survival at 98%
Basic Mechanics (+35%)
First Aid (upgradeable to paramedic at the cost of two occ related skills)
(+30%)
Hollistic Medacine (30%)
Demolitons at 98%
Demolitions Disposal at 98%
HTH: Expert AND Assassin!!! (gets the bonuses of both at the same level)
Athletics: General
Body Building and Weight Lifting
Boxing
Climbing (+20%)
Gymnastics (+10%)
Prowl (+60%)
Running
Swimming (+15%)
Scuba (+5%)
Wrestling
Drive: Automobile (+25%)
Drive: Tanks and APCs (+15%)
Read Sensory Equipment (+30%)
Math: Basic (+30%)
Computer Operation (+5%)
3 Ancient W.P. of choice
5 modern W.P.s of choice
Land Navigation (+25%)
OCC related Skills (pick 5)
Communciations: Any (+10%)
Domestic: Any
Electrical: Any (+10%)
Mechancial: Any (+10%)
Medical: None
Military: Any (+15%)
Physical: Any (+15%)
Pilot: Any BUT Robots and PA or Robot Combat (both types)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Math Advanced (+20%), Biology, Chemistry
Technical: Any (+20% language/literacy, +5% others)
WP's: Any
Wilderness: Any (+15%)
Secondary Skills
Choose 2 from the list above without the bonuses. Choose an addtional 2 at
levels 2, 6, 9, 13, and 15
Standard Equipment
3 Energy Weapons (literally ANYthing the player wants) of choice with 5 clips
for each, 1 vibroweapon of choice, 1 ancient weapon of choice, 1 sd gun of
choice with 3 clips. Suit of Death Knight Heavy Enhanced Armor (see below),
Dress Fatigues (Patch is a Skull with a Broadsword sheathed in energy pointing
downward in front of skull), Camo Fatigues, 2 pairs of boots, regular clothes,
black 'Ninja' style outfit (complete with shoes) for sneaking and prowling,
Binoculars, Tinted Sunglasses, Gas Mask, Survival Knife, Pocket Computer,
walkie-talkie (2 mile sending range), two canteens, 14 MRE's (one days meal in
each), Vehicle of choice (can opt to share a Modified Iron Maiden APC with 3
other soldiers).
Equipment Available upon Assignment: Anything but Robots or Power Armor.
Money: Has all the same benefits as a Military Specialist OCC, but gets paid
3500 a month salary. Has 1d4x1000 Credits to start with.
Cybernetics and Bionics: Player can have up to 2 bionic implants (excluding
limbs, but including hands), and/or 5 cybernetics implants.
Note: This is an EXTREMELY powerful OCC, and pound for pound they're probably
the best trained soldiers on the planet.
Exp Table
Level Exp
1 0-4500
2 4501-9000
3 9001-12,000
4 12,001-23,000
5 23,001-40,000
6 40,001-90,000
7 90,001-150,000
8 150,001-190,000
9 190,001-250,000
10 250,001-500,000
11 500,001-830,000
12 830,001-1,000,000
13 1,000,001-1,300,000
14 1,300,001-1,600,000
15 1,600,001-2,000,000
DeathKnight Heavy Enhanced Armor
Realizing the Need to give these new troops their own unique armor,
Prosek allowed the creation of a suit of armor that almost borders on being a
full PA.
MDC: 120
Weight: 75 ilbs (supported by exoskeleton)
Fair Mobility: (-10% prowl)
Exoskeleton Bonuses: +6 PS, +10 Speed, +5 feet jumping distance (up and
across), +5% climb, reduces fatigue by 50%. Also Allows character to punch for
1d4 MD and Power Punch for 1d6 MD.
Penalty: Takes 2x longer to suit up.
Black Market Cost: NOT AVAILABLE!!! If for some reason it would be become
available, where talking 2 to 3 million because of its scarceness.
Colors: Solid Black
Note On DeathKnights
These characters, including PC's, are 100% LOYAL TO THE CS. There are NO
exceptions. You're probably saying "Why, surely one of them would want to
defect." Let me explain something. Neither myself nor any of you out there
could possibly understand the bond between Deathknights. We have neither the
honor, nor the experience required to realize just how strong this bond is.
We're talking a bond that, in all likelihood, could transcend even Death
itself. There is no such thing as a traitor. This is, admittedly, part of
their genetic code, but it goes beyond even that. GM's take note, THERE ARE NO
EXCEPTIONS! This means there alignment is ALWAYS aberrant.
A OCC and armor for RIFTS by Palladium Books
Created and Written by Capt MJB (Mike Best)
=============================================================================
Coalition Entertainment Specialist O.C.C.
Coalition entertainment specialists are a small and select group of
people who couldn't quite cut it as soldiers, but are still dedicated to the
cause of the Coalition. Rather than not use these men and women at all,
someone had the bright idea of creating a new position for these people.
Thus, Coalition recruits who are better suited for fun and games instead
of combat are intensely trained to become entertainment specialists. They are
sent to remote outposts to help bolster the morale of front-line personnel,
and are occasionally sent to help "break the ice" when the Coalition is
negotiating to annex new areas.
The entertainment specialist has gained the nickname of "Gomer Boy" from
fellow Coalition troops, and this is the name that outsiders tend to refer to
them with. Cruel officers will sometimes assign a Gomer Boy to a SAMAS RPA
Elite officer, just to see the Sam suffer under the attention of the Gomer
Boy.
Note that Gomer Boys can be either male or female, and are pretty much
permanently stuck at the rank of corporal, much to the dismay of the Coalition
Grunts, who sometimes take orders from the Gomer Boys.
Attribute Requirements: P.P. 10 or higher.
O.C.C. Skills:
Radio: Basic (+10%)
Pilot Hovercraft (+10%)
Robot Combat: Basic
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Running
Acrobatics
Juggling
Sleight Of Hand (+15%)
Disguise (+15%)
Imitate Voice (+15%)
W.P. Knife
W.P. Energy Pistol
Hand to Hand: Expert
(can be changed to Martial Arts for 1 "other" skill)
O.C.C. Related Skills: Select 8 other skills. Gain additional skills as
follows: 2 at level 3, 2 at level 6, 1 at level 9, and 1 at level 12.
Communications: any (+5%)
Domestic: any
Electrical: Basic only
Espionage: any (+5%)
Mechanical: none
Medical: First Aid only
Military: any
Physical: any
Pilot: any
Pilot Related: any
Rogue: any (+5%)
Science: Math only
Technical: any
Weapon Proficiencies: any
Wilderness: Land Navigation only
Secondary Skills: The character may also select six secondary skills from the
previous list. These additional areas of knowledge do not get the bonuses
listed in parantheses. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Coalition "Dead Boy" body armor, Gomer Boy beanie helmet,
various inflatable things, various stage magic items, energy sidearm of
choice, four extra E-clips, survival knife, robot medical kit, pocket
computer, utility belt, uniform, combat boots, canteen, and additional non-
energy weapon of choice. Gomer Boys invariably use a flashy, multi-colored,
garish-looking hovercycle that catches the eye of everyone and everything it
passes. Usually has a few wind-driven noisemakers attached as well, for that
added touch of the absurd.
Equipment Available Upon Assignment: Vehicles include conventional military
vehicles, hovercraft, and jet packs. Most weapon types, extra ammunition,
camera equipment, sensory equipment, and food rations for weeks. Also has
access to vehicle and equipment repair. Note: All weapons and equipment are
given out on an as needed basis, with the commanding officer deciding whether
or not the item(s) is really necessary or not. If the officer doesn't like the
character(s), the availability of items may be extremely limited.
Money: The entertainment specialist gets a roof over his head, food, clothing,
and all other basics provided free as part of his pay, as well as access to
military facilities. Plus a monthly salary of 1900 credits, starting off with
one month's pay. The quarters for the entertainment specialist are the same as
those for the SAMAS officer.
Cybernetics: None to start with, but implantation is not restricted.
Entertainment Specialist xp table: same as CS Grunt
demoniac@aol.com
=============================================================================
Coalition Inquisitor O.C.C.
Within the ranks of the Coalition States is a secretive band of internal
police known as the Inquisitors. They are the shadowy figures in the
background who appear from nowhere to deal out justice to wrongdoers.
An inquisitor is an extremely well-trained and highly motivated
individual who operates slightly out of the normal chain of command. An
inquisitor answers to no one in the military hierarchy, and instead follows
only the commands of the highest echelons. Likewise, they cannot legally issue
orders to the military, but their soft-spoken "advice" is usually followed to
the letter. However, they are commonly allowed to commandeer units up to squad
size to aid in the capture of criminals.
The inquisitors serve as a preventative measure against insurrection and
unrest among the populace, as opposed to the more reactionary stance of the
military. Their mission is to search out rebels and eliminate the threat they
pose to the survival of the Coalition States, and thus to the survival of the
human race.
Inquisitors are not restricted in the methods that they may use to roust
terrorists. Indeed, they are highly rewarded for creativity in their pursuit
of dangerous criminals. They also command a special military cadre known as
Centurions, who aid them in their investigations.
It is a unique phenomenon that the inquisitors actively recruit
psychics. Their paranormal abilities allow them to discover bad elements in
Coalition society that much easier, and add to the fear and mystique that
accompanies their profession. As a result, 75% of all Inquisitors are major
psionics, and are so heavily indoctrinated into Coalition beliefs that they
would never consciously betray the Coalition.
Attribute Requirements: I.Q., and M.E. 14 or higher.
O.C.C. Skills:
Radio: Basic (+15%)
Cryptography (+15%)
Literacy (+15%)
Intelligence (+20%)
Interrogation (+20%)
Investigation (+20%)
Psychology (+20%)
Mathematics: Basic (+15%)
Escape Artist (+15%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Martial Arts
(or Assassin, at player's choice)
O.C.C. Related Skills: Select 10 other skills, of which at least 2 must be
Espionage. Gain additional skills as follows: 3 at level 3, 2 at level 6, 1 at
level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: any
Espionage: any (+10%)
Mechanical: any
Medical: any
Military: any (+10%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: any (+5%)
Technical: any (+5%)
Weapon Proficiencies: any
Wilderness: any
Secondary Skills: The character may also select six secondary skills from the
previous list. These additional areas of knowledge do not get the bonuses
listed in parantheses. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and energy
sidearm of choice, four extra E-clips for each, four grenades, survival knife,
robot medical kit, pocket computer, utility belt, air filter and gas mask,
walkie-talkie, uniform, combat boots, canteen, and additional non-energy
weapon of choice. Also has full ceremonial Inquisitor outfit, including unique
personalized uniform, Inquisition staff, and a full range of interrogation
devices. Has a conventional military vehicle of choice (motorcycle, jeep,
hovercycle, etc.) for daily use.
Other Available Equipment: Vehicles include power armor, robot vehicles,
conventional military vehicles, hovercraft, jet pack, tank, APC, and aircraft.
Any weapon types, extra ammunition, surveillance equipment, camera equipment,
sensory equipment, optical enhancements, and food rations for weeks. Also has
access to vehicle and equipment repair. Note: Due to their special status,
inquisitors may commandeer virtually anything that aids in the pursuit of
terrorists.
Money: The inquisitor gets a roof over his head, food, clothing, and all other
basics provided free as part of his pay, as well as access to all Coalition
facilities. Plus a monthly salary of 2500 credits, starting off with one
month's pay. The quarters for the inquisitor are the same as those for the
military specialist.
Cybernetics: Any two cybernetic implants to begin, and additional cybernetics
or bionics are not restricted.
Inquisitor xp table: same as Techno-Wizard
demoniac@aol.com
=============================================================================
Coalition Psi-SAM OCC (also known as Psykers)
Attribute Requirments: IQ:12, PP:10, ME:12
OCC Skills:
Radio:Basic (+10%)
Pilot:Hovercraft(+15%)
Rob.Com:Elite:UAR-1
Pilt:Rob & PA(+20%)
Read Sensory Equip(+15%)
Weap.Syst(+15%)
Running
WP:En.Rifle
WP:En.Pistol
WP:Heavy En. Weap
HTH:Martial Arts
Boxing
OCC Related Skills: Select 7 at lvl 1, 2 at levels 3 & 6, 1 at levels 9 & 12
Comm: Any(+10%)
Domestic: Any (-5%)
Electric: Basic(+5%)
Espionage: Any
Mechanical: Basic % Auto(+10%)
Medical: First Aid
Military: Any(+5%)
Physical: Any
Pilot: Any(+15%)
Pilot Related: Any(+10%)
Rogue: Streetwise
Science: Math:Basic, Adv
Technical: Any
WP: Any
Wilderness: Land Nav & Hunting
Secondary Skills:
Select 8
Standard Equipment: Same as SAM OCC, except UAR-Pysker replaces SAMAS
Equipment Available Upon Assignment: Same as SAM OCC
Money: Same as SAM OCC
Cybernetics: Not likely, prefer natural abilities.
Bonuses: +2 save vs. Psi., +1 save vs. Magic, +2 PE, +1D4 ME, +1D6 PP
PSIONICS: Roll
01-30: Minor Psionic: Select 2 from any one category except Super
-ISP: 2D6 + ME + 1D6/level
31-40: Major Psionic: Select 6 from any three categories except Super
-ISP: 4D6 + ME + 1D6+1/level
41-50: Major Psionic: Select 8 from any one category except Super
-ISP: 4D6 + ME + 1D6+1/level
51-70: Master Psionic: Select 2 from any one category including Super
-ISP: 4D6 + ME + 2D4/level
71-80: Master Psionic: Gets telemechanics at first level
-Select 1 additional power from any category at levels 3, 6, 9, 12 & 15
-ISP: 10 + ME + 5/level
81-99: None: Roll again on this table at levels 2, 4, 6, 8, 10, 12, 14 & 15
until a psionic type is aquired.
-Cannot pilot UAR-Pysker
-When character does get a psionics, multiply ISP by 2 and select
1(possibly additional) Super power
00: Master Psionic: Select 2 from every category at level 1 including Super
-Select 1 from any category (except Super) at levels 3, 6, 9, 12 & 15
-Select 1 Super power at levels 4, 10 & 14
=============================================================================
Combat Mage OCC
Roll up stats as normal for a human. Humans are the only race
allowed for this OCC. The Combat Mage is a man of magic OCC. The
combat mage must be male. Sort of like a Valkyrie must be female.
Remember to get your GM's approval before using this powerful OCC.
This class can be of any alignment, but only rarely are they evil.
Requirements:
IQ: 12, ME: 10, PS: 12, PP: 10, PE: 12, Spd: 8
Bonuses (Special)
+3 to save vs. Horror Factor at Level 1
+1 to save vs. Horror Factor at levels 3, 5, 8, and 12
+1 to ME +2 to PS +2 to PP +2 to PE +1 to SPD
+3d4x10 SDC
+5 HP
Psionics
A Combat Mage has the following Psionics:
Healer: Bioregeneration
Physical: Impervious to Fire, Impervious to Cold, Summon
Inner Strength
Sensitive: Mind Block, See the Invisible
Plus, chose 2 more from the Physical category and 1 from the
Healer category.
At Level 5, the Combat Mage gets the Psi Sword super psionic,
but it costs 2x the normal amount of ISP and lasts for only 3
minutes per 4 levels of experience. At Level 7, the mage gets the
Psi-Shield ability, but it only lasts for 1 minute per 5 levels of
experience and it only ever has 45 MDC.
ISP is 2d4x10+ME at level 1. Add 2 per additional level of
experience. Saves as a Master Psionic.
Magic
At first level, the character has 2d6x10+PE PPE. Add 3d6 per level
of experience. At first level, the character has the following
spells:
Thunder Clap, Fear, Befuddle, Turn Dead, Armor of Ithan,
Energy Bolt, Invisibility: Simple, and Fire Bolt.
Also chose 3 first level spells and 1 second level spell at first
level.
At every Level, a character may chose as many spells as his
new level. He may chose them from the level 1 below his current
experience level. For instance, see the following chart:
X.P Lvl # of Spells Max Lvl
2 2 1
3 3 2
4 4 3
and so on.
Other Bonuses
+1 to save vs. Psionics at levels 2, 3, 5, 7, and 13
+1 to save vs. magic at levels 2, 4, 6, 7, 8, 10, 12, and 14
+1 to parry and dodge at levels 2 and 7
+1 attack at levels 3 and 10
+1 to HTH damage at level 5
The Combat Mage and Vampires
A Combat Mage may never be turned into a vampire. Vampire MD
attacks to SD if they are in direct contact with the Combat Mage.
This means vs. Armor and MDC protection spells and psionics, the
attacks are still full MD, but against the skin of the mage,
they're only SD. Finally, by using all his melee attacks, a Mage
can permanently remove 1d6 HP/SDC from a vampire. This damage is
never healed back by the vamp., and it can kill a vamp. If the
vamps HP falls below -30, but it would take to long unless the
vamp. is properly restrained. On the same hand, if the vampire
that the Mage harmed by this method kills the Mage, it gains
back all the previously permanently lost HP/SD
The Combat Mage and Dragons
When a Combat Mage is fighting a dragon, the dragon's MD attacks
on the mage's skin react just as the vampires MD attacks do, they
convert to SD.
The Combat Mage and Other Supernatural Foes
When other supernatural foes but the above 2 fight a combat mage,
they're attacks against the skin of the C. Mage are reduced by
1/2. The are not converted to SD and the minimum for a MD attack
is 1.
OCC SKILLS
Radio: Basic (+10%)
2 Espionage of choice (+15%)
First Aid (+10%)
Demolitions (+20%)
2 Physical(+10% if applicable)
1 Pilot of choice, excluding Robot and Power Armor (+5%)
Math: Basic (+15%)
2 Languages (+45%)
1 Literacy (+20%)
2 WP Modern
2 WP Ancient
HTH: Expert
OCC Related Skills: Chose 5 from the following list. Chose an
additional 2 at levels 3, 5, 7, and 13:
All Domestic skills (+5%)
Basic Electronics (+5%)
Any Espionage (+10%)
Automotive mechanics (+5%)
Demolitions: Disposal (+10%)
Any Physical {+5% if applicable}
Pilot: Any but Robots or Power armor
Pilot Related: Any (+5% on Weapon Systems)
Any rogue (+5%)
Science: Any but Archaeology, Botany, and Chemistry: Analytical
Technical: Any (+5% on Lores)
WP: Any
Wilderness: Any (+5%)
Secondary Skills: Chose 3 from the above list, without bonuses.
Chose 1 additional skill at levels 2 and 8
Gear: Suit of LIGHT megadamage armor. Energy Pistol with 3 clips.
Ancient Style Knife, Sword, Staff, or Club (SD ONLY). Canteen. A
pair of sunglasses. Regular everyday clothes, a 2 piece suit, and
a black ninja-type outfit complete with Tabi Boots for Prowling. A
pair of combat boots for everything else and a backpack.
Credits: 2d6x10
Cybernetics: Will never willingly get cybernetic or bionic
implants. They are also rejected by the body and fall off 2d6x10
hours after being implanted. If a stump is left, so be it.
Levels of Experience
1 0-3,500
2 3,501-5,000
3 5,001-9,000
4 9,001-30,000
5 30,001-50,000
6 50,001-90,000
7 90,001-140,000
8 140,001-190,000
9 190,001-250,000
10 250,001-350,000
11 350,001-500,000
12 500,001-700,000
13 700,001-1,000,000
14 1,000,001-2,000,000
15 2,000,001+
=============================================================================
Combat Psionic OCC
Sort of like my combat mage, only this time it's a psionic.
They tend to be heroic, with less then 4% in all the megaverse
being evil.
Attribute Requirements: IQ 9, ME 13, PS 8, PP 7, PE 10, SPD 7
PPE: 3d6
ISP: 4d6x10+10 (add 10 per level of experience)
Regains 4 ISP per hour of activity, 9 per hour of sleep/meditation
Bonuses
+4 to save vs. Horror Factor
Considered to be a Master Psionic
+3 save vs. Psionics
+2 save vs. Magic
+2 save vs. Insanity
+1 save vs. Poisons
+1d4x5 SDC, +1 PS, +1 PE, +1 ME
Powers
See the Invisible is automatic (like a dragon)
Psionics
The following is a list of Psionics available to the character
automatically:
Bio-Regeneration, Deaden Pain, Exorcism, Impervious to Cold,
Impervious to Fire, Levitation, Mind Block, Nightvision, Resist
Fatigue, Summon Inner Strength, Telekinesis, Sixth Sense, Bio-
Manipulation, Mind Bolt (costs only 1/2 normal ISP), Psi-Shield,
Psi-Sword (treat as if it where at third level up until 4th
level), Telekinetic Force Field
Also Chose 1 additional power from all categories (including
super) (Thats a total of 4 more psionics)
Chose 1 additional Psionic from any category at levels 3, 5, 7, 8,
11, 13, and 15
Magic: None
Note: The Combat Psionic CANNOT be turned into a Vampire.
Standard Gear: Traveling Clothes (Blue Jeans, T-Shirt,
Underwear, etc.), Combat style Boots, Tinted Sunglasses, Canteen,
backpack, 5 MRE's (each one has 1 days worth of food energy).
Standard Armor: Chose one armor from the following: Urban
Warrior, Plastic Man, Huntsman.
Standard Weapons: Chose 1 Vibro Blade (including Neural Mace) of
choice and 1 Ancient SDC weapon. Does not start with any MD
blasters/Guns. Would rather use a Mind Bolt anyway.
OCC Skills
Chose 2 Languages each at 85%
Wilderness Survival (+15%)
First Aid (+5%)
Athletics: General
Chose 1 pilot (+5%) excluding Robots and PA
W.P. Sword
1 modern W.P. of choice
2 Ancient WPs of choice
HTH: Basic (Can be upgraded to Expert at cost of 2 OTHER skills,
assassin and martial arts not possible)
Other Skills: Chose 4 from the following list. Chose 1 additional
at levels 2, 4, 6, 9, 12, and 14.
Radio: Basic (+5%)
Domestic: Any
Basic Electronics(+5%)
Espionage: Any (+10%)
Military: Any (+10%)
Physical: Any (+5% when applicable)
Pilot: Any but Robots and PA
Pilot Related: Any
Rogue Skills: Any (+5%)
Math Basic
Technical: Any (+5% to Lores, Languages, and Literacies)
W.P.: Any
Wilderness: Any (+5% when applicable)
Secondary Skills: Chose 3 skills from the above list without the
bonuses.
Uses the Dog Boy Experience table.
=============================================================================
Crimson Warrior OCC
Crimson Warriors are the elite shock troops of the city state of New Picton
The power armour is a holy relic, far superior in design to anything Triax
or the CS have produced, and completely irreplacable. All known suits of CW
armour are accounted for by NewPic. Renegades exist, but these are rare and
generally hunted down.
In general Crimson Warriors are much like GBs, except much more patriotic.
They are proud, brave and noble, the defenders of their people.
Alignment: Any but generally Good. NewPic military forces cannot have
a criminal record so most are good or Unprincipalled.
Atribute Requirements: P.P. 12, I.Q. 10, P.E. 12 or better
Appearance: Crimson Warrior armour is decribed below. The pilots must be
healthy and fit.
Enemies & Allies: Same as NewPic. They have neutral relations with the CS,
friendly with Traix and hate demonic legions like Atlantis
Starting Equipment: Crimson Warrior power armour with full weapons
Any light body armour
Energy rifle and 4 E-Clips
6 signal flares, survival knife, utility belt, air
filter & gas mask, walkie-talkie, three uniforms, dress
uniform, boots, canteen, first aid kit, and personals.
Money: 2d6 x 1000 in credit. CWs get top money and luxuries.
OCC Skills (with bonuses)
Languages ( English, Japanese ) +20%
Literacy ( English, Japanese ) +10%
Land Navigation +8%
Radio: Scramblers +10%
Demolitions & Disposal +15%
Robot Combat Basic
Robot Combat: Elite ( CW and one of choice )
Read Sensory Equipment
Weapons Systems
Intelligence
Boxing
Basic Electronics
W.P. Energy Rifle
Hand to Hand: Martial Arts
OCC Related skills areas/Secondary skills areas
Same as GB
# of OCC related skills: 4
# of Secondary skills: 6
Cybernetics: Starts with a universal headjack. May get other cybernetics
later, but avoids
Bionics, since Borgs can't be pilots.
Races available to: Humans, Elves, Dwarves, Halflings and any other
mortal humanoids. No race with natural magic.
Experience table: Same as GB
Jonathan Willis
Jean@Voyager.co.nz
Fidonet 3:771/850
Crimson Warrior Power Armour
---------------------------------
This type of power armour is depicted on the cover of Aliens Unlimited. It
stands about 8 feet tall, fairly short and squat compared to other PA.
Its armour is a dark crimson colour (due to the construction, and this can't
be painted over ) with four grey spheres on the chest, and two grey cones
protrubing from the back.
Model Type: Gamma Technologies GT-4
Class: Heavy Assault Power Armour
Crew: One pilot
M.D.C. By Location:
Main Body - 820
Head - 350
Legs(2) - 350 each
Arms(2) - 300 each
Reinforced Pilots Compartment - 100
Phase Rifles(2) - 120 each
EMP Mines(4) - 60 each
Speed:
Running 45 mph maximum
Leaping or Flying is not possible
Statistical Data:
Height - 8 feet 4 inches ( 2.5m )
Width - 5 feet ( 1.5m )
Length - 6 feet ( 1.8m )
Weight - 1.4 tons fully loaded
Physical Strength - Equal to a P.S. of 35
Cargo - Space for all the pilots possessions, but little more.
Power Systems - Unknown, average energy life is unknown but greater than
20 years
Black Market Cost: Not available. If a CW armour was to become available it
would go for 200 million or more, plus NewPic would go
to great lengths to retrieve it.
Weapons Systems
1. GT-4.1 Phase Rifles
These characteristic weapons of the CW armour fire high volt, phased
electrolasers. Duplicating these weapons is the subject of much research at
NewPic.
Primary Purpose: Assault and Anti-Armour
Secondary Purpose: Defense
Weight: Built into the armour
Mega-Damage: Inflicts 1d6 x 10 M.D. to mechanised opponents, plus pilots
suffer 4d6 S.D.C.! The electrolasers are conducted straight
through even M.D. insulation and protection.
Fires straight through force-fields ( magical, psionic or
otherwise ) inflicting damage only to the physical body.
Rate of Fire: Equal to the pilots hand to hand attacks. Bursts and sprays
are not possible.
Maximum Effective Range: 4000 feet
Payload: Effectively Unlimited
2. EMP Mines
The CW also carries a set of mines on the shoulders. These mines operate on
a similar principal to the phase rifles.
Mega-Damage: 1d6 M.D. plus pilots suffer 6d6 S.D.C. Same as Phase Rifles.
Blast Radius: 120 feet!
3. Hand to Hand Combat
Same as a GB.
4. Sensr Systems of Note
The CW uses a virutal reality interface. The pilot must have a universal
headjack, and once plugged in can use any of his normal senses, including
touch, taste, smell, sound and sight.
Also get equivalent to multi-optics, radar, motion detection, and all the
normal robot features.
John Willis
jean@voyager.co.nz
=============================================================================
Crystal Dragon Hatchlings RCC
Otherwise known as Diamond Dragons or Glitter Dragons, these magnificent
beasts are incredibly beautiful, and hunted for their priceless skin.
Crystal Dragons are fairly rare. They resemble normal dragons, except their
skin is a brilliant reflective surface like a diamond, giving them the
benfits of Laser-Resistnt armour. This skin is usually white/translucent but
can be blue, red, green, black and virtually any other non-metallic colour.
Crystal Dragons aren't as tough as other species of dragon, but still very
powerful on a human scale.
Attributes:
I.Q. 6 M.E. 5 M.A. 5 P.S. 3 P.P. 4 P.E. 4 P.B. 7 Spd. 5
P.P.E.: 1d4 x 10 + 20
Mega-Damage: 1d6 x 50
Armour Rating: Skin is a mega-damage substance that is imperviosu to normal
weapons. Magic, Psionics and most mega-damage weapons have full effect.
The shimmering skin of a Crystal Dragon is laser resistant, so lasers and
any light based attacks do half-damage.
Natural Abilities: Nightvision 90 ft, see the invisible, resistant to fire
and cold, can bio-regenerate 1d4 x 10 MD every 5 minutes, and is never
blinded by light regardless of intensity.
Fly 50mph ( 80 kph )
Wings are laser immune ( no damage from laser attacks ) and can be used to
parry such attacks ( +3 to parry )
Aura of Light; The dragon can generate a bright blindly white light around
itself. No damage ( unless Vampire or similar, then 4d6 ) but opponents
within 40ft are -8 to strike, parry and dodge while the light is in effect
and 1d4 melees afterwards. Opponents within 120ft are -4 to strike, parry
and dodge while the light is in effect.
Super-Nova; as a last resort the dragon can explode in an intense
thermo-nuclear fireball, inflicting 2d4 x 100 MDC on everybody within 200 ft
and 1d4 x 100 MDC on the dragon itself.
Psionics: Major Psionic, select any 8 powers from healing, physical or
sensitive, and 2 super psionic powers except Mind Wipe, Psi-Sword and
Possess Others. ISP 3d6 x 10
Magic: Full understanding of Magic, but can cast no spells until 3rd level.
Name: Jonathan Willis
Internet e-mail: Jean@Voyager.co.nz
Fidonet Netmail: 3:771/850
=============================================================================
Cyber-Farie RCC
Here is Doctor Articulus's (Rift's Sourcebook #1) newest creation's.
How he talked a band of faries,close to 500, to be transformed into mystical
cyborg's is unknown. He was fasinated by using the faries inhertant P.P.P to
power their mystical cybernetic implant's. By sacrificing their magic powers
and some of their natural powers the faries have been changed into powerful,
if small, cyborg's Even though most these faries enjoy their new powers some
have been having second thought's about their transformation and are searching
for Doctor Articulus to have him change them back. (these are the most common
to be found on Rift's Eart) Basicly these faries have been changed from happy
go lucky pranksters to serious little tank's.
MDC:15x1d6
(note: to completly destroy must be taken to -50 or they will regenerate)
Alignment:Any But most are Unprincipled
Horror Factor:10
(by people who know faries and see what these have become)
Size:5 to 9"
Weight:4 pounds
P.P.E:1d6
Age:Unknown (suspected immortal)
Attributes:I.Q. 3xd6
M.E. 3xd6+6
M.A. 2xd6
P.S. 2xd6 (supernatural)
P.P. 4xd6+4
P.E. 3xd6
P.B. 2Xd6
SPD. 3Xd6
Disposition:Are more serious than normal faries, except when they are in the
company of normal faries which is when they act extremly foolish.
Magic Powers:
Regenerates 1d4x10 MDC every thirty minutes.
Limb's grow back in an hour
Chameleon at will for 1 hour per day
Globe of Daylight (equal to level) 4 times a day
Sense Magic (automatic)
Teleport:Lesser (equal to level) 2 times a day
Psionic Powers: None
Natural Powers: Flys at 2xSPD Attribute
Attacks per Melee:4
Bonuses: +6 to dodge
+4 vs. all poisons
+4 save vs. psionics
+3 to roll with punch
Cybernetics: (All of these are magical and will regenerate of destroyed)
Sensor hand
Multi-optic Eye
Wrist or Palm Needle with farie sleep serum
(same as the farie sleep arrow)
Magical Forearm Laser Blaster 2D6 M.D Range 200 ft (609m) 10
blasts recharges at
1 shot every 2 minutes
Weapons: Sometimes fairy bow or a specialy designed weapon.
Skills of note: Same as Vagabond O.C.C.
Description:Basicly the look like a tiny cyborg with metal lace wing's
Use Vagabond Experience Table
Carl Backstrom |Because Polevaulting isn't a
pa_proof@realm.net |sport it's a lifestyle
=============================================================================
Cyber-Ranger OCC
80 Years ago the Cyber Knights appeared. 60 Years ago the
Cyber-Warriors appeared. A mere 20 Years ago (Circa 83 P.A.) the
Cyber-Rangers appeared. A sort of super wilderness scout, the
Rangers are the stealth and senses of the Cyber trilogy. They are
silent and can make normal wilderness scouts seem as natural as
Chi-Town.
Training: The Cyber-Rangers have probably the hardest
training of any of the three Cybers. Their training begins at age
10, and continues until age 20. They must be taught by a Cyber
Ranger of at least 7th level. Word has it that Lord Coake himself
encouraged this branch's creation and helped in its separation
from the Cyber-Knights. Use the Dragon Experience table.
Alignment: Any good or selfish.
Attribute Requirements: IQ 9, ME 12, PS 10, PP 6, PE 14, Spd 7
Psionic Powers
Roll a 1d10. On a 1-8 The character has no psionics (With the
exception of the choices provided later), only 1d6 ISP, and is
considered a Minor Psionic. On a 9-0 (10) the character is a Major
Psionic and may chose 5 powers from the following list at level 1
and 2 more at levels 3 and 7:
Bio-Regeneration, Deaden Pain, Healing touch, Increased
Healing, Alter Aura, Impervious to Cold, Impervious to Fire
Impervious to Poison/Toxin, Resist Fatigue, Resist Hunger,
Resist Thirst, See the Invisible, Sense Evil, Sense Magic,
and Sixth Sense.
Powers: Chose 2 from the following 5:
1. Psi-Bow: A bow that shoots MD arrows up to 500 feet away. This
is like a Psi-Axe/Sword in that it can be used indefinitely and
costs no ISP/PPE. It does 1d4 MD at level one, 1d6 at level 3, 2d6
at level 6, 3d6 at level 8, and 5d6 at level 13. Effective range
is 500 feet. If character chooses this, he automatically receives
WP Targeting.
2. MDC Being: Drop all HP/SDC and the character becomes a MDC
being with 3d6+1 MDC. Add 1d4 MDC at levels 5, 8, and 1. All
Physical skill SDC bonuses are DROPPED. They do not become MDC.
3. Enhanced Senses: Character automatically has nightvision to
200 feet, see the invisible to 500 feet, sense magic, sense evil,
sixth sense, see aura, and can hear as well as a dog and smell as
well as a Crazy.
4. Super Stealth: The character can, 3 times a day with each
time lasting 2 hours, become totally Invisible to ALL methods of
detection. This means not even see the invisible will detect him.
He cannot be heard (unless he wants to be), and cannot be smelled.
He still appears on Radar, and can be felt and has weight.
5. Enhanced Abilities: Add 2D6 to PE, 2d4 to PS, 1d6 to PP,
1d4x10 to SPD, 1d4 to ME and IQ, 1d6 to HP, and 1d4x10 to SDC
(These latter two become +2d6 MDC if choice 2 is chosen).
Special Bonuses: Add a one time bonus of 2d6 to PE and SPD, 2d4
to ME, 1d6 to PS and PP, 1d4 to IQ. Add 1 attack per melee. Add
+3 to parry and Dodge. Add +4d6 to SDC.
Saving Throw Bonuses: +2 save vs. poisons, +1 save vs.
insanity, +5 save vs. Horror Factor, +1 to save vs. Magic. Cannot
be turned into a Vampire.
PPE: Permanent 4d4
OCC Skills
Language: 3 of choice (95%)
Literacy: Chose 1 from the above 3 languages (85%)
Cook (+5%)
Fishing (+15%)
Sewing (+5%)
Detect Ambush (+20%)
Detect Concealment (+20%)
Intelligence (+15%)
Tracking (+20%)
Wilderness Survival (+40%)
First Aid (+10%)
Holistic Medicine (+15%)
Athletics: General
Climbing (+20%)
Prowl (+30%)
Horsemanship (And riding animals in general) (+15%)
Math: Basic (+10%)
Lore: Demons and Monsters (+15%)
WP 3 ancient of choice
WP 1 modern of choice
Hunting
Identify Plants and Fruits (+30%)
Land Navigation (+50%)
Track Animals (+20%)
HTH: Expert (Can be changed to Martial Arts at the cost of 3 Other
Skills)
Other Skills: Chose 5 from the following list. Chose 1 more at
levels 4, 5, 7, 9, 12, and 15
Radio: Basic (+5%)
Domestic: Any (+5%)
Espionage: Any (+10%)
Military: Any (+5%)
Physical: Any (+10% when applicable)
Pilot: Any but Robots and Power Armor & Tanks and APCs
Pilot Related: Any
Rogue Skills: Any but Hacking (+5%)
Science: Biology and Botany (+10%)
Technical: Any but the 2 Computers. (+10%)
WP: Any
Wilderness: Any (+15%)
Secondary Skills: chose 4 more from the above list without the
bonuses.
Gear: One set of light or medium MDC armor. One MD rifle with 3
clips. Vibro Knife. Combat Fatigues and Combat Boots. Blue Jeans
and T-Shirt. Backpack. Canteen. 1 Protein Healing Salve. Do not
like vehicles and prefer riding animals.
Money: 1d4x25 Credits
Cybernetics and Biosystems: CANNOT RECEIVE THEM. Some strange
force will not let a doctor implant a bio or cybersystem on a
Cyber Ranger. The object being placed will not go with in a 1/2
inch of the character. No matter how hard or fast it is being
pushed/going. This does not affect other characters cyber- or
biosystems. Only ones that are being put in the Ranger.
Code of Honor: Defend the Weak. Protect the Innocent. Help the
Needy. Slay Evil. Protect INNOCENT animals (this does not include
intelligent species, they fall under the Help Needy clause).
=============================================================================
CYBER-RUNNER OCC
DESIGNED FOR USE AS AN NPC VILLAIN
None of the -Runners likes or even respects the Cyber-Runners, or CR's.
To call any other -Runner a CR is an incredible insult, and will likely get
the one who said it killed. CR's are ruthless, uncaring souls who seek only
to destroy the other types or -Runners and anything that stands in their way.
Their powers are gained by way of a techno-wizard cybernetic implant so
powerful that even the hyper-phobic Coalition has looked into these.
CYBER-RUNNER
ALIGNMENT: The C-Runner will have eight personalities, one of each alignment.
To see which one comes out at any one time, roll 1d20. On a 1-19, the
diabolic personalitiy will surface, On a 20, roll 1d8 and consult the table
SURFACING PERSONALITY TABLE
1=Diabolic
2=Abberrant
3=Miscreant
4=Anarchist
5=Unprincipled
6=Scrupulous
7=Principled
8=Diabolic
The number that is rolled corresponds to the personality that surfaces. Note
that only the Diabolic and Miscreant personalities can use the CR powers, but
each personality is only aware of the other (the Diabolic personality will NOT
let the Miscreant personality out because "he's a wuss." The Miscreant
personality considers the Diabolic personality out because "that guy's
crazy.") The other personalities, however, are aware of all the other
personalities and usually (50% likely for anarchist, automatic for others)
will feel guilty for the havoc the evil personalities bring about. NONE of
these personalities will let the Diabolic or Miscreant personalities surface
if they can help it.
REQUIERMENTS: none
BONUSES: +3 to all attributes
PSIONICS: Psi-Sword, Psi-Armor, Bio-Manipulation, all kinds of -kinesis,
Hypnotic Suggestion, Telepathy, and Death Trance. Permanent ISP 500
MAGIC: None. PPE 6d6
SKILLS: As for former OCC, but gains Pilot Robots & PA (what's honor to a CR?)
MONEY: These guys are greedy beyond all human belief. Often, the typical CR
(which, I will stress again, is a VILLAIN and should NEVER be used as a player
character,) has at least 20 million credits and 100 million in black market
items.
GEAR: Varies from CR to CR, but ALWAYS has: a suit of power armor, various
kinds of rune weapons, usually several robots, and a whole lot of other
valuable stuff.
FRIENDS: Evil personalities: Splugorth and Coalition
Other personalities: Anything else (note that Abberrant counts as an "other"
personality)
ENEMIES: Evil personalities: Anything that could be considered a friend of the
other personalities
Other personalities: Splugorth and Coalition
ENHANCEMENTS: Any
A villain for RIFTS by DaBeechMan
Email me with your questions. Enjoy!
=============================================================================
Cyber-Warrior OCC
About 80 years ago, the Cyber Knights emerged. What no one
knew was, about 60 years ago, an off shoot of the Cyber Knights
occurred also. Called the Cyber-Warriors, they are similar to the
Cyber-Knights, but more concerned with raw combat. They were also
mostly Unprincipled. Their numbers remained few (less he 100) up
until 5 years ago. Their numbers have since tripled and are still
growing (Only nowhere near as fast). The Cyber Warriors are all
good, but a good comparison between the Cyber Warriors and Cyber
Knights would be the Knights of Camelot and the Rival Cavaliers.
The Warriors are a rowdy bunch who love a good scrap and never
back down. But their nowhere near as civilized or intelligent as
the Cyber-Knights.
Training: Unlike the Cyber-Knights, all the Cyber Warriors
have do is train with a high level Cyber Warrior for 2 years. He
teaches them all they need to know. This warrior must be of at
least 5th level. The PC will always start at first level. Use the
Cyber Knight Experience table.
Alignments: Any, but only .5% are ever evil. If evil, the
character loses the Psi-Axe ability.
Attribute Requirement: PS 12, PP 6, PE 11, Spd 6.
Psionic Powers
Roll a 1d10. On a 1-9, the character has no psionic powers but the
Psi-Axe, and has only 1d4 ISP and is considered a Minor Psionic.
On a 0 (10), the character gets the Psi-Axe AND chose 1 power from
each of the categories (Not including Super). ISP is 1d4x10 +2 per
level of experience and the character is considered a Major
Psionic.
Powers
Psi-Axe: Similar to the Psi-Sword, the Psi Axe is more powerful.
It follows the same rules of it looks reflect its user. The
starting MD is 2d6. Add 1d6 at levels 2, 3, 5, 7, 8, 10, 13, and
15.
Special Bonus: Add a one time bonus of plus 1d6 to PS, PE, and
Spd. Add a 1d4 Bonus to PP and ME. Add 2d4x10 to SDC and 1d6 to
HP. Add a +1 to roll with punch and a +5 to SD damage from HTH.
Add a +1 save vs. Magic and Horror Factor. Heals 2x Normal Human
Speed.
PPE: 4d6.
OCC Skills
Language: 2 of choice at 80%
Radio: Basic (+10%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Wilderness Survival (+20%)
First Aid (+10%)
Demolitions (+15%)
Demolitions: Disposal (+15%)
Body Building and Weight Lifting
Boxing
Climbing (+15%)
Prowl (+15%)
Wrestling
Pilot: Chose 2 (+10%)
WP Axe (I am not sure which book this is in, but if you can't find
it, use WP Blunt.)
WP 2 ancient of choice
WP 2 modern of choice
Lore: Demons and Monsters (+10%)
Land Navigation (+15%)
HTH: Expert (Can be changed to Martial Arts at the cost of one
Other Skill.)
Other Skills: Chose 4 at level one, and an additional 2 at levels
3, 5, 7, 8, 12, and 14.
Domestic: Any (+5%)
Basic Electronics
Espionage: Any (+5%)
Mechanical: Automotive Only (+5%)
Physical: Any (+10% when applicable)
Pilot: Any (+5%)
Pilot Related: Any
Rogue Skills: Any but Hacking (+5%)
Science: Math: Basic Only (+5%)
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)
Secondary Skills: Chose 5 skills from the above list without
bonuses.
Gear: One set of MDC armor (usually Heavy), One MD Rifle with 4
clips, A set of Dress Clothing, Gas Mask, tinted sunglasses, 2
quart canteen, 2 Protein Healing Salves, Combat Fatigues and
Combat Boots. Has no vehicle to start with.
Money: Starts out with 1d4x100 Credits.
Cybernetics: Starts with Cyber Armor identical to Cyber-Knights
and chose one type of cyber eyes if you want. May get cybernetics
later, but after three types (Not including Above eyes and Armor)
reduce PPE and ISP by half. Never below 1 and round up. Cannot
receive Bionics.
Code of Honor: Follows the code of the Cyber Knight.
=============================================================================
Daemonite RCC
The Daemonites are a race of evil alien creatures who came into
this world before the time of rifts. There was originally a mistake in
sending the Daemonites and Kherubim (their arch enemies) were sent to
earth. It was a small number of each race transported. Both integrated into
the earth society and prospered. The Kherubim had good intentions, while
the Daemonites sought to conquer the earth. They slowly built their numbers
and sought out a way to bring their kin to earth in order to conquer it.
The Daemonites were not very successful in their quest until the time of
rifts. The Daemonites are magical creatures who gained strength and
confidence with the rebirth of magic on the earth. With this new found
strength and power, the Daemonites set their plan in full gear. They
utilized their unique power to gain strong warriors and to discover ways to
find their home world.
The Daemonites continue to work to find their home world. When and
if they do, they will call forth all of their forces to conquer earth and
all the connecting realities through the rifts. The Daemonites are not
super powered or super strong creatures. It is there amazing ability that
sets them apart and their devotion to the cause that motivates the entire
race to succeed. The Daemonites can possess and take control of any being.
This process is painful and destructive for the victim, while quite
rewarding for the Daemonite. The Daemonite gains all the abilities and
skills of the victim while retaining its own psyche. The only ways to
remove the Daemonite are through exorcism, or by killing the Daemonite and
victim. The frightening part about the Daemonite's ability is that they may
possess any person that they want. They can possess the regular "Joe" or a
Splugorth. Any person that they possess is under their total control. The
only limitation is that they may possess only one being at a time. They
must also possess intelligent life forms.The Daemonite race as a whole has
a sick obsession with the conquering of worlds and the destruction of other
races or complete control over them (especially the Kherubim). Throughout
the world, Daemonites are driven by their obsession and live with no code;
merely to conquer.
*Information based on ideas and characters of Jim Lee's "WildC.A.T.s,"
Image Comics
Typical Daemonite
All Daemonites fall into the same general class. There appears an
unspoken hierarchy of strength and intelligence who step up to lead the
mass destruction.
Alignment: All of evil alignment, possibly anarchist.
Attributes: IQ-3D6+2, ME-5D6+2, MA-3D6, PS-6D6+2 (supernatural), PP-4D6+4,
PE-4D6+6, PB-1D6, Spd-4D6
MDC: 1D4x100
Horror Factor: 14
PPE: 1D6x10
Weight: 250 to 400 lbs
Height: 8 to 10 feet
Average Level of Experience: 1D4+4
Natural Abilities: Possession- the Daemonite may possess any intelligent
creature. By doing so, it gains all the abilities and skills of that
creature. The Daemonite knows all magic, psionics, powers, etc. associated
with the victim. The Daemonite retains its own psyche and doesn't know the
memories of the victim, only his skills etc. The Daemonite can only be
removed through exorcism or by killing the victim and Daemonite together
(usually the Daemonite will abandon its host before it dies). Exorcism of
the Daemonite causes 5D6 MDC damage to the creature and temporarily stuns
it (loses one attack, no initiative). Night vision- 400 ft. Note- The
creature's strength does not come physically, it is in its ability to take
over powerful beings and control them. Most often when left out of its
host, the Daemonite will run and fight at a later time, with a powerful
host.
Combat: Five physical attacks, or number of attacks of host body (only if
greater).
Damage: Claws do 3D6 MD, Bite does 2D6 MD, 5D6 on power punch, Critical
strike on a roll of 19, or 20.
Bonuses: +4 to dodge and parry, +2 to strike, +4 vs horror factor, +2 vs
psionics. Invulnerable to a vampire's bite, or other forms of
transformation.
Magic: PPE 1D6x10, none.
Psionics: ISP 1D4x10; Bio-Regenerate (self), Mind Block, Alter Aura, Sixth
Sense
R.C.C. Skills: Basic Math (30%), Radio Basic (+20%), Cook, Disguise (+10%),
Tracking (+15%), Intelligence (+10%), Prowl (+10%), Wilderness Survival
(+10%), plus select one piloting, two WP's, 1 Science, and two Physical.
Also any skills of the possessed victim.
Physical Appearance: A tall pinkish-gray humanoid. It is hunched over and
has an elongated head with large sharp teeth. Large hands with big claws on
each finger are connected to long strong arms. A small pair of arms is
located underneath the first pair. These are extra claws for damaging foes.
The two legs are thin and quick. Daemonites are very hideous looking. They
are seldom seen in their natural state, for they are usually in possession
of someone else's body. Seldom will wears body armor in natural state.
Average Life-Span: 3000+ years
Insanity: Multiple exorcisms can lead to insanity. Each time it takes
place, after the initial time, roll on the following table.
01-20 Frightened, will run from the chance of being exorcised, when it
feels its losing.
21-40 Frightened of psychics, will never possess one and will not ally with
one.
41-60 Never will possess someone again, would rather die.
61-80 Loves it, will almost invite exorcism upon itself.
81-00 Frightened of Daemonites, will hunt them down to kill them, still evil.
=============================================================================
DARK ELF RCC
DARK ELVES DISCOVERY
Eons and Eons ago before the fall of the Old Ones, the animosity was
beginning to be felt. As a precautionary measure the old ones create a race
of Half Elves. They were a Hybrid of the first elfs and of Dragons, they
appeared to be normal elves. They became the Avatars and Knights of the Old
Ones. They were the Purest of all the races. They knew they had power, but
they couldn't harness it because of there masters -- The Old Ones. As the
Animosity and Tensions grew, so did the daringness of the Dark Elves. Then
without warning the Dark Elves turned there backs on the Old Ones. They did
this Hours before there slumber, it is rumored that the Dark Elves may have
been there true Killers. They will never talk about that time.
The years that followed proved to be the Golden Age for the Dark Elves.
They Built Mighty Empires and became a major force, but there numbers were
small, only perhaps 100,000. Then came The Great Awaking when there Evil
Finally Began To Leave Them, This only Happened to Three-Quarters though,
they called them selfs the "Dea Simil'rians" which is Translated to "High
Elves". This started a great war Between the Mor'drow Simil'rians and The Dea
Simil'rians. This almost destroyed both races.
The Mor'drow's have learned to accept the Dwarven nations due to a
certain trait they share with a majority of them, Elven Hatred.
Now The Mor'drow number may be as high as 15,000. But no matter how
many there are they are Evil.
Ala'raz Azure Tek'laus
Scribe of the
Arcannus
Notes Taken By Ala'raz about 10 years ago in a dimension that was up For
Arcannus takeover.
Day 25 of Observation
I write from a Dimension we will call De'Alps it is a fairly advanced
dimension. They are composed of 7 Kingdoms all Under there own Kings, but
they answer to a head of Dimension, they call him De'alps Lucard Di' Dead'
Dor. He is a powerful Priest and Mage of an Unknown Religious order, it
appears to be an off shoot of the Dragonwrite religion.
Day 35 of Observation
I write now from a hidden Elven alcove in a forest just 25 miles north
of Lucard's Palace. I was hunted down the last 7 days. Some how or another
Lord Lucard has a copy of my first Note. My Inquiries to the Arcannus Circle
still say the take over is still going to happen.
Day 48 of Observation
Battle!!!!
The Invasion has started i now fear for my life knowing that within the
first day of battle the death count ratio is 10:1 favoring Lucard. This
appears to be the first down fall of the Arcannus.
Day 50 of Obsevation
After a Discussion with some of the rebels on our side i have come to
the conclusion that the Arcannus Must leave, I fear Lord Lucard and his Noble
men are Dark Elves. My guide Treador Kaldean was once a slave for Lucard he
explains, "After some years i notices a change in my master his evil ways have
begun to show, an aura of Darkness fills his Black Marble Palace."
Dark Elves
Alignment: 95% are evil, But any are acceptable
Attributes: I.Q. 4D6, M.E. 4D6+3, M.A. 3D6+3, P.S. 5D6, P.P. 4D6, P.E. 5D6,
P.B. 4D6, SPD 4D6+2, All Attributes are Supernatural
M.D.C.: 3d6x10 + P.P.E., + Every level add 1d6x10 and any P.P.E. bonus.
Plus any gained from Magic or Skills.
P.P.E. Base: 4D6x10 + 1D4x10 per level, or if a Dark Elven Wizard 2D6x100 +
1D6x10.
I.S.P. Base: 2dD4x10 + 2D6 per Level
Horror Factor: 12 radiate evil
Natural Abilities: See in absolute dark, See the INvisible, Ta-Itaik -- i
highly focuses outburst of P.P.E. similar to a Chi blast does damage equal to
P.P.E. expendature x 10 (P.P.E. X 10) range is limited to 200 ft, they can
also defend at the same rate but they must declare amount before damage is
taken., Change form to regular elves, just a color change, may not use powers
in this form, absolute no detection of trueness in this form,
Shadowmeld, They may also heal using P.P.E. at P.P.E. x 5.
Bonuses: +4 vs magic, +3 vs Elven Magic, Immune to Illusions, +6 vs
Horror Factor
O.C.C.: Any magic, Tattoos, no Rift Military OCC, any Psionic
Special Skills: Language: Mordrow 98%, Select two other languages and
Literacies at 98%, Lore:Demon +20%, W.P. Throwing Claw(use the Knive Table)
Equipment: Mesh Armour similar to the netting that the Predators wear,
magically adds 200 MDC to body, Cloak of Drudane 100MDC, Talisman of
Moriquendi (shows clan), TK Flame Pistol 1D4 x 10 2000ft rang take 20 to
recharge, Any type of Sword usually a Katanna or Flamberge 1D6 x 10
Money: About 1D4 x 100,000 in Gold and another 3D6 x 10,000 in Gems
E-Mail Gil Jyhaud if you have any complaints, questions, additions or just
plain old Info.
=============================================================================
Darter RCC
The Darter race has earned it's name for 2 reasons. One is
their incredible speed, which they use in their chose roll as
adventures, scouts, and messengers. 2 is the power that allows
them to shot MD darts from their hands (see powers later on).They
look like bald humans with blue-green, red, or silver skin. The
one thing different is that their skin looks thicker and their
arms look weaker, Their legs, however, are always very muscular.
Alignment: Any, but most are good (40%), or selfish (35%).
Attributes: IQ 3D6+1, ME 6D6, MA 3D6, PS 1D6+2, PP 4D6, PE 4D6,
PB 3D6, Spd 3d6x10
MDC: 3D6 +1 per level of experience.
Magic: Character has 3d6+2 PPE and may chose 2 spells from first
or second level.
Psionics: Considered a Major Psionic. ISP is 2d4x10. Psionics
include: Deaden Pain, Impervious to Cold, Impervious to Fire,
Levitation, Nightvision,, Resist Fatigue, Resist Thirst, Summon
Inner Strength (SDC bonus becomes MDC), Astral Projection, Object
Read, Sixth Sense, Speed Reading, Total Recall.
Powers
Recovers 1d6 MDC per 6 minutes
See the Invisible up to 200 feet away
Cannot be turned into a vampire
Dart Launch: Once every other melee, the Darter can launch up to
20 darts from his hand traveling at high speed. Each dart does 1d4
MD. Multiply as needed. Range: 150 feet (+20 feet at levels 4 and
7), Bonus: +2 to strike.
Other Bonuses
+3 TO SAVE VS. Horror Factor
+2 to save vs. magic
+2 to save vs. psionics
+3 save vs. Insanity
+1 to save vs. Poisons and other drugs
+4 to dodge
+2 to parry and roll with punch
+4 to initiative
+1 attack per melee
Habitat: Darters can live in temperatures up to 130 degrees and
down to 10 degrees without discomfort. They prefer dry, low
altitude climates. They like temperatures from 70 to 90 degrees.
Needs to eat and drink only 1/3 what a normal human does. Prefers
high protein foods.
Darters are sexual and mature just like humans. They even look
similar to humans. Darters have no home planet, and it is believed
their are only around 1 million left in the megaverse. There are
an estimated 600 living in the Rockies. Perhaps a total of up to
5,000 are on Earth, but probably not more. Most are kindhearted
and help a soul in need. It is believed the Darters may have been
created centuries ago by the true Atlanteans as one of their first
attempts at modifying humans.
Experience: Uses the Juicer experience table.
Average Life Span: 70 years
Size: Humans size
Weight: Humans weight
RCC Skills
3 Languages of choice at 97%
Literate in the above languages 90%
Radio: Basic (+30%)
Sing (+10%)
Detect Ambush (+15%)
Intelligence (+20%)
Tracking (+10%)
Wilderness Survival (+10%)
Running
Climbing (+15%)
Swimming (+20%)
2 Pilot of choice (+5%)
Read Sensory Instruments
Math: Basic (+20%)
2 WPs of choice (Ancient or Modern)
Land Navigation (+20%)
HTH: Basic (Can be changed to Expert only for 3 OTHER skills.)
Other Skills: Chose 5 from the list below. Chose an additional 1
at levels 3, 5, 7, 8, 10, 12, and 14
Communications: Any (+5%)
Domestic: Any
Basic Electronics
Espionage: Detect Concealment or Escape Artist (+5%)
Medical: First Aid or Paramedic (Paramedic costs 3 OTHER skills)
(+10%)
Physical: Any but Boxing, Wrestling, and Gymnastics (+10% when
applicable)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue Skills: Any
Science: Mathematics: Advanced, Biology, Chemistry, Botany, and
Astronomy (+5%)
Technical: Any (+5% on Lore, +15% on Languages)
WP: Any
Wilderness: Any (+5%)
Secondary skills: Chose 4 fro the above list with out the
bonuses listed.
Gear: Light MD body armor of choice, light MD pistol of choice or
vibro weapon (excluding sword and claw{s}), Running Clothes (Sweat
Pants, Sweatshirt, and Running shoes), Normal clothes (Jeans, T-
Shirt), Canteen, 3 food rations, light backpack (2 MDC).
Money: 1d6x100 Credits.
Cybernetics: None. Cannot receive Cybernetics or Bionics of any
sort.
=============================================================================
Death Dragon RCC
by Sean
(JSATT@aol.com)
Attributes: IQ: 2D6+4, ME: 10D6, MA: 9D6, PS: 5D6, PP: 4D6, PE:
5D6, PB: ?, SPD: 7D6
PS is supernatural. 85 mph FLYING
PPE: 1D6x10 (+3D6/level) ISP: 1D10x10
MDC: 1D4x100+100 Horror Factor: 20
Alignment: ANY but usually selfish or evil; some are good.
Natural Abilities:
1. Mesmerize: This power is sort of like the spell the King
priest of Istar uses in the Dragonlance Legends series. People
remember the horror and fear of seeing the Dragon but won't
remember the exact details of the Dragon.
2. Death Sense: The Dragon is able to sense, through the use of
PPE, where there is going to be major amounts of deaths occurring.
This sense does not tell exactly where or when it is going to
happen or who is going to die. It is more like a force that pulls
the Dragon to the place of oncoming death.
3. Soul Trap: This is not what the rumors make it out to be.
Instead of entrapping the soul, it absorbs the released PPE that
creatures emanate upon death. This is different that most other
creatures that use PPE to function, instead of only using a small
amount of that released energy and having to use it right away,
the Dragon will store all the released energy and can store for up
to 2 months. Their is a limit to how much PPE the Dragon can
store, the limit is 800 PPE. There are two ways the Dragon can
use this PPE:
PPE Discharge: This is the release of all the stored PPE at
one time. This discharge inflicts 1D6+10 MDC to the Dragon
itself. Once it leaves the Dragons body if forms an oddly
shaped 50 foot ball of energy that can only go in a straight
line for 2,000 feet:
1st 500ft. is 3d6x10 MDC to anyone hit
2nd 500ft. is 2D6x10 MDC
3rd 500ft. is 1d6x10 MDC
4th 500ft. is 4d6 MDC
PPE Withdrawal: The scales can hold the PPE for up to 2
months, and while this the Dragon can use the PPE anyway it
wishes. Once a Dragon reaches 5th level it is able to
manipulate PPE even better than before. It is able to mold
PPE into a solid object that resembles anything the Dragon
wants it to look like. The object can walk and do simple
tasks. But the creation is actually a shell of what it is
made to resemble, it can't talk or think, and it shall die
out after a month. The Dragon has total control over his own
creation. Cost to create one is 100 PPE.
4. Smoke of Anger: If the Dragon is running low on PPE or hasn't
come upon any deaths yet it will probably resort to this attack in
order get more PPE. If a character fails a roll vs. spell at -4
then they fall into a rage, attacking anything it sees except the
Dragon. The smoke cloud is actually a very fine mist that covers
a 100ft radius for 1D6 rounds.
5. Feed off PPE: When people die their PPE is released from their
body. PPE is doubled at time of death. The dragon is able to
absorb any PPE within a 100ft radius.
Death Dragons don't like ley lines or Nexus points. This is due
to the fact that their scales overload in their attempt to absorb
all the PPE If the Dragon is to close to a ley line (500 ft) it
will eventually die.
1st minute: Dragon is slightly dizzy -2 to strike, parry, and
dodge
2nd minute: Burning sensation on Dragons scales
3rd minute: Pain increasing Dragon takes 1D6x10 MDC
4th minute: Pain intense take 3D6x10 MDC
5th minute: Roll vs. unconsciousness take 3D10x10 MDC
6th minute: Roll vs. Death take 6D10x10 MDC
7th minute: Dragon explodes
If dragon dies at any stage his PPE will be released at triple the
range and damage of the PPE Discharge ability. Also blast is not
in just one direction it occurs in all directions, their is no
chance to dodge this blast.
6. Nightvision with a range of 1000 ft.
Skills: Same as all other Dragons (see page 98 of Rifts book).
Psionics: Dragon considered a minor psionic due to their
inability to manipulate their powers so that they can gain powers.
The powers that they had at birth are the only ones they can have.
Pick 7 from the following list:
Deaden Pain
Detect Psionics
Induce Sleep
Alter Aura
Mind Block
Telekinesis
Astral Projection
Empathy
Clairvoyance
Mind Block
See Aura
Sense Magic
Sixth Sense
Telepathy
Empathic Transmission
Hypnotic Suggestion.
Spells: At 1st level knows all 1st and 2nd level spells along
with the following spells:
Energy Bolt
Paralysis: Lesser
Blind
Fire Bolt
Life Drain
Call Lightning
Agony
Fire Ball
At 2nd level can learn 10 new spells from 3rd and 4th level
At 4th level can learn 5 new spells from 3rd through 5th level
At 6th level can learn 3 new spells from 3rd through 7th level
At 8th level can learn 3 new spells from 3rd through 8th level
At 10th level can learn 2 new spells from 3rd through 9th level
11th through 15th level can learn 1 new spell between 3rd and 12th
level.
Note: The Dragon ABSOLUTELY cannot learn any teleport spells or
any spells that have to do with rifts or dimensional travel.
Physical Description:
Dragon is all black when fully charged with the exception of a
white skull shaped blotch on its chest. When either empty or not
totally charged the color of dragon will be different shades of
gray.
Length: 25ft.
Height: 15ft.
Weight: 6 tons.
Wingspan: 70ft.
Physical Attacks: Bite: 1D6x10 MDC
Punch: 5D6 MDC
Tail: 2D6x10 MDC
Stomp: 6D6 MDC
Body Ram: 2D6x10 MDC
Claws: 6D6 MDC
Dragon considered an expert in HTH combat with +1 to strike and +2
to parry and dodge.
Average Life Span: 10,000 YEARS. Achieves adulthood at 1,000
years of age.
Allies: None
Enemies: Fellow Dragon, besides that nothing considered a
threat.
Background:
The Death Dragons are the rarest and most mysterious of all
Dragons known to mankind. They have been seen only a few times in
the last 5 years. When Death Dragons are seen it is usually over
a battlefield or over a town that will be destroyed. That is how
Death Dragons got their name. They seem to be harbingers of
destruction; wherever they go death seems to follow. This makes
Death Dragons look like evil beasts that kill people and suck
their soul into a hellish imprisonment. These rumors are somewhat
true, but due to people's fear have grown out of proportion. It
is not entirely impossible to hear tales of villages leaving at
the sight or rumor of a Death Dragons nearby. If you ever managed
to talk to a Dragon about Death Dragons, they seem indifferent and
won't answer your question.
The Death Dragons are from the unknown planet Dragii. The
planet is nearing extinction due to the overpopulation of Death
Dragons. Fortunately for the Death Dragons, a Shifter happened to
come across Dragii through a Create Rift spell. The Death Dragons
killed the Shifter immediately. The Death Dragons, using the last
of their PPE, were able to keep the rift open long enough for a
few hundred to escape to Earth. The Dragons they left behind will
probably die within 50 years unless they are able to find a way to
get off the planet.
=============================================================================
Death Seeker OCC
by Morpheus (morpheus@teleport.com)
This is a special OCC that replaces the former one, not by player
choice but by the choice of the GM (If you're a player and you
really want to play one... you know how to bug the GM ;)
* Note this OCC's main purpose is for Role Playing, and redefines the
course of a characters development dramatically.
all skills, experience, cybernetic options etc.. remain the same
however if the character does not alredy have psionics the
character gains minor psionics in the sensetive category. ISP
starts out a ME + (3d6 X 10)
A Death Seeker is a character that has had a traumatic event happen to them
during the course of the game, ie: a lover murdered, their village torn
to shreds while they were away etc.. The Death Seeker then starts to see
visions, and these visions reshape the characters life, maybe add powers, but
in any case the Death Seeker has a specific task to accomplish whether or not
they realize it, but the GM knows. Unfortuneately for this character this
task will mean certain (unavoidable?) death to the character: this is known
as the Death Bond.
The period of time between this event and the creation of the character can
be determined by the GM... it could happen at level 3 or level 13, the longer
the period of time that elapses, and the more the character develops the
visions become clearer and the steps, people, and resources the Seeker needs
to accomplish this task become defined. A Seeker may need a specific
character to help accomplish his or her final task, in which case the seeker
will first offer to help the other character to accomplish their goals. Or
the Seeker may need a specific Item that is across dimensions.... etc... these
are ways to incorporate the seeker into your campaign easily.
When a death seeker dies, the character is reincarnated. Time is not a factor
for this reincarnation, meaning that the "soul" of the character can
travel into the past or the future. It is entirely possible for the new
character to be ready to join the party soon after the Seeker dies... It also
sets a stage for so many possible twists involving the seeker in his or her
first form interacting with the reincarnated one, in fact a seeker might be
avenging the death of his or her reincarnated form! The new character will
have some memories of his or her past life as a seeker, but new OCC's/RCC's
are chosen for the reincarnation, and the character starts out at a level
between one and three. If the seeker had any special powers than those powers
might be tranfered over to the reincarnated character.
* Note the Death Seeker only gets reincarnated IF he or she can accomplish the
specific task they need to do.
The Death Seeker gains the following powers:
1. Sense upcoming death
A death seeker is attuned to death so strongly that the seeker will know
if someone in the vicinity is going to die in the next hour. The Death Seeker
however stays very calm about it, feeling death is the normal ending of life
and will in most cases do nothing to prevent the occurence from happening.
This death that the Seeker feels is by no means assured, intervention on the
part of another party often throws the seekers sense off kilter, and the
seeker does not know who is going to die unless the Seeker has physical
contact with that person.
2. Visions of tommorow
A Death Seeker is sensetive to the mystical patterns in the universe many
call fate. The Seeker's dreams are tormented, yet always give the Seeker some
cryptic information on the forthcoming events of the next day. As time goes
on the seeker learns to better interpret the dreams but the dreams become more
and more cryptic... with one exception. As the Seeker approaches the time of
the "propper" death those dreams become extremely clear. The Death Seeker may
se his or her death as it actually should happen, or they might see something
completely off, or anyehere inbetween. They just clearly see how they want to
doe, it is their subconcious effecting their visions that brings about this
amazing clarity.
3. Final Sacrifice
A Death Seeker may heal and revive a person who has been dead for less
than 3 hours and has at least 60% of their body left. The Seeker does this
by transfering his or her own life energies into the corpse, and this kills
the Death Seeker. This may or may not be the Seekers propper death, if it
isn't the Seeker is reincarnated (and may rejoin the party...), but not free
of the Death Bond.
4. Fein Death (Meditation)
Seekers can control their bodies mentally so to all people examining the
body are fooled into thinking the Seeker is dead. This is a very relaxing
state for the Seeker, and while in this state, the Seeker heals at 3 times
the normal rate, and is completely rested in 4 hours. The disadvantage of
this is the fact that the Seeker does not know what is being done with his
or