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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no longer maintained by Morpheus (morpheus@teleport.com)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 her body and will not wake up until ready to do so. After 8 hours in
this meditation, the Seeker dreams heavily and comes out of meditation with
a resolution or plan of action for matters currently at hand.
5. Speak with the Dead
This power enables the Seeker to communicate with "spirits" of dead
beings, however it requires the Seeker to be at the location of the death,
and for the seeker to meditate for 5 minutes uninterupted. This is dangerous
for 2 reasons, the first one would be false information the spirit gives to
the seeker that might mislead and harm the seeker, and secondly a particulary
powerful spirit might posess the Seeker's body. The Seeker and the Spirit now
fight for control of the body... the rules for this are at the discretion of
the GM... The spirit also might play a "parasite" tagging along in the body,
letting the Seeker do the acting, but during this time the spirit feels, hears
see's, and tastes just as the Seeker does.
=============================================================================
DETECTIVE OCC
Requirements: IQ 12, ME 11, PS 10, 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 prerequisitesnot necessary)
Paramedic, Pathology. +25% to all skills
Jouralistic/Investigation Program - Computer Operation,
Intelligence, Photography, Research, Writing (+25%)
Police Program - WP Auto Pistol or Revolver, WP Shotgun,
Hand-to-Hand: Basic, Radio: Basic, Pilot: Auto.
(+25%)
Select 1 other skill program, excluding Military, 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 (+25%)
Criminal Sciences/Forensics (Chem, & Chem: Analytical prerequisites
not necessary)
Paramedic (+25%)
Pathology (+25%)
Radio: Basic (+25%)
Pilot: Auto (+25%)
WP Auto Pistol
WP Shotgun
Hand-to-Hand: Basic
Other Skills: 5
Communications: Any (+5%)
Domestic: Any
Espionage: Any (+15%)
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
(+15%)
Technical: Any (+10%)
WP: Any
Secondary Skills: 10, +2 at 3, 6, 9, 12, 15
SDC: 3d6
XP: Use the Parapsychologist from Beyond the Supernatural
=============================================================================
Diabolist OCC
The Diabolist was originally a magic class from the Palladium dimen-
sion, brought to Earth by dimensional travellers/magicians. The art of wards
and runes is a secret to most, due to the exaustive study it requires and the
mastery of magic forces it takes to use. But of late, several Diabolists have
begun to teach Earth natives the ancient art, and enough Earth-based Diabo-
lists have popped up to warrant the class usable by all (or, phrased differ-
ently, the class is an open O.C.C.).
Diabolist Abilities
1. Can read runes. The Diabolist knows how to read and interpret runes of all
make and form. The rune language/symbology is a jealous secret, and carefully
guarded. It will NEVER be taught or shared with anybody who is not a Diab-
olist.
2. Knows all symbols, power words, and wards. This knowledge is essential for
the functioning of the Diabolist's wards. On Rifts Earth, the materials
necessary for the creation are not really required; it is the idea, power
words, and the design of the ward that are important, the physical comp-
osition only lends itself to remembering the exact workings. The Diabolist
knows not only how to create the ward/circle, but the power words for it,
and the symbols used.
3. Deciphering Circles. The Diabolist is so skilled in magic wards and crypt-
ography that he or she can attempt to deduce the function of a magic circle
when encountered. The Diabolist makes notes about the design, materials,
and other clues, and then studies it. When the Diabolist wishes to discover
if his knowledge is enough for a successful invocation, he must try it and
then roll under his percentage. If he fails, the P.P.E. vanishes (used up)
and the player is knocked unconsious for 1d4 hours. There is also a small
explosion, which causes 4d6 S.D.C./H.P. damage to the Diabolist and those
around him in a 20 ft. radius.
The Diabolist's skill in deducing the function of a circle is 20% +5% per
level of experience. His skill in deducing the invocation necessary for the
circle is 15% +5% per level of experience (I.Q. bonus is applicable to
both skills).
4. P.P.E.: 2d6 x 10 P.P.E. + P.E. and 2d6 additional P.P.E. points per level
of
experience.
5. Bonuses: +2 save vs. Horror Factor at level one, with an additional +1 at
levels four and eight. +1 to save versus magic at levels two, five, eight,
eleven, and fourteen (includes all ward and circle magic, as well)
6. Other bonuses: +10% to recognize magic items, +15% to recognize
enchantment.
Diabolist O.C.C. Skills
Languages (native, 96%)
Languages (three additional, +30%)
Literacy (three, +40%)
Mathematics: Basic (+20%)
Forgery (+10%)
Cyrptography (+10%)
Land Navigation (+5%)
Wilderness Survival (+5%)
Lore: Magic (+15%)
Lore: Demons & Monsters (+10%)
Hand to Hand: Basic can be selected at the cost of one "other" skill, Hand
to Hand: Expert as two, Hand to Hand: Martial Arts (or Assassin, if evil),
at a cost of three "other" skills.
O.C.C. Related Skills: Choose six from any available category below. Plus,
select two at level three, two at level seven, one at level ten, and one
at level thireen. All new skills start at level one proficiency.
Communications: Radio Basic only (+5%)
Domestic: Any
Electrical: Basic only
Espionage: Intelligence only
Mechanical: Basic only
Medical: First Aid only (+5%)
Military: None
Physical: Any except acrobatics, boxing, and gymnastics
Pilot: Any (+2%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+10%)
Technical: Any (+15%)
W.P.: Any
Wilderness: Any (+2%)
Secondary Skills: The character can also select five secondary skills from
those listed. These are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses (). All secondary skills start
at the base skill level.
Standard Equipment: Robe or cape, two sets of clothing, one set of travelling
clothes, light M.D.C. personalized armor, knapsack, backpack, 1d6 small
sacks, 1d4 large sacks, a dozen wooden stakes and mallets, canteen, bino-
culars, sunglasses/tinted goggles, air filter and gas mask, flashlight, 200
feet of rope, pen and pencils, notepad, sketchpad, various other drawing
utensils (such as erasers, colored markers, paints), 35mm camera with 12
discs of film (48 exposures each disc), two blank books, and a portable
hand-held computer (if proficient in it's use).
Weapons include one energy rifle with 1d4 extra clips, one other energy
weapon of choice (1d4 extra clips), survival knife, automatic pistol, and
a hand axe.
The vehicle of choice of the Diabolist tends to be either a horse or motor-
cycle. Diabolists also like TW items.
Money: The Diabolist starts off with 2d6 x 100 credits in cash, and has about
1d6 x 1000 credits in saleable Black Market Items. Most of his/her money has
been spent of art supplies and paper/books.
Cybernetics: Starts with none and avoids them unless necessary for medical
reasons (though not every Diabolist is opposed to them). Bio-system replace-
ments will be considered, if necessary.
CREATED
By: The Alchemist (12-17-94) ============================================================================= Dragon Rider RCC Dragon Riders are a race of humanoids that have learned to mentally tame and control Dragons for a short period of time. During the waning days of the second magic epoch, a pair of Chinese magicians learned how to use their minds to control Dragons for a short period of time. Persecuted for teaching their "Black Magic," the Chinese magicians fled through a dimensional portal to a world filled with Dragons. The magicians also found a civilization of humans that feared the Dragons because of their might and mysterious powers. The Chinese magicians then felt it was their duty to train these people to be on more equal terms with the Dragons and so the people of this planet were taught the way of the Dragon Rider. After a century of peace with humans and Dragons living together, a horde of evil Dragons found their way to the planet of the Dragon Riders and promptly invaded the once peaceful planet. It was during this invasion that the Dragon Riders were formed into an army to combat evil; also, the properties of Dragon skin were unlocked at this time and the powerful Dragon Rider Combat Armor was created. With the coming of the Rifts, the Dragon Riders have found their way to earth and are continuing their constant battle against evil. Alignments: Any, but tends toward Principled & Scrupulous Attribute Requirements: ME: 10, PS: 12 HP: Standard (PE +1D6 per level) SDC: 3D4*10 PPE: 1D8 ISP: ME+1d4*10 (+1D10 per level of experience); considered a major psionic. Attributes: IQ: 3D6+5 PP: 3D6 ME: 4D6+5 PE: 4D6 MA: 3D6 PB: 3D6 PS: 4D6 Spd: 3D6 Special Abilities: Automatic telepathy & empathy with Dragons: 100ft range. High Mental & Physical Endurance. Impervious to a Dragon's Horror Factor. Resistant to Dragon attacks (1/3 damage). See aura of Dragon through Metamorphosis: 30% +5% per level of experience, -20% to see Chiang-ku. *Mentally control up to 4 Dragons for 1D8 days; Base Percentage: ME% +1/2 ME per level of experience. RCC Skills: Language & Literacy: Chinese(+20%) 2 additional languages(+10%) Paramedic(+5%) Escape Artist(+15%) Tracking(+10%) Wilderness Survival(+10%) **Dragonship(+20%) Land Navigation(+10%) Acrobatics Boxing Three Ancient WP of choice Hand to Hand Martial Arts RCC related skills: Dragon Riders can pick 7 RCC Related Skills from the following categories at level one and one additional skill at levels 3, 6, 9, 12, and 15 Communications: Radio: Basic only Domestic: any(+5%) Electrical: none Espionage: Any(15%) Mechanical: none Medical: Holistic Medicine only(+15%) Military: none Physical: any(+10%) Pilot: any except Robot skills Pilot Related: Navigation only Rogue: Any except Computer Hacking(+5%) Science: Math only Technical: Any except computers(+15%) WP: any except Heavy & Heavy Energy Wilderness: Any(+20%) Secondary skills: Can select 6 Secondary skills from the above categories, but without the benefit of bonuses; can pick one additional secondary skill at levels 5, 10, and 12. Available psionic categories: Select 4 psionic powers from the Physical and Sensitive categories; add 1 power from either category at levels 5, 10, and 15 Saves as a Major Psionic; +1 melee attack +4 to save vs HF +3 to save vs Magic Weapons: Select three ancient weapons that are equal to the character's RCC skill WP's and one Light energy Rifle with 1D4+2 E-Clips. Starting Equipment: Set of Clothing, Set of battle clothing, Tinted Goggles, one large sack, 2D4 small sacks, binoculars, Utility/ammo belt, Thermo-Optic sight, Flashlight, Portable Language Translator, Pencils and Notebook, Canteen, Silver Cross, Dragon Rider Body Armor*** Money: 1D4*100 in credits; 3D4*1000 in Black Market Items Appearance: Normal human Average Lifespan: 100+ years Enemies: Evil of any kind. Allies: D-Bees, Champions of Good Cybernetics: Will only take Bio-Systems to replace damaged parts. Experience table: Use the Dragon R.C.C. EP table. * GM rolls secretly as the player doesn't know how long his control will last. ** Dragonship is a skill exclusive to the Dragon Rider; use it when flying Dragons in Combat and making critical maneuvers. Base percentage: 30% plus 5% per level of experience ***Dragon Rider Body Armor is armor that been created from the hide of a powerful Dragon, instilling limited regeneration powers into the armor. MDC: 135 Wgt:30lbs Regenerates 5D4 MDC per hour Penalties: -30% to prowl Kelsey Seale Dragon 1827@aol.com ============================================================================= Duster O.C.C. Dusters are mystic warriors schooled in the traditional arts of assassination and equipped with the weapons and techniques of the future. They also study mental discipline and the development of the mind's hidden potential. The Dusters originated as another step in the search for the perfect human warrior. During the emergence of the Juicers and Crazies, certain factions of world governments became interested in creating formidable human warriors without the need of artificial augmentation. The forefront of this movement was ironically located in Japan, one of the most highly advanced technical nations. Researchers discovered a combination of training techniques and disciplines that produced a highly capable warrior, although one that was not as devastating as either the Juicers or Crazies. In the Time Before Rifts, some of the Dusters secreted themselves away and managed to survive the waves of destruction that ravaged the Earth. The training is now passed on from Duster to trainee, just like the martial arts of the ancient Orient. There are no known groups of organized Dusters, although rumors of a monastery located in Japan are still heard from time to time. Instead of relying upon chemical treatment or cybernetic implantation, the Dusters manifest their abilities through physical and mental training. From youth, Dusters constantly engage in training, personally supervised by a Master (level 9 or higher). When a Duster trainee is ready to venture forth on his own (achieving 1st level) he leaves his Master to seek his path in the world. A Master will usually only train one student at a time, although they are able to train two at once. Pairs which are trained at the same time tend to develop a complementary fighting style, and will stay together after their training is finished. These rare Duster warriors are known as Tai Dusters, and are almost never seperated from their partner. Dusters live according to their own personal code of ethics (generally determined by alignment), and are not bound to follow the particular code used by their Masters, except by choice. Some might choose to be wandering heroes of justice, mercenaries for hire, or anarchistic killers. Due to their intensive mystic training, Dusters have developed minor psionic abilities, and the ability to use techno-wizardry items. As trained mystics, they are the only Men of Arms whose P.P.E. actually increases as their level of inner consciousness rises. The Coalition views the Duster caste of warriors as useful tools in their expansionist policy. However, a Coalition Duster will never be completely trusted and will typically be assigned to duty with a Psi-Stalker and Dog Pack. Duster Powers 1. Enhanced endurance. Add 2d4 x 10 S.D.C., 3d6 hit points, and 1d4 to P.E. Can last up to five times longer than normal human exhaustion levels. 2. Increased speed. Add 2d6 to Speed attribute. 3. Enhanced reflexes. The Duster's high level of combat training provides the following bonuses. Bonuses: +2 to roll with punch, fall, or impact; +1 on initiative; +1d6 P.P. 4. Minor Psionics. Select any three psionic abilities from Physical or Healer categories. Attribute Requirements: P.P. and M.E. 12 or higher. P.P.E.: P.E. + 3d6. Add 1d4 per level of experience. I.S.P.: 5d6 + M.E. attribute number is the base I.S.P., plus 1d4+1 I.S.P. per level of experience. O.C.C. Skills: Detect Ambush (+10%) Escape Artist (+10%) Acrobatics (+10%) Climbing (+15%) Prowl (+20%) Land Navigation (+10%) Speak Japanese and language of choice (98%) W.P. Sword W.P. Knife W.P. Archery and Targeting W.P. Modern (choice of two) Hand to Hand: Martial Arts (or Assassin) O.C.C. Related Skills: Select 8 other skills. Add 3 skills at level three, two at level six, one at level nine, and one at level twelve. Communications: any Domestic: any (+5% to Dance) Electrical: none Espionage: any (+5%) Mechanical: none Medical: Holistic Medicine or First Aid only Military: none Physical: any (+5% where applicable) Pilot: any Pilot Related: any Rogue: any (except Computer Hacking) Science: Basic Math or Anthropology only Technical: Art, Language, Literacy, and Lore only Weapon Proficiencies: any Wilderness: any Secondary Skills: The character also gets to 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: Set of wilderness style clothing suitable for combat. One suit of M.D.C. armor, usually a lightweight and flexible model. Two Ancient weapons and one Modern weapon (including Energy Weapon). Backpack, two sacks, utility belt, two canteens, four week's of rations. Vehicle choices tend toward smaller and faster styles, ranging from horses to hover cycles to wing boards. Coalition Dusters have greater access to a wide variety of equipment which may be issued according to the Duster's assignments. Standard equipment for a Coalition Duster will include "Dead Boy" environmental armor, marked with the PSI insignia, and some sort of vibro-weapon. All Dusters prefer high-tech or magical versions of ancient weapons, especially vibro-blades and flaming swords. Money: Starts with 3d6 x 100 in credits, and 1d6 x 1000 in black market items. Tends to spend on improving weaponry arsenal. A Coalition Duster will earn 1950 credits per month. Cybernetics: Dusters will generally avoid cybernetic implantation except to replace missing body parts, preferring to rely upon their training. Special Note: Tai Dusters Tai Dusters gain special bonuses to their offensive capabilities when fighting as a pair (bonuses apply to both Dusters): one additional attack per melee, automatic dodge, and +2 to strike. Special Note: Martial Arts A Duster or Tai Duster trained in a true monastic environment will receive the Hand to Hand skill of Ninjitsu instead of HTH: Martial Arts or Assassin. However, such characters also forfeit their O.C.C. Related skills and Secondary skills when initially created, but the five W.P. skills may be changed to any other skills allowable to the O.C.C. (gain W.P. skills from studying Ninjitsu). Monastic Dusters also gain the specialized Martial Arts Powers inherent to Ninjitsu. Duster xp table: same as Mystic demoniac@aol.com ============================================================================= Ean/Rune Lord R.C.C. Alignment: Any, but typically good or selfish. Attributes: I.Q. 3d6+3, M.E. 3d6, M.A. 3d6, P.S. 3d6+1, P.P. 3d6, P.E. 4d6+3, P.B. 3d6, Spd. 3d6 Size: Same as humans (Six feet average). Weight: Same as humans (160 lbs. average). M.D.C.: Years of living in the Nexus has changed the Ean into mega-damage beings like the natives of Wormwood (Note they are the exception to the rule that mega-damage beings cannot be rune casters). M.D.C. is 4d6+ P.E. x 2 + 6 per level, in addition to any gained by runes, if any. S.D.C./Hit Points: N/A, they are now minor mega-damage beings. Horror Factor: None. P.P.E.: 1d6x10 for non-rune casters, 2d6x10+20+P.E.+20 per level for rune casters (the Rune Lords). Average Life Span: 250 years. Natural Abilities: Natural mega-damage, plus see runes under magic. Psionic Powers: Standard, basically same as humans. Magic Powers: All Ean have runes inscribed on their bodies at birth including the heart rune and the warning rune, may have as many as three more runes. Most (85%) also have the healer rune. Rune casters have all of the standard abilities, but have four more rune spells/powers/body runes at first level, and gain one additional rune at levels four, eight, twelve, and fifteen, in addition to the standard runes. Otherwise only if magic O.C.C. is taken. Combat: Normal; varies with skills. Vulnerabilities/Penalties: None. O.C.C.s: Any but avoid technology. Very few, less than 100, have ever received bionics, juicer, or crazy enhancements. Most common breakdown is as follows: Rune Caster: 50% Ley Line Walker: 15% Temporal Wizard: 12% Mind Melter: 10% Mystic: 8% Other Practitioners of magic: 3% Other: 2% Appearance: Appear completely human, except they often have unusual eye and hair colors, and they have rune drawn all over their bodies. Alliances and Allies: All forces of good are their allies, but even most of their allies do not known that they possess the secrets of runes. Enemies: All of the forces of evil, especially the Splugorth and other alien intelligences (they remind them of the Old Ones). ============================================================================= Enhanced Biocontrol and Response Soldier (EBRS) Sort of a mix between the Juicer and the Crazy, the EBRS is a system installed in the HUMAN brain that enhances the body's abilities by speeding up and organizing the messages sent by the body's nervous center. It also controls cell growth, increasing the density of the skin the person becomes light MDC. Use the Techno-Wizard experience table. Requirements: None Drawbacks: The change is permanent, and after a month (when the skin starts to thicken and densify and becomes MDC) reduce PB by 2. Removing the system will kill the person. Powers Heightened Attributes: Add 2d4 to PS. Minimum is 13. Increases willpower: add 1d4 to ME and +1 save vs. insanity. Greater endurance and respiratory system: add 3d6 to PE and +1 save vs. Poison Gases. Tougher Body: 1 month after the system is installed the skin becomes thick and increases density. Drop ALL SDC. Keep HP. SDC becomes 2d4 MDC. After one year, add 1d6 MDC. After 5 years, add 2d4 MDC. Improved Immunity: add +3 to save vs. Poisons and Harmful Drugs, +5% vs. Coma and Death. Increased Speed: add 3d4 to Spd. Can leap 10 feet across or 6 feet vertical. Double from a running start. Improved Reflexes: add 1d6 to PP. Minimum is 14. Add +1 to initiative. +3 to Dodge, +2 to Parry. +1 to Roll with punch/fall. Add 2 attacks per melee Natural Psionic Powers The device activates certain psionic powers within the character's mind, Chose 1 power from each category except super. Automatically has Mind Block and Nightvision. ISP: 2d6+ME add 1 at levels 3, 7, and 11. Saves as a minor psionic. +2 save vs. psionic. Regains 1 ISP per 2 hours awake, 3 per hour asleep. PPE: 3d6 Other Bonuses Can lift and carry 2x what a normal person of equivalent strength could. Needs only 3 hours of sleep normally and can stay fully alert, with no penalties, for up to 5 days. Only needs 1/2 the food and water a normal person does. The character NEVER feels pain and never falls unconscious till he has less then 1/3 his HP (Round Up) left. Healing: Until the character becomes partial MDC, healing is 3x normal. After 1 month, the character heals 1d4 MDC/HP per 2 hours. After 2 years, the character heals 1d6 MDC/HP per 15 minutes. The system can repair ANY body system, even brain cells, but takes a long time to do some. Cannot restore entire brain. At least 2/3 of Brain must be left. Same with heart. At least 3 chambers must be left to avoid death. The character becomes immune to all NORMAL diseases. +6 to save vs. all diseases that are extremely powerful, rare, or other worldly. OCC Skills Chose 1 Language at 95% Get literacy in the above language at 85% Radio: Basic (+15%) Wilderness Survival (+20%) First Aid (+5%) Athletics: General Prowl (+10%) Climbing (+10%) Chose 1 pilot at +5% Read Sensory Instruments (+5%) Math: Basic (+5%) 1 ancient WP of choice 3 modern WPs of choice Land Navigation (+10%) HTH: Expert (Can be changed to Martial Arts (or Assassin) at the cost of 2 OTHER skills) Other Skills: Chose 6 other skills from the list below. Chose 2 more at levels 3, 5, 8, 11, and 14. Communications: Any (+5%) Domestic: Any Basic Electronics Espionage: Any (+10%) Mechanical: Automotive Only Military: Any (+15%) Physical: Any (+5% when applicable) Pilot: Any Pilot Related: Any Rogue Skills: Any (+5%) Technical: Any (+5% to languages and literacy) WP: Any Wilderness: Any (+5%) Secondary Skills: Chose 3 more skills from the list above without the bonuses. Standard Armor: Character does NOT begin the game with armor. May buy it later. Standard Weapons: Chose 1 energy rifle w/ 3 clips off ammo, chose 1 energy pistol with 3 clips of ammo (The NG-Super and Coalition C-14 Fire Breather take up BOTH the above choices, but you get 3 clips for both the weapon and the GL). Vibrodagger. Chose 1 SDC ancient weapon. Standard Gear: Traveling Clothes (Jeans, T-Shirt, Sweatshirt, etc.), Combat style boots, Backpack, Tinted Sunglasses, Canteen, 1 Protein Healing salve, Black ninja style outfit with tabi-boots for prowling, Gas Mask, Pocket Night Viewer. Cybernetics: CANNOT recieve them. The system will slowly destroy them until they are destroyed, then put the character into a coma until it can replace whatever system it expelled. Money: Starts with 1d6x100 Credits. The EBRS soldier can get high pay in most armies. 1d4x10,000 credits a year to as high as 1d4x100,000 credits a year, although the latter is rare. The Coalition has just recently discovered this, and has given EBRS's the same treatment as Juicers and Crazies...DEATH ON SIGHT. There is no real way to identify an EBRSer because the only physical difference is the thick skin, and even that isn't very weird. ============================================================================= ETERNAL KNIGHT OCC Anyone who's read the section in the RIFTS ENGLAND book on the Eternal City knows about the Eternal Knights. For those of you who haven't read about them, the 500 Eternal Knights are "official champions of the city." The trouble is, the book never rounded out the Eternal Knights by telling us what exactly they were, so they have often been assumed to be ordinary knights with a name for their organization. However, Mrrlyn's spies recently found out that the Eternal Knights are more. Much more. REQUIREMENTS: PS 15, IQ 15, PE 17 ALIGNMENT: Principled, Scrupulous or Unprincipled. Most are Scrupulous. MAGIC: Knows none at start, but may learn 1 spell per level. May not learn spell magic above level 5 or any temporal or warlock spells. PPE 4d6, add 1d6 per level PSIONICS:An Eternal Knight has the power to send brief telepathic messages in the form of an image to another Eternal Knight or the King, who also has this power (very effective distress call.) This power costs 5 ISP and has an unlimited range (with the exception that the sender and reciever must be on the same dimension.) ISP 3d6 (a roll below 5 is adjusted to 5), minor psionic. OCC SKILLS: Land Navigation +10% Wilderness Survival +15% Paramedic Speaks and reads Euro, +20% for both. Speaks 2 other languages at +20%. Reads one of these languages at normal proficiency. Acrobatics Gymnastics Escape Aritst +10% WP Sword WP 2 ancient, 3 modern Horsemanship HTH Expert. Can be upped to Martial Arts at the cost of 1 other skills Select 4 other skills, add 1 at levels 3, 7, 11, 15, and then 1 more every million XP. Communication: Any Domestic: Any Electrical: Basic Espionage: Any +10% Mechanical: Auto Medical: None Military: None Physical: Any Pilot: Any except tank or spacecraft. VERY few get Robots & PA (dishonorable except in cases of extreme emergency) Pilot Related: Any Rogue: Any + 20% Science: Any, but must be chosen at Level 1. May not be added later. Technical: Same story as Science. WP: Any Wilderness: Any Choose 3 secondary skills without bonuses. OCC BONUSES: Add 30 SDC in addition to the 1d4x10 used for men of arms. +2 to initiative +4 to save vs horror factor lives 4 times as long as normal humans, 240 to 400 years. How this is accomplished is not known (only the king of the Eternal City and perhaps the Eternal Knights know, and no one is telling.) ENHANCEMENTS: May be gained, but if they are gained the Eternal Knight loses the longevity that gives the Eternal Knights their name. This can be very depressing if the knight is more than the age at which a human knight would retire or worse, older than a normal human lives. GEAR: first-aid kit, camping gear, 150 ft.rope, a grappling hook, an IRMSS kit in case of emergency, 2 weeks' worth of rations, and 3 weapons of choice. The exact weapons can vary from Eternal Knight to Eternal Knight, but most have at least 1 ancient weapon or a high-tech version of one (like a vibro-blade) and an energy pistol with another "signature weapon." TW weapons are popular. Also starts out with MDC armor of any type (sorry, no power armor.) MONEY: The Eternal City pays the Eternal Knights well, 3000 credits per month. Starts with 2 months' pay. IMPORTANT: Always remember that all the Eternal Knights are employed by the Eternal City as an elite fighting force. An Eternal Knight is a member of this force FOR LIFE, as a rogue Eternal Knight is hunted down and killed for fear of the secret of their longevity being revealed. However, every 4 years the Eternal Knight gets a yeear "off" to adventure, as the Eternal City knows that adventuring is good for the knights and can be used as training. If this entire year is not used, the time can be saved up. There is a catch: If a war breaks out, all 500 Eternal Knights must fight; those on vacation are called back (see the Psionics section.) Uses the Royal Knight XP table An OCC for RIFTS by DaBeechMan. E-mail me with any questions. ============================================================================= The Fairie Dragon RCC Background: Somewhere in the vast megaverse there was an alien intelligence that had aquired a race of followers that had technolodges that rivaled those of the Gene-Splicers. Non of his followers were supernatural nor were they MDC, thus he had them use thier technolodgy to create a race of warriors to fight for the intellegence. Using the genes from a few select supernatural creatures such as dragons and fairies along with the genes from humans and a few other creatures the fairie dragon was born. With the appearance of beautiful humans with wings of various shapes an sometimes tails or body fur, they were immediatly put to war. After the race had been at war for some time the sought independence and thus they sent a group of 5 particularly powerful fairie dragons to assasinate the intelegence. After 5 hours of non stop battle the intelegence and all but one of the 5 fairie dragons were dead!! Soon after liberating themselves the race began to explore the megavers and all of its posibilities. Attributes: IQ 5d6 ME 5d6 MA3d6 PS 6d6+20 PE 5d6 PP 4d6 PB 6d6 Spd 4d6+6 Flight Spd =Spd*5 MDC: (1d6+2) times 10 plus 1d4 per level PPE: 2d6*10 +1d6 every other level ISP: see psionics Horror factor: 1d6+8 Natural Abilities: winged flight, 90ft nightvision, fire/cold resistant(takes 3/4 damage), regenerate 1d4*10 MDC per minute, Alter Physical Structure:pick from HU, teleport 100ft per level 40%+2% per level, 2d6 fire breath, pick one other Major(2 minor) powers from HU, Males can metamorph into creatures 3times thier normal size for 24+1 hours per level within a 48 hour period, Females can pick one other Major(2 minor) powers from HU. Plus all have a new power... Bionic meld: Genetically and magically created to accept bionics fully without many major side affects (do NOT lose any of there abilities even if full conversion borg, but for each implant roll on the following chart (only roll once if full conversion) 1-10 gains all attributes of bionics added to his/her own! 11-85 no penalties or additions (attributes are the same as before operation) 86-94 Attributs are same as implants and abilities are halved in power and duration 95-00 character will die in 1d4 weeks. Note that all effects can be canceled if implants are removed. OCC: can pick any OCC par GMs rule (no CS or gliterboy OCC's or such) Bonuses: +1 att +2 vs magic, HF, and to roll Psionics: roll %; 1-80 the character is a minor psycic with 10 minor abilities or two super(no mix and maching: 5 minor 1 super), and has 3d4*10 plus 1d6 ISP per level; 81-00 is a major psycic with all sensitive, 5 physical, 4 healing, and 4 super, has 6d6*10 plus 10 ISP per level. Magic: all fairie dragon understand and know how to use magic an TK devices. Minor psycics learn/figure out one spell of equal level each level of experance in addition to what they may buy or find, while major psycics must purchace all of thier spells. Average life span: 1d6*10000 years Plus! Age as humans till 20 then stop aging till slain! Can regenerate limbs in an hour and can only be killed by decapitation! Size: same as humans Weight: same as humans but +10 lbs due to wings Apperance: Look like beautiful humanoids with wings, 30% chance of having dragonoid tail, 10% of having long silky fur except on face, hands, feet, stomach, crotch, and nipples. Eyes, hair, and skin can be of any color! Cybernetics and Bionics: even with their Bionic Meld few will become partial or full conversion borgs. note: only 10% of the fairie dragon population is male. All Fairie dragons are highly sexual as well as bisexual! agbrown@awod.com ============================================================================= Fighter Pilot O.C.C. The fighter pilot is the master of any type of flying vehicle, especially space fighters. They are highly skilled in other vehicles as well, if they so choose. They are also highly skilled in using and weapons on board a vehicle. Almost no one is a match for skill in a dog-fight with a fighter pilot. Attribute Requirements: I.Q. 10, M.E. 12, and P.P. 14 or higher. O.C.C. Skills: Language: Native language (98%) Language: Select one additional (+30%) Literacy: Native language (98%) Radio: Basic (+10%) Basic Math (+10%) Pilot: Space Fighter (+30%) Pilot: One air/space vehicle (+30%) Pilot: Any two (+20%) Fighter Combat Elite [one type] (+1 to all bonuses) Fighter Combat Basic (+1 to all bonuses) EVA (+10%) Weapon Systems (+15%) Read Sensory Equipment (+15%) Computer Operation (+10%) W.P.: Any two Hand to Hand: Expert Hand to Hand: Expert can be changed to martial arts (or assassin) at the cost of one "other" skill. O.C.C. Related Skills: Select 8 other skills. Plus select two additional skills at levels four, seven, and nine, and one at level twelve and fifteen. Communications: Any (+10%) Domestic: Any Electrical: Basic only (+5%) Espionage: Wilderness survival only. Mechanical: Automotive and basic only (+5%) Medical: First aid only. Military: Demolitions only (+5%) Physical: Any, excluding acrobatics. Pilot: Any (+15%) Pilot Related: Any (+10%) Rogue: Streetwise only. Science: Any (+5% on math) Technical: Any (+5%) W.P.: Any Wilderness: Land navigation and hunting only. Secondary Skills: The character can select seven secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthses. Standard Equipment: Space capable M.D.C. body armour suit, two energy weapons and an S.D.C. weapon. Also has ammunition/E-clips for all weapons, knife, hand-help communicator, as well as personal items. Will always have access to some sort of fighter or ship (either owns one or is in military). Money: 4d6x1000 for an independant or 1d6x100 for military pilot. Cybernetics and Bionics: Starts with none, but may get cybernetics and/or bionic enhancements. Fighter Pilot O.C.C.: 1 0,000-2,150 2 2,151-4,250 3 4,251-8,850 4 8,851-17,000 5 17,001-25,000 6 25,001-35,000 7 35,001-50,000 8 50,001-70,000 9 70,001-95,000 10 95,001-130,000 11 130,001-180,000 12 180,001-230,000 13 230,001-280,000 14 280,001-330,000 15 330,001-400,000
By: Jason Bridgman av826@torfree.net ============================================================================= Genetic Cleanser RCC Another RCC by Brian PlayeR2000@aol.com Jxcy84c@prodigy.com Genetic Cleansers are the newest development from the lone star labs. The ultimate predators, they have powers and abilities that make them the ultimate in genetically engineered beings. Since the Genetic Cleansers are based on a human personality, there are rogue Genetic Cleansers, if encountered they are executed on sight. Currently there are only 5100 Genetic Cleansers in existence and they are used by the Coalition States on search and destroy missions where D-bees, aliens, and mutants are involved. Chi-Town has 1200 Genetic Cleansers. In Missouri, 400 Genetic Cleansers are stationed on the border areas. Lone Star has 600 Genetic Cleansers with 30 more produced each month. Iron Heart and Free Quebec are each home to 1000 Genetic Cleansers. The remaining 800 Genetic Cleansers are divided between the area infested by Xiticix (600), where they may be encountered in groups of 4 or more, while the others are being routed to Tolkeen (50) or scouring the North American continent on various reconnaissance missions. There are presently 100 known rogues. Requirements: ME, MA, PE of 14 or higher. MDC: 6d6x5 PPE: None. ISP: 40 (Does not change.) Psionics: Has the following powers at first level and never gains any new ones: Alter Aura Sense Magic Presence Sense Detect Psionics Sense Evil Mind Block See Aura See The Invisible RCC Powers Metamorphosis: The Genetic Cleanser can change its appearance to resemble any living thing, a fool proof imitation (90%). Energy Absorption/Redirection: Can absorb any kind of energy (kinetic, laser, etc.) up to PEx5. It then may use the energy to increase its PSx2, MDCx2, sizex4 or reflect the energy back at the attacker for 1/2 damage. Intuition can tell when it is facing another Genetic Cleanser. It cannot be tricked by illusions, or Metamorphosis. Techno-Organic Body: Its body is both machine and meat; not like a borg but intertwined. Mass Redemption: The Genetic Cleanser can absorb metal into its body to heal 5 MDC a pound or can add flesh by ingesting (sick but true) humans or human-like D-bees to regain 50 MDC per person plus an extra 5' with each person and/or lb. of metal. Super Endurance: Can go 5 weeks without eating/absorbing. after that looses 2 MDC a day without feeding, down to 2, after that it begins shrinking 1/4 ft a day until its 2 ft, then it goes into a fury until it kills and/or absorbs any metal or flesh that is larger than 50 lb. Weapon Meld: Genetic Cleansers can absorb weapons into them and use their abilities (NO magical weapons). The weapon does 1d6 MD no matter what kind it is. The Genetic Cleanser also provides the power and ammunition, loosing 1' per 4 e-powered weapons. Auto-Pilot: Since the Genetic Cleanser is techno-organic it can automatically pilot any vehicle, alien or otherwise (90%). Appearance: When not morphed the are a 6' fleshy/metal humanoid shape with yellow eyes, no nose and no hair. Flashback: If a Genetic Cleanser receives a considerable amount of damage (only has 5 MDC or less). Its flesh half takes over(brain) and it remembers who it was. at this point it will stop fighting, Resume the shape of its original form and wander off to try and find the remains of its life or do whatever it wants, these are the rogue type. RCC Skills Basic radio +15% Tracking +20% Detect ambush Escape artist Intelligence +25% Prowl Concealment Language: American 98% Language: Spanish 98% Language: any one 96% lit American 98% lit Spanish 90% Track Animals WP Select 4 HTH Assassin RCC Related Skills: Select four other skills from the list below at first level, plus select one more at levels 3, 6, 9, 12, & 15. Espionage: Any (+10%) Medical: First Aid only. Physical: Any Rogue: Any WP: Any Secondary Skills: Select 2 from the list above without the bonus listed in parenthesis at first level plus an additional one at levels 4, 8, and 12. Equipment: Usually doesn't carry any, it can make anything it needs from its body. Weapons: Usually absorbs a large kind of weapon before departing on missions. Money: Same as Coalition Borg. Uses the Dragon experience table ============================================================================= Genetically Engineered Neoteric Humans (G.E.N.S.) by Steve Lombardi (StevenL184@aol.com) This RCC was originally designed for use in a campaign that took place in a slightly altered universe than that of the Rifts RPG. In my campaign the characters originated in the underwater colony of Clarke, on Jupiter's moon of Io. The city was located under the thick ice that covers the entire surface of the moon. When the time of the Rifts occurred the colony seeing what was happening to Earth and the colony on Mars, (see the Mutants in Orbit Sourcebook), decided that a policy of isolation was safest (similar to what the orbital stations were doing). As observation of Earth continued, and the invading hordes of D-bees was let loose on Earth the people of Clarke began what was known as the GENS project. The GENS project was intended to genetically engineer human beings into a more powerful form to battle the inhuman invaders. During the 50 years of research the colony was visited by a number of peaceful D-bees including Atlanteans and Wolfen. It was then decided that not all D-bees were evil and that a number of them were friendly. Suddenly on June 4th 2369, a lone Splugorth (see the Atlantis world book) and a small force of Kydians arrived near the colony and ordered Clarke to surrender. Immediately the GENS were let loose and the attack began. After a battle lasting seven hours the Splugorth and his minions were destroyed. The battle killed about one-third of the population of the colony but the effectiveness of the GENS was beyond all the colony could hope for. After the battle a movement began in the colony to award the GENS for their heroic actions and they were officially given citizenship and equal rights under the Constitution (the colony was mainly a North American effort). When the colony was finally repaired it was decided by the President and Congress of the colony to begin to send GENS volunteers to Earth to begin to collect information about the Splugorth and other evil invaders and begin the war to reclaim the home world. Warning!!! - This RCC is extremely powerful! I mean real powerful! It also has some extreme penalties! Check with your GM before taking this character. Character information common to all GENS. Alignment: Principled and Scrupulous Attributes: IQ 3d6+2, ME 5d6, MA 4d6, PS 5d6, PE 4d6+4, PB 4d6, Spd 5d6+4 MDC: 35 plus 1d10 per level. Horror Factor: 14 Weight: 150 lb and up. Height: Start at 5 feet 10 inches and plus 4d6 inches. Age: They appear to be in their middle to late 20's. The natural life span of a GENS is Unknown although it is most likely in the hundreds of years. Sex: Either Appearance: Appear Human with the following exceptions; Hair color can be anything from the normal range in humans to metallic colors. Eyes are the same as Hair. (My character was had Chrome Red eyes and Metallic Blue hair!) Disposition: Usually quiet until the situation demands action. Then will speak or act with both words and actions. Skills: Same as Coalition Soldier (halve the Secondary Skills). Magic: NONE!!! Absolutely no exceptions to this Rule! (see Special Rules) Psionic Powers: Yes ISP: 50 plus 1d6 per level. The GENS has the following and CANNOT receive additional powers by any means: Deaden Pain, Psychic Purification, Resist Fatigue, See the Invisible Natural Abilities Punch 1d8 MDC Kick 1d10 MDC Infravasion 100 feet Natural (not supernatural) MDC body Extended Lifespan Can Hold Breath Up to 25 minutes. Cannot become a vampire Special Rules Magic: Because of the way that the GENS is designed the character has basically no natural way to store PPE magic. The Player cannot take a OCC with magic and his PPE cannot be drawn out. There is no way around rule. Bionics: The character can take any bionics that he/she wants. Light: Because of the structure of the GENS eye. The character cannot take bright light. Even normal daylight on Earth gives the player a -5 to hit any light brighter than that gives the player a -7 to hit. You can usually tell a GENS because he never takes off his sunglasses. Friends and Enemies: The GENS usually get along with almost any RCC except for those that serve the Splugorth. Indeed the GENS hate the Splugorth so much that they will usually go out of their way to annoy a Splugorth. They will not attack a Splugorth unless they believe they have a good chance of winning. (And usually a few nuclear warheads in his pocket!!) The GENS love the Atlanteans and usually will help them with anything. Indeed it has been know that a few GENS have started to hunt Sunaj Assassins. The GENS look at normal humans in a very special way. They know without them they would not exist and so they treat humans like a kid brother, always willing to give advice and take action on their behalf. Well this is the first of a number of OCCs and RCCs that I have developed. If you like it please drop me a message at America On- Line Callsign: StevenL184, (Internet: StevenL184@aol.com). Perhaps soon I will post some of the new spells, psionics and mecha that I have developed. So please drop me a line and tell me how I am doing. This is dedicated to the 10,000 Maniacs who's music has kept me sane. And Michael Best AOL callsign Capt MJB, (but PLEASE fix your spell checker!!) whose own creations inspired me. (EDITOR'S NOTE: I made a single addition to this RCC to make it fit better within the logic of the game. It can no longer pick an OCC, thus becoming a true RCC, and has its skill set clearly defined.) ============================================================================= Genetically Enhanced Man (G.E.M.) OCC The GEMÕs are a product of an unearthed Pre-Rifts Technology, discovered about 10 years ago but a small kingdom in the middle of what used to be Alaska. This technology was used to engineer geneticly perfect men and women for use in war. Now the kingdom sells the transformation for 100000 credits and Military service for 3 years. The Transformation is both painfull and dangerous, only about 40% of the recipeants suvive the process. Major Powers- Choose 1 of the following powers: 1. Genetic Cyborg The Characters entire body is transformed into an organic steel. The characters entire body , tongue, eyes, teeth, in fact, every thing except the brain and nerves has its cellular structure altered. This steel, while flexible for the most part, is a Mega Damage structure. The character starts with a PS of 30 (not supernatural), and a speed of 132 (90mph). The main body has a starting MDC of 300 and regenerates at double the normal healing rate. Starting Weapons include 1 forearm laser (left arm, uses regular E-clips) and 1 set of Vibro blades (right forearm, retractable) Adverse Effects cost: Basic - 4 Extra Limbs:(Arm&hand, tentacles,etc.) - .5 ec Effective Bionic Features - Multi optic eyes: .5 for a pair -Lungs with all the options .5 - All others .25 each Weapons- Each additional weapon - .5 each Regeneration- 1d8*10 MDC per day and can regenerate a limb or weapon within 3 days. - 1.5 Extra MDC- 1 per 100 MDC Extra PP- .5 for every +5 with a maximum of +20,(not to exceed 45 total) Extra Speed- .5 for a speed of 176 2. Molecular/Atomic Transformation The Character is given the ability to change their entire bodies shape and molecular structure totally. In addition , they can shift atoms within their body thereby changing the entire molecular structure of about 50% of their total body mass. This means that the character can change them self into almost anything they wish. Basic mechanical items, Solid structures, etc can be duplicated, but computers and the like are impossible. Unfortunately for the character, they can be spotted by a careful scan. You see, the GEM must keep the brain , heart and circulatory system going, otherwise they die. Also the character retains the same total mass, so their ranges of sizes and shapes are severely limited. Along with indoctrination on how to use their powers, they are also trained in how to change their entire bodies into three MDC forms, The first of these forms is Stone. In this form the character can easily be mistaken for an earth elemental. Punches do 3d6 MD, Kicks do 4d6 MD. Speed is halved, weighs 2 times normal,and the character regenerates 1d4*10 MD per minute. This form has an MDC of 200 and can be maintained for 2 hour + 1 hour per level of experience. At the end of that time ,or when the character wants to , the character reverts back to his normal human form and cannot use his powers for half the time he was in it. The second form is of MDC steel. Punches do 4d6 MD, Kicks do 5d6 MD. Speed is halved. The form regenerates 1d4*10 MD per minute and weighs 4 times normal. This form has an MDC of 300 but can only be maintained for 30 minutes + 10 minutes per EL before reverting back to human form. After using this form , the character cannot use his powers for the same amount of time that he was in it. The third form is that of pure energy.This is by far the most deadly and draining of the three. In this form , the GEMs entire body is converted into pure energy that is held together by the force of the characters will. The MDC of this body is only 125, but it is totally impervious to lasers, plasma, and all other forms of energy/cold/heat. Particle beams will actually add/regenerate this form on a point for point basis. All physical attacks only do 1/2 damage. Punches do 6d6 MD, Kicks do 7d6 MD, Blasts of Energy do 1d6 MD +1d6 MD per EL.Time limit in this form is 5 minutes + 1 minute per EL, and after the character reverts, he goes into a coma for twice the amount of time as he was in the form. If the MDC of the characters form is depleted or taken below 0, then the character instantly reverts to humanoid form. The shock of this instant transformation causes 1d10 HP damage and a 1d6 hour coma. Time to change a form is 1 action for the three, or 1 melee for any other.Reverting back is instantaneous. Adverse Effect Cost: 8 3 Superhuman Attributes Similar to the Juicer but without the drugs and dependency. The entire body is altered to press and exceed the limits of a normal human body. The G- Man adds 1d4*10 to PS and PE, 3d6*15 to speed , 4d6 to PP 1d6*10 to HP , and 1d6*100 SDC or 1d6 * 10 MDC. The character can fall into a restorative trance that will restore 1d6*10 HP and 1d4*10 SDC or 1d6*10 MDC per hour. Adverse Effect Cost: 2 ,but must choose at least 2 minor powers. Minor Powers- The player may choose up to 3 minor abilities, but only if they want to. Magic Use- The Character can intuitively use Techno-Wizardry, and starts with 4 spells from first level, all at 1/2 range , duration, effect, etc. New Spells can only be learned and they are all at 1/2 range, duration, etc. PPE is fairly large: PE + 1d6*10 +1d6+1 per level. A.E. Cost: 4 Master Psionic- Choose Two powers from each of the categories, Including Super Psionics. At level five , choose 1 from each of the lists. At levels 9 and 11 choose four from any of the lists. ISP= ME+30+10 per level A.E. Cost: 3 Super Human Attributes: One Physical Attribute per Choice is hyped up.Each one may only be selected twice at the most. Strength: Add 2d6 to PS and is considered Supernatural. Prowess: Add 1d6 to PP, and +2 to intuitive. Endurance: Add 3d6 to PE, +5% on all saving rolls and +10% vs Coma/Death Speed: Add 3d6*10 to speed, and +2 to strike , parry and dodge. A.E. Cost: 1 Each Partial Transformation- This power is somewhat like the major power of transformation, but is limited to only 1/4 he GEMs body at one time. To be effective, the GEM must have touched the material at least once. Duration of the transformation is 1 hour per level of experience. NOTE: any character with the major power of transformation cannot take this power. A.E Cost: 4 Bio Regeneration- The character can slip into a 15 minute trance in which all HP and 1d4*10 SDC , or 1d6*10 MDC , are regenerated. In addition, physical attacks only do 1/2 damage, (Energy, magic, and psionics do full damage.). Also gives the character +3 vs poisons/toxins and +20% vs Coma/Death A.E. Cost: 2 Increased Mental Powers- No normal people have an organ that can regenerate brain cells, but that is not true with this GEM, This organ can replace up to 75% of the brain cells lost each day. This gives the character a bonus of 2d6+3 to IQ and ME. In addition, the GEM gets 4 total psionic powers from physical, sensitive, and healing.(Sorry, no super psionics). Unfortunately, all that energy being expended on the mind, lowers the other attributes, -2 from PS, -1 from PP and PE, but +1 to Strike Parry and Dodge A.E. Cost: 1 Adverse Effects- The character must pick a number of Adverse effects equal to the total cost of all the chosen powers. The number is parenthesis indicates the number of A.E. it is worth. Excessive Body Odor- The characters glands constantly excrete a foul smelling pheromone. -1d4 from PB and +15% to track the character by smell. (1) Excessive Body Hair- The characters body hairs all grow thicker and darker than normal, similar to true lyncthracopy. -1d4 PB unless shaved daily. (1) Excessive Body Hair and Odor- The character has a combination of the previous two problems , the the combination of hair makes it worse, trapping the smell, like a wet dog. +20% to track the character by smell and halves PB. If the character shaves daily and uses large amounts of deodorant,(cologne just makes it worse), then add 4 to PB,(But it can never exceed the original attribute.) (3) Weakened Intellect- This just lowers the GEMs IQ and ME by 1d4 and MA by 1d8 (Minimum of 4 in each Attribute) (2) Severe Muscle Cramps- The characters muscles start spasming and knotting at odd moments. 75% chance of cramping after 1 hour of sustained activity. The cramps are very painful and distracting,(-4 to Parry and Dodge, -8 to Strike, and -20% on all skills). The cramps will go away after 5 minutes of total relaxation (3) Severe Acne- The character is constantly breaking out in pimples and white heads, making people disgusted at the character. (-2d4 from PB) The acne is permanent and scarring, even plastic surgery will have no effect. (2) Low Resistance to Magic and Psionics- The character perceptions are altered, giving them problems distinguishing reality from illusion, and opening their mind to control from outside forces. -5 to save vs psionics/magic/ and possession, in addition to -3 from ME and -1 from IQ. 55% chance of alcoholism or drug addiction. (4) Permanent Powers of G-Men- Night vision as good as Day vision, Very acute Sight (Like a hawks, can read a sign or ID a face at two miles away.), Normal Healing rate is doubled , along with a tough skin and dense flesh,(SDC weapons do 1/2 damage). The GEM characters are also forever sterile, to prevent the spread of enhanced genes or unfavorable mutations. Also, add 1d6 to all physical attributes except PB, 1d4*10 SDC and 10 Hit Points. Skills- The GEMÕs are well educated, but most of their time was spent learning how to use their powers. OCC Skills Radio: Basic (+10%) Acrobatics (+10%) Climbing (+5%) Prowl Land Navigation Language and Literacy: Native language only (+15%) Pilot: One of Choice (+5%) W.P. Energy Rifle W.P. Modern (2 of Choice) W.P. Ancient (3 of choice) Hand to Hand Expert. Can be upgraded to Martial Arts at the cost of two OCC related skills OCC Related: Select 7 from the following list at level 1 . Also, choose 2 more at third, sixth, ninth, and eleventh levels. Communications:any Domestic: any Electrical: Basic only Espionage: any Mechanical: Automotive only Medical: First Aid Only Military: any (+10%) Physical: any (+5% where applicable) Pilot: any (+5%) Pilot Related:any Rouge:none Science: Any except Archeology and Analytical Chemistry Technical:any W.P.: Any Wilderness: any(+5%) Secondary Skills- Select 7 from the above list without the bonuses and within the limits (Any, None, Only) Standard Equipment- A set of dress clothing, a set of black of camouflage covert clothes, a gas mask and air filter, a pair of sun glasses, hatchet, 1d4 knives, tent, knapsack, backpack,saddle bags, 2 canteens, 2 weeks emergency rations, Geiger counter, and personal items Armor can be of any kind, but is usually heavy for maximum protection. Weapons will include- 2 ancient weapons of choice and 2 modern weapons of choice with 4 E-clips apiece Vehicles can be anything, but are usually either light and fast, or heavy and well armed. Money- G-Men start with 2d8*1000 in credit and a black market item(s) worth 1d8*1000 credits. G-Men tend to live fast and die hard. Another OCC by The Reaper AOL name M Morbius6 ============================================================================= Genetically Enhanced Unarmed Combat Soldier (GEUCS) OCC Being out classed by virtually every other world army in the area of Technology, the Canadians where beginning to lose ground. As it was they had sold over 700 square miles of land to the U.S. to have enough money to buy Juicer and Crazy mercenaries to defend themselves. Then a break through. A Canadian DNA specialist discovered a way to enhance the human body to minor MDC and allow it to harden its nails and teeth and strength to do MD damage. Unfortunately, the Rifts came before this tech could be put to use. Recently, however, a band of mercenaries found the DNA blueprints for the soldier and has sold them to three cities which can now give the transformation. 1. Free Quebec. The State of Free Quebec has created a small army (about 100 strong) to use as a airborne force (they have 4 C-130's converted to light MDC and fusion power) as an experiment. They offer the transformation at the cost of 500,000 Credits. All other Coalition states forbid MAKING G.E.U.C.S., but do not execute them on sight like they would Crazies or Juicers. 2. Los Alamos. Los Alamos does not have an army of GEUCS's, but does offer the Transformation at a cost of 350,000 Credits. 3. Tolkeen. Tolkeen currently has 56 GEUCS's in service and offers the transformation for 50,000 Credits and 2 years of Service (receive 500 Credits monthly for food budget, etc. each year). Physical Bonuses +2d6 to PS. Minimum is 11. +1d4 to PP. No minimum. +2d4 to PE. Minimum is 12. +1d6 to Speed. Eliminate ALL HP and SDC. Character now has 2d4x15 MDC. +3 Attacks per melee and gets auto dodge like a Juicer +2 Dodge, +3 Strike, +4 Parry Healing The character heals 1d6 MDC every 10 minutes (40 melees). +5% save vs. Coma and Death +1 to save vs. Poisons and Harmful Drugs Mega-Damage Punch: 1d4 Kick: 1d6 Power Punch/Jump Kick: 2d4 (counts as 2 attacks) PS bonus for high strength is not applicable. Magic: NONE. PPE is 3d6. Psionics: Automatically has Summon Inner Strength and Deaden Pain. Permanent ISP is 4d4. Chose 1 additional Psionic from physical at level 5. ISP is regained at a rate of 1 per 2 hours of activity or 6 per hour of rest/meditation. ISP never rises. Saves as a Minor Psionic. Attribute Requirements: Anyone with a PE under 5 cannot take the changes of the transformation and will die if he undertakes the operation without Psionic or Magic healing being performed at least every 5 minutes (the operation takes 2 hours). OCC Skills Chose 1 Language at 95% Detect Ambush (+10%) Wilderness Survival (+10%) Prowl (+15%) Climbing (+15%) Athletics (General) Pilot: Chose 1 (+5%) W.P. Chose 1 Modern and 3 Ancient HTH: Martial Arts or Assassin (May only select Assassin if of an Evil alignment.) Other Skills: Chose 3 at beginning. Chose an additional 2 at levels 4, 8, 10, and 13. Radio: Basic (+5%) Basic Electronics Espionage: Any (+5%) Automotive Mechanics Military: Any (+5%) Physical: Any (+10% if applicable) Pilot: Any Pilot Related: Any Rogue: Any Math Basic Technical: Any W.P.: Any Wilderness: Any (+5%) Secondary Skills: Chose 2 skills from the above list without the bonuses. Standard Armor: None. Usually doesn't wear any, but MAY wear light or medium. NEVER wears Heavy unless ABSOLUTELY needed. Standard Weapons: Chose 1 of the following energy pistols: C-18, Wilks 320, NG-33, Jolt Gun, or TX-5. Whichever your choice, you have 3 clips (unless a Jolt Gun). Chose 1 Ancient SDC weapon. Standard Gear: Traveling Clothes, UV protected Sunglasses, Boots, Canteen, Thermal Imager with 2 batteries, traveling bag (not quite as large as a backpack) Experience Table Level Exp 1 0-3000 2 3001-4700 3 4701-9000 4 9001-18000 5 18000-25600 6 25601-35000 7 35001-49000 8 49001-70000 9 70001-97000 10 97001-132000 11 132001-180000 12 180001-230000 13 230001-280000 14 280001-345000 15 345001-400000 ============================================================================= The Gifted Ones RCC The Gifted Ones are the offspring of Kherubim and humans from earth. The name "gifted ones" was given by the Kherubim to describe their awesome powers. Through magic from the rifts and the unlikely combination of human and Kherubim, came the "gifted ones." They are born with amazing abilities and powers. Not all children of Kherubim are "gifted ones," and those that are, are all unique in their powers. The Kherubim try to search out for their descendants, in order to recruit them for the battle waged against the Daemonites. The Daemonites, too search for any "gifted ones" in order to possess and control the mighty powers. The powers of the "gifted ones" range from simple mind powers to powerful destructive forces. Each "gifted one" is different, and is always a powerful being, in some way. Attributes: IQ-3D6+2, ME-4D6, MA-3D6, PS-4D6+2, PP-4D6, PE-4D6, PB-3D6, Spd- 4D6 Hit Points: PE number+ 3D6 SDC: 60+ skill and other bonuses PPE: 2D6 ISP: 3D6x10 Weight: Varies, usually human size Height: Varies, usually human size Natural Abilities: The character should roll on the power selection table below to determine the number of powers/abilities. 01-10 Select 4 major and two minor super powers* 11-20 Select 3 major and 4 minor super powers* 21-30 Roll on power selection table* 31-40 Select 4 Super Psionics 41-50 Choose 2 of 3 Psionic categories and take all powers in it. 51-60 Choose 2 super psionics, and 12 others from all categories (not super) 61-70 Choose 2 major and 2 minor super abilities and 1 bionic limb and weapon 71-80 Choose 7 minor super powers* 81-90 Choose 1 major super power* and 8 psionic powers (not super) 91-00 Choose 2 super Psionics and 2 major super powers* *In Heroes Unlimited and extra powers in this supplement. Note: The powers of the "Gifted Ones" are quite unique. Like their Kherubim relatives, when combined with bionics, they don't lose their abilities. Life Span: 100+ years. Appearance: Appear as a normal human, unless powers determine otherwise. 20% have mutant defects or appearance. Roll on mutant table in Heroes Unlimited. O.C.C.'s: Any, but lean toward mercenary and warrior. Few "gifted ones" become mages, crazies, or juicers. ============================================================================= GRENDEL OCC This is an OCC I cooked up after reading *Grendel:Warchild* and is thus based on a character created by Matt Wagner. Grendel, Orion Assante, and so on are copyright Matt Wagner, and are not mine. Hope he doesn't mind. The Grendels are a warrior order that evolved on a parallel Earth. They are totally devoted to their emporer, Orion Assante, and his descendants and are capable of doing almost any service the Assantes request of them The Grendels are the elite of the empire, and though the Assante rule extends across the globe, there are only a few million Grendels. They are known to be utterly ruthless and commonly brutal, capable of feats of savagery and cruelty that would make a normal human shudder in disgust. For this reason, the Grendels, in their slick black garb, are almost universally feared throughout the empire. Now, a few random rifts have brouht the Grendels to RiftEarth, and they are making their presence known there, achieving some mixed popularity as implacable vampire hunters and cruel tyrants. Violence and carnage seem drawn to these mysterious creatures, leading some theorists to claim that the spirit of the first Grendel is somehow watching over/influencing the lives of its namesakes, finding in them a way to affect matters on the mortal plane once more. Such a belief is circumspect, but who can tell in the world of Rifts? ALIGHNMENT: Typically Aberrant; any non-good ATTRIBUTE REQUIREMENTS: PS, PE 12, ME 15 OCC BONUSES: +6 vs. HF, +2 initiative, +2 vs. mind control OCC SKILLS: Math, Basic (+10%) Literacy (98%) Languages: 4 additional (+40%) Radio: Basic (+15%) Intelligence (+20%) Detect Concealment (+20%) Detect Ambush (+20%) Tracking (+20%) Computer Operations Read Sensory Equipment Climbing (+15%) Streetwise Weapon Systems (+10%) Navigation (land) Lore: Vampire (+15%) (see Nightspawn) Athletics Pilot: Robot Combat: Basic Pilot: Any 2 Weapon: Any 5 Hand to Hand Assassin or Martial Arts OCC RELATED: select 5; one more at levels 3, 6, 9 Communication: Any (+10%) Domestic: Any Electical: Basic only Espionage: Any (+15%) Mechanical: Basic only Medical: First Aid only Military: Any (+10%) Physical: Any (+10%) Pilot: Any (+15%) Pilot Related: Any (+15%) Rogue: Any Science: None Technical: Any (+5%) Weapon: Any Wilderness: Any (+5%) SECONDARY SKILLS: Select 3 at levels 1, 4, 8, 12 STANDARD EQUIPMENT: backpack, utility belt, air filter and gas mask, goggles/sunglasses, sleeping bag, 6 wooden stakes, hammer, flamethrower, canteen, rations, few e-clips, radio, pocket computer, rope, small axe, few knives, personal items some form of transportation, usually a hover-bike or the like WEAPONS: Prefer ancient style weapons, but not viro-blades. Go for energy blades or rune weapons; energy pistol and energy rifle ARMOR: Suit of light Mega damage armor and an extra suit of heavier armor. MONEY: 1D4x100 cr in cash, 1D6x1000 in black market items CYBERNETICS: Grendels frequently have from 1-6 cybernetic implants, A number of them elect for partial conversion, and at least one full conversion Grendal-borg has been seen in the Pecos Empire. GRENDEL WEAPONS AND ARMOR: Note: In my campaign, Vampires are NOT harmed by running water. Why? It seems incredibly cheap to me that such powerful villians can be destroyed by a squirt gun. However, like Ricean Vampires, fire is quite deadly -- so deadly, in fact that Vampires heal fire damage at a normal human rate. The only reason I mention this is because the Grendel weapons fire plasma/superheated flame, and are thus designed as Vampire killing machines. Ignore it as you will. Grendel Raypier (energy blade) -- a click of a button creates a three foot long blade of plasma. Mega-Damage: 1D4x10 MD Cost: 30,000 cr The Glaive: Based on the famous weapon used by Hunter Rose long ago A six foot length of steel tipped by a foot long blade ensorcelled to inflict mega-damage. Mega-Damage: 6D6 MD Cost: 100,000 cr Blaster(pistol) Weight: 2 lbs Damage: 4D6 MD (plasma) Range: 1000 ft Payload: 20 shots Cost: 8,000 cr, clips cost 500 cr Grendel Light Armor: Light, slick looking suit, form fitting with the trademark Grendel mask. MDC: 80 Weight: 20 lbs Good Mobility: -5% prowl penalty Colors: Black Fits: Designed for humanoids 6 to 9 feet tall Cost: 20,000 cr Grendel Heavy Armor: Bulkier, heavier armor with thicker plates. MDC: 120 Weight: 25 lbs Fair mobility: -15% prowl penalty Colors; Black Cost: 60,000 cr Borg Grendels can also wear borg armor (coming soon) Gargoyle VIVAT GRENDEL! And long live Matt Wagner! ============================================================================= GUNSLINGER OCC [Here's the Gunslinger OCC, slightly modified to fit into RIFTS. In referance to the New West, I've been excited about it since it was first mentioned too. . .I just got tired of waiting.] The gunslinger is a phenomenon unique to the American West. They are warriors at heart, highly skilled with their weapons of choice, and quick to face a challenge. Those of good alighnment are typically law- men deeply dedicated to justice, but even evil gunslingers can be implacable foes. They face death almost daily, as would-be gun fighters try to prove themselves against a successful gunslinger, and on the trail, which is unpredictable at best and quite lethal at its worst. These gunfighters are notorious throughout the West as capable killers with their own rough code of honor. They tend to be loners, more comfortable on a mountain trail than in even the smallest of towns. OCC SKILLS: Language: American(98%) Language:Spanish(+20%) Language: Two of Choice(+10%) Horsemanship(+30%) Pilot: Hovercraft(+20%) Tracking(+20%) Wilderness Survival(+20%) Detect Ambush(+10%) Detect Concealment(+10%) Gambling(+15%) WP Energy Pistol WP Energy Rifle WP Sharpshooter: Energy Pistol WP Sharpshooter: Energy Rifle Hand to Hand Basic RELATED: pick 7 skills, plus 2 more each at levels 3, 5, 8, and 12 Communications: Any(+5%) Computer: Operation only(+5%) Domestic: Any(+15%) Electrical: Basic only(+5%) Espionage: Any(+20%) Mechanical: Automotive only(+5%) Medical: First Aid or Holistic only(+15%) Military: Any(+10%) Pilot: Any(+20%) Pilot Related: Any(+15%) Physical: Any except Acrobatics or Gymnastics Rogue: Any(+10%) Weapon: Any Wilderness: Any(+20%) SECONDARY: also gets 6 secondary skills, with the above restrictions but without the bonuses; two more each can be selected at levels 6 and 10 EQUIPMENT: saddle, saddle bags, boots and spurs, chaps, duster, ammo belt, holster and gun belt, stetson/ten gallon hat, couple work shirts and pairs of jeans, sleeping roll, two canteens, trail rations, 50' rope, 6 wooden stakes, hammer, knife, steel plate and utensils, gas mask & air filter, sunglasses or goggles, suit of light mega-damage body armor, PDD recorder, a few personal items. As for vehicles, the gunslingers prefer, in order: horses, robot horses, motorcyles/bullet bikes, and hovorcraft. Weapons will include the rifle and pistol of choice, 2-3 e-clips for each, and maybe one or two other weapons. Gunslingers prefer to use the weapons they are experts with. MONEY: Gunslingers tend to live the seat of their pants, they rarely have more than 2D4x100 cr at any one time CYBERNETICS: None to start; avoid bionics and heavy enhancement, a gunslinger will consider minor cybernetics, typically along the lines of wired reflexes, smartgun links, or cyber-armor. Nothing fancy. As this OCC doesn't have any flashy abilities like psi-swords or special power armor or anything, you might consider letting them be the only OCC allowed to get the sharpshooting skill. Like AD&D and specialization, sharpshooting allows the gunslinger to compete with more powerful OCCs. Hope you like it, Gargoyle ============================================================================= Gur-Na-Ton RCC Imagine a 8 foot tall humanoid. Now put beetle like armor on him. Next, add incredible strength. This is a Gur-Na-Ton. The Gur- Na-Ton's home world was destroyed by the Splugorth, and since them the Gur-Na-ton's have wondered the megaverse, exploring and extracting revenge whenever they can. Gur-Na-ton have no sex and use asexual reproduction. They create a cocoon, and 1d4 weeks later, the cocoon opens, the character goes about his business, and there is an egg left that will hatch in 2d4 years. When the egg hatches, the Gur-Na-Ton is already full grown and at level 1. This process can only be done if the character is 400 years old or older, and can only be attempted once every 20 years. Use the Dragon experience table. Alignment: Any, but most are scrupulous (87%), and few are Evil (less then 2%). Attributes: IQ 2d6, ME 2D6, MA 2D6, PS 5D6+4, PP 3D6, PE 4D6+3, PB 2D6, SPD 3D6 MDC: 2d4x100 +25 per level of experience. Horror Factor: 9 Magic: ALL Gur-Na-ton's have 4d6 PPE. The may chose 1 spell from level 1 at levels 2 and 4, one spell from level 2 at level 5, and one spell from level 3 at level 8. Add 1 PPE per 3 levels of experience (I.E. One at levels 3, 6, 9, 12, 15, etc.) Psionic: ALL Gur-Na-ton's Have 2d6 ISP. They may chose one psionic from any category but Super at level 2 and level 5. Save as Minor Psionic. Other Powers All attributes are magical, thus Physical Strength is supernatural. +2 vs. all poisons +1 save vs. psionics +1 to roll with punch Regenerates 2d6 MD every 3 minutes Cannot be turned into a vampire Average Lifespan: 300 years Habitat: Prefer Hot, Moist places. HATES cold places. Other then this, there is nothing else to note. The are omnivores, but only need to eat a third as much as a human. Friends: Get along well with True Atlanteans (very good friends with Undead Slayers) and are friends with Gigantes and Cernon (how this happened is not known). Enemies: HATES THE SPLUGORTH AND THEIR MINIONS!!!!! Will attack on sight most of the time. This means the Gur-Na-ton also hate Sunaj Assassins, Conservators, and the rest of the Splugorth Minions. Size: From 7 to 10 feet tall. Weight: From 500 lb to 1300 lb RCC Skills Math Basic at 85% One Language at 90 % Lore: Demons and Monsters (+20%) 1 WP. of choice 1 Physical of choice (See notes below). +10% HTH: Expert (Can be changed to Martial Arts at the cost of 1 Other Skill.) Other Skills: Chose 5 at first level, and an additional 2 at levels 3, 5, 8, 10, and 13. Radio: Basic Domestic: Any (+5%) Basic Electronics Espionage: Any (+5%) Mechanical: Automotive Only (+5%) Military: Any (+5%) Physical: Any (+5% when applicable) Pilot: Any but Robots, Power Armor, or Aircraft. Pilot Related: Any Rogue Skills: Any Technical: Any (+5%) WP.: Any Wilderness: Any (+5% when applicable) Secondary Skills: Chose 4 from the above list without the bonuses. Gear: NONE. CANNOT WEAR BODY ARMOR. Usually doesn't use any type of MD or SD weapon. Rather, it relies on it's own strength. Has been known to use Vibro Blades and other Ancient MD weaponry. Will always chose these if it can. Credits: NONE Cybernetics: May not receive any cybernetic or bionic implants as their biology is too alien.. ============================================================================= Halflings Halflings are a race of short humanoids common to many worlds of magic (though not the Palladium world). They are sometimes confused for faerie folk or dwarves, but they are not related to either race. In fact, they appear to be closely related to humans. The main differences are in the little people's height (averaging about three feet tall), but several strains of halflings also have pointed ears, larger and hairier feet, and little or no facial hair. In many of the worlds they inhabit, halflings keep to themselves, rarely meddling in the affairs of the taller and more power-hungry races. These little people are content to live simple lives as farmers and peasants, often surviving and prospering while other races wear themselves out with struggles for power and glory. These halflings are generally friendly, hospitable, comfort-loving people with great respect for laws and morals. In some dimensions, they are held in contempt by the other, stronger races. In fact, on some of these worlds, halflings are considered little more than petty vagabonds and thieves. The rulers of other worlds use halflings mostly as slaves. These halflings tend to be roguish, furtive scavengers. Regardless of their status on their homeworlds, most of them do not consciously seek adventure or power, accepting their lot in life. Other races, especially humans and the gruff dwarves, think of halflings as soft, puny, and unimportant, but they are often tougher and more determined than they appear. They often learn how to circumvent their small size, or even turn it into an asset. Even the smallest and most comfort-loving halfling can turn into a resilient, clever, and capable adventurer -- if they have to. Alignment: any, but usually good or unprincipled: even a halfling thief tends to be selfish rather than evil. Attributes: IQ 3D6 ME 3D6 MA 2D6 PS 2D6+3 PP 4D6 PE 4D6 PB 3D6 Spd 3D6 PPE: 3D6 HP: Standard. SDC: 10 plus those from OCC's and skills. Psionics: Standard. Combat: Standard. Life Span: Varies, usually around 110 years Penalties: Due to their size, may not use large weapons: they are restricted to small and medium sized ancient weapons, such as short swords and short bows. Modern weapons are also generally restricted to pistols and medium to light rifles. Their size also causes many other races to act condescending towards Halflings, or ignore them altogether. This can be an advantage or a disadvantage, depending on how the character uses it. Magic: no natural abilities, and rarely study it. Natural Abilities: - high physical prowess and physical endurance: many races are surprised at how resilient a halfling can be. - keen eyesight and hearing - +2 to dodge attacks from large creatures (Wolfen size or larger: includes humans in most power armour) - +1 to strike with slings, bows, and thrown weapons, due to years of tradition with such weapons. - +1 to initiative - can "freeze" : by remaining totally motionless, the Halfling may hide at +20% to his or her prowl skill - +20% on prowl and cook, +10% to rogue skills other than computer hacking, +10% to escape artist Skills of note: speak native language at 95% (60% are also literate), speak one other language (usually an elven or human tongue) at 75%, WP Archery/Targeting, Prowl +20% and Cook +20%. Enemies: usually Goblins, Orcs, and the like. They tend to distrust Giants and other big folk. Allies: generally, Gnomes, Dwarves, Elves, and Humans are preferred. On RIFTS Earth, they will tend to be allied with most downtrodden and non-violent races of generally good alignments. Height: 2'6" + 3D6 inches Weight: 80 to 120 pounds: tend to be stocky or overweight (Halflings like to eat seven meals per day, when they can, but can survive on a loaf of bread and a bottle of water for days when they have to.) OCC's: Palladium-type fantasy worlds: Any but magic users (not including mind mages and clergy) or longbowman (too short). RIFTS: any but most men of magic (may still become clergy or druids) & power armour pilots (too small for the suit, but they may pilot giant robots). Halfling adventurers are relatively uncommon: they usually get swept up by adventure, rather than seek it. They also tend towards scholarly classes rather than men-at-arms, but halfling warriors can be surprisingly effective (especially since their opponents don't expect them to be.) The most attractive OCC's would be ranger/wilderness scout, thief/city rat, soldier/headhunter, healer/body fixer, scholar/rogue scholar, and vagabond/peasant farmer. The truly noble and adventurous ones (generally seen as unbalanced by other halflings) will gravitate towards cyber-knight or paladin (riding ponies rather than horses, of course). These tend to see themselves as protectors of their people and of innocents everywhere. The natural resistance halflings have to travel makes them rare on the RIFTS Earth. However, a few thousand, coming from various worlds, are present, mostly in the British Isles and western Canada. This character race for Rifts or other Palladium RPG's was created by Dan MacQueen (dmacquee@gpu.srv.ualberta.ca). _________________________________________________________________ ============================================================================= Healer OCC The Healer's are a devout class of mystic healers. A person who joins their order swears to forsake all evil and help all good people (includes anarchist and unprincipled) in need. The Healers are enemies of the CS, who they feel has hurt to many good and honest people/creatures. The Healers should be considered a Men of Magic OCC. Use the Mystic experience table. Attribute Requirements: ME 9, MA 12, PE 6 Attribute Bonuses: Give the character a one time bonus of +2d6 SDC, +2d4 ME, +1d4 MA, and +1 PE. Psionics: The character gets ALL psychic healing powers. At level 3, they can chose 1 power from any of the categories except super. At level 5, they get the super psionics of Bio-Regeneration, and a 8th level, they get the super psionic Bio-Manipulation. ISP is 2d4x10+ME plus 3 per level of experience. The Healer saves as a Master Psionic. Magic: The character start with the following powers: Turn Dead, Impervious to Poison, Globe of Daylight, Negate Poison/Toxin, Cure Minor Disorder, Heal Wounds, Sleep, Cure Illness, and Purification. The character may learn two spells from levels equal to their current experience level +2 (i.e. a 5th level character can chose 2 spells from up to seventh level) at ever level after one. Base PPE is 3d6x10+PE plus 5 per level of experience. Other Powers Heals 4x as fast as a normal human. Are liked and recognized by all good creatures. Saving Bonuses +2 to save vs. Horror Factor +1 to save vs. Psionics at levels 2, 5, and 7 +1 to save vs. Insanity +1 to save vs. magic at levels 1, 3, 6, 8, and 11. OCC Skills 2 languages of choice at 95% 1 Literacy from one of the above two at 85% Wilderness Survival (+20%) Paramedic (M.D. for the cost of 2 Other Skills) (+15% on either) Holistic Medicine (+15%) Athletics: General Biology (+10%) Math: Basic (+15%) Lore: Demons and Monsters (+10%) Land Navigation (+10%) Character may chose HTH: Basic at the cost of 2 Other Skills. No other HTH is available. Other Skills: Chose 5 from the list below. Chose an additional 1 at levels 2, 4, 5, 7, 9, 11, and 14. Radio: Basic (+10%) Domestic: Any (+10%) Basic Electronics (+5%) Detect Concealment (+5%) Mechanical: Automotive (+5%) Medical: Any but first aid (already knows this from OCC skill paramedic or MD) (+10%) Physical: Any but Acrobatics, Boxing, Gymnastics, and Wrestling Pilot: Any but ROBOTS and Power Armor and Tanks and APCs Pilot Related: Any Rogue Skills: Any (+5%) Science: Any (+5%) Technical: Any (+5%) WP: Any Wilderness: Any (+5%) Secondary skills: Chose 4 from the list above without the bonuses. Standard Gear: A light MDC suit of armor, one MD pistol with 3 clips of ammo, First Aid kit, Backpack, Traveling Clothes (Jeans, T-Shirt), 2 quart canteen, 2 IRMSS kits, 1 RMK kit, 3 Protein Healing Salves, Combat Boots, and a gas mask. No vehicle. Healers prefer to walk or hitch short rides. Money: 2d4x100 Credits Cybernetics: Will adamantly refuse all cybernetics and bionics. ============================================================================= Hexon OCC The Hexon believe themselves to be the grim servants of their god. Most are devout Christians/Catholics, who chose their hard and thankles duty. They do the dirty work which no other man would do. They see themselves as sinners; they serve the rest of mankind in their search for redemption. They usually work in secret, taking no credit for their deeds. In many cases they are more devout than any priest or Inquisitor. ALIGHNMENT: Any, but despite their grim nature most are good. ATTRIBUTE REQUIREMENTS: ME & PE 13, and must bear their suffering OCC BONUSES: + 8 vs. HF, + 4 save vs magic, + 4 save vs possession OCC SKILLS: Language & Literacy: Native (98%) Languages: 4 additional (+ 40%) Radio: Basic (+ 15%) Detect Concealment (+ 20%) Detect Ambush (+ 20%) Climbing (+ 15%) Streetwise (+ 20%) Land Navigation (+ 20%) Lore: Vampire (+ 15%) (see Nightspawn) Lore: Demons (+ 15%) Prowl (+ 20%) Athletics Pilot: Any 2 Weapon: Any 5, archaic or modern Hand to Hand: equivalent to Martial Arts (or Assasin if evil) OCC RELATED: select 5; one more at levels 3, 6, 9, 12 Communication: Any (+10%) Domestic: Any Electical: Basic only Espionage: Any (+15%) Mechanical: None Medical: First Aid only Military: None Physical: Any (+10%) Pilot: Any (+15%) Pilot Related: Any (+15%) Rogue: Any Science: None Technical: Any (+5%) Weapon: Any Wilderness: Any (+5%) SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13 STANDARD EQUIPMENT: Several sets of cheap clothing, a hat or head band (to cover their marks of their forehead. A mallet and several stakes, a silver dagger, a cross, his own library of occult books, including his own Liber Morta (descirbed below.) WEAPONS: Prefer ancient style weapons. Many are profficient with a dagger or quarter staff. They will use modern weapons as well without hesitaiton. MAGIC: The Hexon begins as an extremely powerful magic user. At first level select a total 6 spells from levels 1-4. The Hexon also has his own copy of Liber Morta, the Book of the Dead. It is believed that this evolved from the Egyptians, who used magic to protect their tombs. They started out as tomb carvings, then the spells were written on the bandages of mummies. As more spells were invented the Book of the Dead was made. One theory is that some ambitious Roman oracle took a copy and translated the most powerful spells. It is said that each book is written on the hide and in the blood of a human. This is not true, but most editions are written on the cull of a living creature, adding to the Hexon's bad reputation. In the Liber Morta are the following spells: Domination Superhuman Strength Superhuman Speed Agony Metaporphisis: Animal 2 High level spells (player should consult GM; these spells represent what the Hexon who trained the PC gave him.) The spells in this book are not like magic scrolls, where they disappear after one use. These are more like notes on how to cast a certain spell. But, without the book the Hexon will have major trouble remembering how to cast it, as these are such high level spells. In my campaigns if the Hexon doesn't use the book, he has a (Exp level) x 10% chance of working the spell. However, when the Hexon reaches the same level as the spell, he is automatically able to cast it without referring to the book. However, many are attached to their copy of the Liber Morta, and would keep it even if they know the spells. The Hexon, when he reaches the next exp level, learns one spell intuitively of the same level. PSIONICS: In addition to their magical powers they get 2 psionic abilities for each category. ALLIANCES AND ALLIES: Not many. They consider all Catholics (and sometimes all Christians in general) to be under their protection, like the Inquisitor-Redemers, ironically. Should they visit Wormwood they will sympathise with the Cathedral and the people. However, when they find how corrupt the organisation is they will be disgusted; They will work with the monsters working for the Cathedral. The Hexon will associate particularly well with the Apok. In Nightspawn they will treat the Guardians, Nightspawn and any scholars as allies. Many have befriended good supernatural monsters and even other gods! ENEMIES: Many. Most people will fear the Hexon due to their great power and their dark markings. Their greatest enemy is the Inquisitor-Redemers who see them as heretics. The will fight all enemies of mankind. DESCRIPTION: The Hexon usually starts out in the slums of their place of origin. As a child their talents manifest; some might use their psychic senses to become thiefs or con men. A passing Hexon will probably take notice, and offer to teach the child. As many accept as refuse this offer. The Hexon will respect the wishes of the child, as they do not believe in choosing the path for them. The Hexon starts firstly by training the child to be independent, like how to hunt for food and live in the wild. Then he'll teach him the lores of demons and Undead. They are trained in a special fighting form using mostly a quarter staff or dagger. When the elder Hexon decides the child is ready he will teach him magic, and teach him how to prepare his own Liber Marta, his copy of the Book of the Dead. There is no trial, as the Hexon believes that whoever accepts their fate is worthy of it. Eventually a strong scar is magically formed on the young trainee's forehead. Usually the elder Hexon will leave without a word, during the night when the trainee is sleeping. The newly trained Hexon is then forced to make his own way. D B Chow DChow888@aol.com ============================================================================= Highlander Immortal RCC by Barrett William Nuzum bnuzum@ic.sunysb.edu Immortals are humans with special physiologies, given immortality and other special powers, based on Highlander. Please view it before attempting to use this RCC. It will give you tons of campaign ideas. Be sure to watch the film before attempting to use this RCC. Also, check out the great soundtrack by Queen. However, under no circumstances should you view it's 1992 sequel. It sucks. And none of these ideas come from the sequel, so don't watch it. The TV series isn't too bad, and can give you ideas for NPC Immortal Villians. Enjoy, and Don't lose your head. Alignment: Any, but usually Scrupulous or Selfish. Attributes: IQ 3d6, ME 3d6+6, MA 3d6, PS 3d6, PP 4d6+6, PE 3d6, PB 3d6, Spd 4d6. PPE: 6d6 Hitpoints/SDC: None, see MDC. MDC: 10d6 MDC + d6/lvl. See also Power #2. Horror Factor: 14 (at the fall of a head) Weight/Height: Standard Human Variables. Age: Most are between 25 and 35 years old when immortality sets in, although certain elders have been known to exist. Life span indefinite. Sex, Appearance, Disposition and Psionics: Same as human. Experience: Uses the Stone Master table. Rifts Atlantis, page 68. Combat Skills: 2 attacks + Those gained from physical skills and Hand To Hand (typically Expert or Martial Arts). Magic: No spell casting. See Powers 7, 8, and 9. Immortal RCC Powers: 1. Does not age once immortal gene sequence becomes active. Does not need to eat, sleep, breathe, etc. Immortals are powered by The Quickening, a force related to Ley Line Engergy. 2. Natural MDC and MDC Regeneration. While an immortal has MDC, he can only die by having his head severed. For this to happen, and immortal must reach 0 MDC. At this point, the immortal is vulnerable to having his head taken, but if the attacker does not make a "Lore - Demon" check, they won't know to chop the head off and once the immortal regenerates 20% of their MDC, they become conscious again, and ready to fight. Immortals regenerate 1d10 MDC every minute. (4 melees) Arms and Legs regenerate inabout one year. 3. Immortality. Immortal (does not age) until dead or wins "The Prize." 4. Cannot be physically transformed by any means. See Rifts Atlantis, page 16. 5. Inflicts Mega-Damage with SDC swords. The sword becomes indestructible when wielded, and can be used to parry energy attacks (-6 to parry). For justification, see Pogtal Giant, Rifts Vampire Kingdoms. 6. Recognize and Sense Other Immortals. Range: 300 feet. 7. Ley Line Regeneration. Complete restoration of MDC/PPE/ISP. Can be used once a day on a line or at a nexus. 8. Sense Ley Line. Range: 10 miles. Chance: 30% + 5/level. 9. Can Use Techno-Wizard devices intuitively. 10. Empathy. As Psionic, but no ISP Cost. Duration: 1 melee. Trance: 2 combat actions or 1 melee. 11. Immortals are sterile. They cannot reproduImmortal RCC RCC Skills: WP Sword (+4 total, special bonus) WP Of Choice Basic Math +20% Immortal RCC-Related Skills: Select 9 at first level. One additional at levels 4, 8, 12 & 15. Communications: Any Domestic: Any (+10%) Electrical: Any Espionage: Only Detect Ambush, Detect Concealment, Tracking and Wilderness Survival. (+15%) Mechanical: Only Locksmith and Weapons Engineer. Medical: Any (+5%) Military: None. Physical: Any except HTH Assassin and SCUBA (+10%) Pilot: Only Auto, Boat, Helicopter, Horse, Motorcycle and Truck. Pilot-related: Any Rogue: Only Prowl (+15%) and Streetwise. Science: Any (+10%) Technical: Any (+15%) WP: Any. Ancient preferred. (+1 bonus to Ancient) Wilderness: Any (+5%) Secondary Skills: Select six more from the above without bonus. Standard Equipment: Clothing, Traveling Clothes, Cape or Cloak, Light MDC Body Armor, Backpack, Canteen, and Sunglasses. Usually uses no vehicle, but horse or hover vehicle. Weapons: SDC Pistol, MDC Energy Rifle with several E-Clips, and a sword (roll percentile): 01 - Greatest Runesword (DM Choice) 02-03 - Greater Runesword (DM Design) 04-05 - Lesser Runesword (DM Design) 06-00 - Std. Sword of Player's Choice Money: 2d4 x 1,000 credits & 2d6 x 1,000 credits in black market items. Cybernetics: Starts with none and shuns them. They interfere with the Quickening and would kill the character one week after installation. The Quickening is the force which powers all immortals and binds them together. It is related to ley line energy, which accounts for powers 6, 7, 8. Also, when an immortals head is taken, the Quickening manifests itself as a ley line storm, and the victor regains all MDC/PPE and ISP. See Atlantis, p. 12. The Gathering is a time when all immortals are drawn to a " far away land " to fight for "The Prize." There can be only one victor. The Prize (granted to The One): No Longer Immortal: Ages normally from physical age. Granted the following psionic abilities with NO COST which can be activated AT WILL: Telepathy Range: Planetary, See Aura Range: 300', See The Invisible Range: 300', Empathy Range: Planetary, Object Read Range: Touch, Empathic Transmission Range: Planetary. ============================================================================= HSIAN (shee-AN) RCC Somewhat related to Hsiao's, "Hsian" is a Hsiao word meaning "the winged humans." In fact, the Hsian are a Coalition experiment gone seriously wrong. Their original experiment, which crossed the DNA from humans, hsiao's, and one of three species of birds (there were plans to use more breeds, but they limited themselves to 3 until the experiment was proven to work,) worked great, but the 100 Hsian that were created rebelled and broke loose. Needless to say, the Coalition no longer creates Hsian, and neither group likes the other very much. NOTE: There is a rumor that someone slipped a fourth species of bird into one of the experiments; the Coalition flatly denies this HSIAN REQUIREMENTS: IQ 14 OCC/RCC: May not take a psychic RCC like the Mind Melter or Burster, but otherwise may take any OCC or RCC they wish. ALIGNMENT: Most are unprincipled, but any alignment is allowed ATTRIBUTES: IQ 4d6, MA 2d6, ME 3d6, Spd 3d6 walking. As for physical attributes (including flying speed,) remember how I said there were 3 kinds of birds used in the experiment? Roll 1d100 to see what kind was used in the PC: 1-50: DOVEWING: PS 3d6, PP 3d6, PB 4d6, PE 3d6, Spd 5d6 flying. Has the following psionics: Healing Touch and 3 of choice from the Healing category. ISP 60, major psionic. Does not recieve psionics from OCC except for a Cyber- OCC's Psi-whatever the OCC has (Sword, Axe, Bow, or Shuriken.) Cannot fly in rain, snow, or similar rough conditions. Also may not fly if more than half SDC is depleted. 51-90: EAGLEWING: PS 4d6, PP 3d6, PB 3d6-3, PE 3d6, Spd 4d6 flying. Has the following psionics: Summon Inner Strength and 1 of choice from Physical category. ISP 35, minor psionic. Recieves OCC psionics same as Dovewing. May fly in rain or light snow, but no seriously rough conditions. 91-99: HAWKWING: PS 3d6, PP 3d6, PB 3d6, PE 4d6, Spd 6d6 flying. Has the following psionics: See Aura and 2 of choice from Sensitive category. ISP 40, minor psionic. May fly in any conditions. 00: Player's choice. If the GM decides to place a fourth kind of bird in the experiment, it may be chosen but cannot be rolled normally. PSIONICS: See above MAGIC: It all depends on the OCC SKILLS: As for OCC with the following additions: Speaks and reads Hsian and Hsiao (the two languages are incredibly similar) at 96%. Will only speak 1 other language, even if the OCC allows more. Note that the Hsian language is not spoken per se, it is actually sung (the tones are used much like voice inflection; different notes imply mood, sarcasm, and stress. There are even "accents" among the 3 different kinds of Hsian! Note however that words (perhaps lyrics are a better word) are still used.) Thus, also gains the ability to sing at professional quality (a literal case of "before they could speak they could sing.") Gains Aerial Navigation (which works exactly like Land Navigation, only it works in the air and not on the ground.) MONEY: Hsian often start quite poor (assuming they are still in North America, where they are hunted by the Coalition and have been forced to construct elaborate villages of tree houses. These villages are truly awe-inspiring because of the intricacy of the various bridges and the ingenious methods of camouflage.) If the Hsian lives in North America, they start out with only half the money that their OCC is allowed. If they live anywhere else, however, they are often treated well on account of the fact that they can fly, and a few have even become "superheroes." These Hsian start out with the full amount of money their OCC begins with. CYBERNETICS: May get Cyber-Armor, but NOTHING ELSE. A normal cybernetic or bionic will be useless; bio-systems or bio-wizardry will kill the unfortunate Hsian. Tattoos, however, are allowed (owing to the fact that their DNA does have some Hsiao and human DNA.) APPEARANCE: A winged human of either gender. These wings make them easy to telll apart from humans, and thus they have a slight problem when it comes to trying to get into a Coalition city. There are 2 ways around this: a Hsian's wings are extremely flexible. They can either be simply folded and concealed under a shirt, though there will be somewhat of a bulge where the wings are (a Hsian doing this will often walk as though it has a very bad back; it enhances the appearence. Another way to conceal this bulge is to lift weights or otherwise work out enough that the bulge can look like more muscle if it is corectly shaped) or once the wings have been folded, a harness can be made out of almost anything and used to fold and keep the wings even flatter, flat enough that they are concealed beneath a shirt and the Hsian will look like a human and does not need to walk as if he or she has back trouble. One disadvantage to this way though: the harness will be somewhat uncomfortable, a problem if the Hsian cannot readjust the harness every 10 minutes. Also, when the wings are released from the harness, they will be rather wrinkled, no flight allowed for 5 hours while the wings smooth themselves out. FRIENDS: Just about anything except the Coalition, vampires, of the Splugorth. ENEMIES: the Coalition, vampires, and the Splugorth. SPECIAL NOTE: The Hsian CAN become vampires, owing to the human DNA that was crossed in with the Hsiao and bird DNA. In this unfortunate situation, they are easily told apart from their living cousins; a vampire Hsian's wings will turn a flat black color, a color that no living Hsian's wings are (the closest they can come is a glossy black; there is no shine in a vampire Hsian's wings.) A PC Race by DaBeechMan. Email me with your questions. Enjoy! ============================================================================= HSIAO RCC (pronounced sh-HOW) Based in the D&D creatures, these giant owls can be REALLY annoying at times, but can be entertaining to play. HSIAO RCC ALIGNMENT: Any, but few are anarchist or evil. However, all have a personality quirk: Hsiao's know a LOT, and jump at any chance to share it, often going into long, boring speeches. ATTRIBUTES: IQ 4d6, MA 3d6, ME 3d6, PS 5d6, PE 5d6, PP 2d6, PB 4d6 (once again, these guys are usually cute,) Spd 2d6 walking (or should I say waddling) 6d6 flying. Strength is supernatural in terms of carrying capacity, but not for damage in combat (see below.) MDC: 5d6. Add 2d6 per level MAGIC: Equal to a Mystic in all aspects. PPE 6d6+IQ+ME. PSIONICS: Healing Touch, Bio-Regeneration, See Sura, and Sense Evil. ISP 4d6, add 1d8 per level. POWERS: FLIGHT- I think this is self-explanatory. Can carry substantial amounts of gear, some even give people rides occasionally See The Invisible and Eyes of the Wolf constantly in effect. Ley Line Phasing the same as a Line Walker Impervious to all forms of poison, toxins, or harmful drugs. Nightvision equal to normal vision LIMITATIONS: First, these guys are birds. There are some things a human can do that a bird can't. Second, they're not only birds, they're owls. Therefore, they are rarely awake during the day (though a Hsiao can train itself to sleep at night and wake up in the morning; most adventuring Hsiao's do this). Third, their feathers do have some limitations. Every time a Hsiao is struck with a cutting weapon or one that utilizes heat, there is a 1 out of 20 chance that a feather is damaged. Only 5 feathers may be damaged or given away in any one month (30 days) or the creature will only be able to fly at half speed for a month while new feathers grow (roll once for every 5 MD inflicted.) If more than 15 feathers are damaged, the Hsiao will lose all flight capabilities for a month. Also, diving into water will make a Hsiao unable to fly for three days while the feathers dry. After this time, it must preen itself (proficiency of 95%) or it will still not be able to fly until it is properly preened (may try once per day, any other attempts automatically fail.) SKILLS: Languages: Hsiao's have their own language, speaks this and 3 others of choice at 96%. WP: Energy Heavy WP: Any, but you'll have to use common sense; a 10-foot owl simply cannot use some types of weapons (pistols, for example, are too small, and must have the WP to use a rifle WITHOUT bonuses.) First Aid (-20% owing to the fact that once again, these guys are BIRDS here.) Cook (however, remember this is an owl. Some foods may be, well... unappetizing to humanoids.) Hunt (good hunters, +20%) HTH Basic (cannot be upped, once again, this is a giant BIRD.) OTHER SKILLS: Select 10 other skills. Use common sense here; an owl simply cannot do some things (like gymnastics, computer hacking MD in Cyberneitcs, etc.) COMBAT: Claw 6d6 SDC Diving Claw 3d6 MD (3 actions, but can pick up victim on a natural 20) Bite 1d4 MD Diving Bite 3d4 MD (3 actions, may not pick up victim) Peck 3d6 SDC Diving Peck 3d6 MD (2 actions) Wing Swipe 1d2 MD (can only be done on the ground) CYBERNETICS: May be used, but must be modified for Hsiao's (which means triple normal cost.) Also, don't get too silly, NO extra wings or claws. Tattoos are allowed, but area that the tattoo is to be applied to MUST be plucked first (1d4 MD fro ============================================================================= Icer RCC Imagine the opposite of a Burster: a psionic with the power to control Ice and Snow. That's an Icer. Icers and Ice Dragons like each other. Even the most evil of each will go a bit out of their way if it will help one of the other. This doesn't apply if the two are foes or are in combat. On the same hand, Fire Dragons and Icers will often go out of their way to annoy one another. This may occasionally lead to violence, and if they are in combat, they will seek each other out. Attribute Requirements: ME 10, PE 6 PPE: 2D6+1 Psionics The Icer is considered a Master psionic, has 2D6x10 Inner Strength Points at first level, and gains 10 ISP per additional level of experience. Chose 2 powers from each category but Super. Chose 1 additional power from any category but super at levels 3, 7, and 11 in addition to the following powers: Impervious To Cold No amount of freezing temperature or Cold based attacks will ever harm a Icer. This makes them very useful when fighting a Ice Dragon. Duration :Constant, ISP: None Shield From Cold The psionic can bring the temperature around him up o 40 degrees if he feels it necessary. All Ice will melt, and all snow will stop This can be used on a specific object to melt all ice and snow off it if the Icer touches the object. Range: 100 feet around the Icer +10 feet per 2 levels of experience (beginning at level 3), Duration: 30 minutes, ISP: 5 Ice Armor The Icer can form a suit of Ice around him. This gives him mega- damage protection, but reduces his attacks by 1. It also reduces dodge and parry by 1, but adds 1 to roll w/ punch. Fire attacks do 2x damage to this armor. Ice Attacks restore 1/2 their MD in MDC to the armor, round down. (i.e., an Ice Dragon does 5 MD to the armor. This REPAIRS 2 of the armor's MDC and does NO damage). MDC: 20 Per 3 levels of experience (Not available until level 3). Duration: 3 minutes per 3 levels of experience. ISP: 40 Cold Spell The Icer can make a object suddenly surrounded in Ice. This can suffocate people! Range: 20 feet per level of experience, Duration: Until Ice Melts, ISP: 10 Snow Storm The Icer can make the temperature around him drop to 20 degrees and have it start snowing so heavily a foot of snow will appear in an hour. Range: 1 mile, Duration: 30 minutes, ISP: 15. Ice Blast A blast of such cold temperatures it does up to MD!!! Rng: 100 feet for SD ones, 300 feet for MD attacks. Damage: 1d6 SD, 3d6 SD, 6d6 SD, 1d4 MD, 2d6 MD, ISP: 1, 3, 5, 15, 30 Regains 2 ISP per hour of activity/awake, 12 ISP per hour of Sleep/Meditation The influence of Ley Line Energy Within a half mile from a ley line, the Icers powers get a +50% bonus to their normal strength and range, and they cost only 2/3 the normal ISP (round up) to use. The influence of Nexus Energy Within 2 miles of a nexus, the Icers powers are DOUBLED!!! Plus, it only costs 1/2 the normal ISP to use them. Bonuses +1 save vs. Horror Factor at levels 2 and 7 +1 save vs. Mind Control at levels 3, 6, and 10 +1 PE RCC Skills Speak American at 95% One Language of Choice at 85% Chose 1 Piloting Skill at +20% HTH: Basic (Can be changed to Expert for 2 Other Skills) WP Blunt RCC Related Skills Select 7 OTHER skills from the list below. Chose an additional 2 at levels 3, 5, and 8 Communications: Any (+5%) Domestic: Any Electrical: Basic Only (+5%) Espionage: Wilderness Survival Only (+5%) Mechanical: Automotive Only Military Medical: First Aid (+5%) Physical: Any except Wrestling and Boxing Pilot: Any (+5%) Pilot Related: Any Rogue: Any (+5%) Science: Math and Chemistry Only (+5%) Technical: Any (+5%) WP: Any Wilderness: Any Secondary Skills Chose 8 from the list above without bonuses. Standard Gear: 1 suit of light MD armor, 1 MD Pistol or Vibro Blade of choice w/ 2 clips, 1 set of ordinary clothes and shoes, one pair of combat boots, 1 2-qt canteen. Money: Starts with 1d4x100 Credits and 1d4x50 Credits in black market items Cybernetics: WILL NEVER GET THEM!!! Will seek Bio-Systems instead, and will even hate them. Will avoid any altogether unless medically necessary for living. ============================================================================= Immortal RCC (Based on Highlander) Some humans (and only normal humans, no mutant or Master Psionic has ever become an Immortal) are born with a special power, that of the Quickening. They cannot die, unless an opponent takes off their head. Until they are killed for the first time they live as normal humans, usually not realizing that they are special, although occasionally another Immortal can sense their difference in the same way that one Immortal can sense another. Once they are killed for the first time they become aware of the Quickening, the ability that all Immortals have in common. Usually another Immortal will take the new one under their wing and show them the ropes, some however have had to learn on their own. The Immortals seem to be a response by the human race to defend against the supernatural predators that now abound on earth, but there are some who have been alive since before the coming of the Rifts. In these times there seems to be a higher percentage of Immortals, perhaps in response to the higher PPE levels. Each Immortal has his or her own agenda, but all abide by two rules; never fight on Holy Ground and never team up. Holy Ground draws the Quickening away from even the victor in a fight, while if two immortals team up to fight a third the second survivor will lose power to the Immortal who took off the other's head. RCC POWERS 1) Sense Quickening: The ability all immortals have to sense one another, supernatural creatures and Holy Ground. Range is 50'/quickening point. Immortals who are currently "dead" thru loss of MDC, toxins of some kind, or lack of oxygen do not register to other immortals, as soon as they recover they once again register to other immortals. 2) All Immortals are MDC creatures in a PPE rich environment, after they die for the first time, take their current HP and SDC and add them together, this becomes the new Immortal's starting MDC. Add 2d6 (HP in a SDC world) each level gained after this point. In an SDC world, their SDC and Hitpoints remain the same. No MDC endowed human has ever become an Immortal, nor will an immortal's body accept anything that would artificially increase his MDC (Bio-Wizardry, Symbiots, etc.) 3) Against other Immortals and supernatural creatures, all immortals inflict MDC with all hand held weapons, and their strength is considered to be supernatural. Against any other opponent, all weapons do their normal damage, and strength is considered normal. Ranged weapons always function normally. 4) Add the following to the new Immortal's stats: IQ +4, ME 1d6+6, MA +4, PS 1d6+4, PP 1d6+4, PE +6, Spd 1d6+6. 5) Bio-Regenerate. As long as the head and neck are not completely severed, Immortals can regenerate any damage they take, at the rate of 2d6X10 MDC per minute. This regeneration will reattach limbs that are severed in some manner if the severed limb is placed against stump. Lost limbs will eventually regenerate, exact time is up to the GM. 6) Poisons, Toxins and diseases can temporarily incapacitate an immortal, but they are extremely resistant to them (+4 save.) They will ALWAYS recover from any effects, as long as their head is still on their shoulders. 7) Without oxygen (such as in a vacuum, in a sealed airtight room, etc.) Immortals go into a form of suspended animation. Once exposed to Oxygen they will recover within minutes. 8) Breath under water normally and are not adversely affected by depth underwater. 9) Immortals do not register as supernatural creatures except to other Immortals. The one exception is the Cosmic Forge (see Phase World,) which considers them to be supernatural i.e. no Immortal has EVER been selected to become a Cosmo Knight 10) All Immortals have a Quickening score (which starts at one for new Immortals.) To increase your Quickening requires a number of quickening points equal to your current Quickening score. If you gain more Quickening points than you need to Increase you're score, all excess Quickening points are lost. You gain Quickening points by killing other Immortals (see #11 below) or by killing supernatural creatures. Each supernatural creature killed usually grants 1/10th of a quickening point per HTH level. Quickening has three effects on combat. One, it adds a bonus to your Initiative based on 1/3 of your score, rounded up. Two, it adds a bonus to strike and parry equal to your Quickening score, and three it adds a bonus to your number of attacks based on 1/2 of your Quickening score rounded up. The first two bonuses ONLY apply to Hand-to-Hand combat. The third applies to all combat situations. Quickening also affects the Immortal's saving throws, add 1/3 of the Quickening score(rounded up) to ALL saves: Magic, Psionic, Horror Factor etc. 11) When one Immortal takes another's head, the following effects occur: a) The winner gains 1/2 the difference between their MDC and the Loser's MDC, as long as theirs was lower to start with. b) The winner also gains 10% on one skill the loser had at a higher percentage, OR gains one skill the loser had that he didn't (at basic levels) OR gain one OCC ability the other had (GM option). c) The winner also gains his opponent's Quickening rating in quickening points. In addition there is a pyrotechnic display with a radius based on the Quickening of the loser of the battle (50'r/ point of Quickening) any being other than the immortal caught in this radius suffers damage based on how close to the center and the quickening rating of the loser(base damage is 3d6/point of Quickening the loser had) At the end of this display the survivor is exausted (-10 to S,P,D) for 1 melee per Quickening point gained. 12) No Immortal can have Cyberware; it is rejected by the Immortal's body. If they had any before becoming an immortal, it is ejected from their body upon becoming Immortal. This includes all Juicer gear and MoM conversion gear. 13) Magic tattoos cost twice as much PPE to activate, gaining a new tattoo disables the Immortal for twice as long as a normal human. No Immortal can have more than six tattoos. If a seventh is added, one of the previous six (determined randomly) becomes inert, and will never function again. Magic in general is harder for an Immortal to use, all spells cost twice as much PPE to cast, and have 1/2 the normal effects. They CAN however use Techno-Wizard devices normally. 14) Never fight another Immortal on Holy Ground. This is the one rule ALL immortals follow, because of the effects should they break it. The loser of the fight is, of course, dead. The winner of the fight loses one Quickening point, 10% of their max MDC, and 10% off any one skill the GM chooses. Note that this WILL kill an Immortal with a Quickening score of one. Holy Ground is defined as all nexus points, any temple sacred to any deity or belief system, graveyards, burial sites, or any other place the GM deems appropriate. A similar effect occurs if three Immortals are involved in a fight. The loser is dead, the victor (The Immortal who took off the loser's head) gains Quickening points for the loser AND one quickening point from the third Immortal involved. The third Immortal loses one from his quickening score; once again this WILL kill an Immortal with a Quickening score of one. 15) Immortals can summon their favorite melee weapon, but only before combat starts. This weapon must have been bonded by killing one immortal or ten supernatural creatures and cannot currently be in the hands of another sentiant creature. Additionally, in most cases it must be within 10' per point of Quickening. 16) Dying the first time breaks any links with supernatural creatures. No Immortal has ever established a supernatural link with an Alien Intelligence or Godlike being; thus most Immortals tend to be skeptical of the true power of the gods. 17) The Lord of the Deep (see Rifts Underseas) never contacts and attempts to convert Immortals. He made that mistake once. Mondo ============================================================================= IMPALER RCC A special RCC by DaBeechMan Original idea by BadgerBorg The Impalers are a fierce race of dinosaur-like creatures believed to have evolved from the familiar dinosaurs of prehistoric Earth. When the ley lines started to fade, they migrated from Earth to an unknown dimension. That dimension was destroyed by several careless Fire Dragons, but a few, maybe 100, survived and escaped to their ancestral home, Rifts Earth. IMPALER RCC ALIGNMENT:Any, but usually anarchist. They mistrust Rifts Earth and all who live there, but itÕs not like they have any choice but to stay there, so they put up with it all with the notable exception of Fire Dragons. Ooooooh, do they hate Fire Dragons! REQUIREMENTS:PS 16, PE 16 ATTRIBUTES:IQ 3d6, MA 2d6, ME 2d6, PS 5d6 supernatural, PP 4d6 - 3 (because of the creatureÕs large size) PB 2d6 (hey, if you saw a gigantis T-0Rex outside your door, I doubt youÕd find it too pretty.) Spd 4d6 but carries enough momentum that if it runs for more than 3 melees nonstop it can go up to 5d6. Both scores are rolled during character generation but can be changed by the usual means. HORROR:OK, this is an interesting case. The character saves vs HF 14. If it passes, nothing happens. If it fails, save again. If this save also fails, all horror factor effects kick in. Otherwise, treat it as Awe Factor, but the character can return to fight in as soon as 2 melees. APPEARANCE:This guy looks like a tyrannosaur with a few exceptions. These are: 1) a collapsible ball of spikes on the end of its tail (1d6 x 100 SDC or 1d6 MD per attack, but counts as 3 attacks. 2) bull horns on its head (1d4 MD normal, 4d6 MD running but character loses all remaining attacks.) 3) a horn on its snout (same damage as bull horns, but add 2 MD to all damage. 4) a more horizontal posture OTHER POWERS: -Warlock Spells same as a witch -Strength is supernatural -Sonic attack roar (6d6 MD plus deafness with no save, range 500 yards. Counts as all attacks) -Can alter its height from the size of a cat to the size of a dragon (normally about human-sized.) Cannot use any other special abilities while resized. Damage done by Impaler is halved when sixe decreases, multiplied by 1.5 at max height. Cannot do damage at minimum size.500 MDC LIMITATIONS: -Immeditaely goes into a frenzy (like that of a Crazy) whenever it sees a Fire Dragon. -Automatically has the Insanity of Paranoia -Cold-Blooded (I donÕt care about the new theories on dinosaurs, this thing is cold- blooded!) This means that it dies within 40 melees if placed into an environment greater than 110 degrees or less than 40 degrees. If either linit is exceeeded by more then 20 degrees, dies within 20 melees. 30 degrees, 10 melees. Get the picture? NOTE that because of this, Fire Dragon and Ice Dragon breath do triple damage! -Cannot get psionics (EXCEPTION:All Impalers can communicate telepathically with other Impalers within 50 miles. Note that an Impaler rarely if ever gets to put this power to use.) -Daylight is painful (-2 to attack in daylight, -5 in anything brighter, -10 in Globe of Daylight spell or anything like it.) ENHANCEMENTS:On a dinosaur (or any cold-blooded eptile)? Yeah, right! FRIENDS:None, except will cooperate with anything that is the enemy of a Fire Dragon. ENEMIES:Come on, do I have to tell you? FIRE DRAGONS! GEAR:Most tyrannosarus do not startwith or care about gear. Besides, they canÕt use any of it except for food (canÕt hold weapons, IRMSS and the like donÕt work on cold-blooded creatures, too heavy for vehicles, too big for armor, but why would a tyrannosaur care?) MONEY:None and could care less about (they donÕt really understand the principle of it either. They do love Òsparkly thingsÓ though, meaning anything shiny. Who cares if they donÕt do anything with it?) SKILLS:Very few. Remember that these guys are dinosaurs. The only RCC Skill is Hunting (+20%) and only gets 4 other skills. GMs, feel free to disallow any skill that a dinosaur, even an intelligent one, might not be able to use. Us ethe Dragon XP Table An RCC for RIFTS by DaBeechMan (original idea by BadgerBorg) Email me with any questions (complaints, insults, suggestions, TeamBlade melds, you get the picture.) See ya! ============================================================================= Inquisitor-Redeemer OCC - Book of Redemption, Father Torque The Inquisitor-Redeemers are the champions of the faithful. They are the daemon slayers, the investigators and the preachers combined. The Inquisitor- Redeemers are usually seen as a warrior figure; the Damned, in all its forms, must be destroyed, without mercy or pity. Their dedication, however, remains solely with the church. The Bible remains their book of ordinances and guidance. They would recite passages from both the Testiments in the midst of a fight. For example, while "interrogating" a suspected heretic they might recite Revelations 9:6. However, doesn't the Bible consist of irregularities? "An eye for an eye" and " Turn the other cheek." Thus each Inquisitor has an individual code of honour, yet all remain devoted to their god. Roleplaying note: An Inquisitor-Redeemer player will eventually have to ask himself if he is indeed the bane of the night or just a ruffian or bully, and whether his duty to the church is greater than his own self integrety. The Inquisitor-Redeemer has few powers; his great dedication and being a hard ass are his armaments of purity. Their trademark weapon has no official name (described below); however, the passage of time has chosen to call it the "Redeemer" in honour of those who wield it. The present Inquisition is described lower down the page. For many years the Redeemer Inquisiton has worked underground; now with the magic eruption on Earth this is no longer necessary. Note: I never took this OCC too seriously, and I don't know how they'll react to Ireland's IRA. It's up to you. ALIGHNMENT: Typically Aberrant, ironically ATTRIBUTE REQUIREMENTS: IQ, ME & MA 13, the acolyte must be dedicated. OCC BONUSES: + 8 vs. HF(special, see below), + 8 initiative OCC SKILLS: Math, Basic (+ 10%) Language & Literacy: Native (98%) Languages: 4 additional (+ 40%) Radio: Basic (+ 15%) Interrogation Techniques (+ 20%) Intelligence (+ 20%) Detect Concealment (+ 20%) Detect Ambush (+ 20%) Tracking (+ 20%) Climbing (+ 15%) Streetwise (+ 20%) Land Navigation (+ 20%) Lore: Vampire (+ 15%) (see Nightspawn) Lore: Demons (+ 15%) Athletics Horsemanship (+ 10%) Pilot: Any 2 Weapon: Any 5, archaic and modern Hand to Hand: equivalent to Assassin + 2 attacks OCC RELATED: select 5; one more at levels 3, 6, 9 Communication: Any (+10%) Domestic: Any Electical: Basic only Espionage: Any (+15%) Mechanical: None Medical: First Aid only Military: Any (+10%) Physical: Any (+10%) Pilot: Any (+15%) Pilot Related: Any (+15%) Rogue: Any Science: None Technical: Any (+5%) Weapon: Any Wilderness: Any (+5%) SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13 STANDARD EQUIPMENT: Inquistorial robes,backpack, utility belt, air filter and gas mask, sleeping bag, 6 wooden stakes, hammer, flamethrower, canteen, rations, few extra clips, radio, rope, small axe, few knives, a personal items and some form of transportation. Also, plenty of implements of torture (there's this thing they can do with a cheese grater.) WEAPONS: Prefer ancient style weapons. They start with a minor magical weapon (described below) They will use modern weapons as well without hesitaiton. MAGIC: The Inquisitor-Redeemer does not know any spells, nor will he learn any. However, he is expert at identifying magical items and wards. He can also read spells from scrolls, equivalent to his experience level! PSIONICS: None. Most Inquisitor-Redeemers consider Psychics to be low level dmons. SPECIAL ABILITIES: Special Combat: The Inquisitor Redeemer has studied as a youth on how to fight the supernatural (including the Undead). Furthermore, he will always recognise evil in whatevr form it takes (Treat as Sense Evil, without ISP cost.) Thus, when confronting a supernatural creature the Inquisitor will know all its weaknesses. Furthermore, in Hand to Hand combat the Inquisitor Redeemer will always hit a vulnerable point with any weapon, so that damage is doubled. Hardened: Due to their hardened training the Inquisitor Redeemer has lost all fear of the supernatural and replaced it with hatred; when dealing with Horror Factors roll normally. If they fail (remeber the + 8 bonus) they do not succumb to their horrors. Instead the Inquisitor Redeemer goes berserk and charges the monster with the H.F. that the Inquisitor failed. He gains an extra attack and + 2 to strike, but he must engage in Hand to Hand and every attack must be use to strike ie. no dodging or parrying. If unable to do so the Inquisitor Redeemer is still enraged, but attacks verbally, in demoic tongues even the monsters fear. The monsters themselves must roll vs. horror factor. It works out like this. The Inquisitors H.F. is 20 - the demon's H.F. so a monster with a H.F. of 14 has to save vs. H.F. of 6 (20 - 14 + 6). Impervious to mind control: The Inquisitor Redeemer is also impervious to the Vampires slow bite. It will do damage, but the warrior priest will not be controlled in any way. This applies to all forms of mind control. SPECIAL EQUIPMENT: The Redeemer: It is usually in the form of an inquisitorial staff, on which are inscribed runes which twist and writhe as if tormented. The staff inflicts 2D4 points of damage to a human. Againest the supernatural and MDC beings it inflicts double damage in MDC! In the hands of the Inquistor it does double that! The "Redeemer staff" also gets more powerful as the Inquistor becomes more experienced. For every level up the staff inflicts an additional + 1 point of damage eg. a 5th level Inquisitor-Redeemer would inflict 2D4 + 5 SDC to a human and 4D4 + 10 to a demon. It also casts Exorcism at the same level as the Inquisitor-Redeemer. Once the Redeemer has reached 10th level the staff gains a new power, but no known Inquisitor has used it before. This is to be used during their darkest hour.. It is said that the staff will moan with the voices of the damned, and then drink the souls of all living things within a mile radius. All creatures must roll vs. magic of 20! The only way to survive is basically to roll a natural 20 or if you have a high bonus. As for the Inquisitor, he is doomed with no saving roll. All the souls are said to be tormented for ever. ALLIANCES AND ALLIES: Not many. They consider all Catholics (and sometimes all Christians in general) to be under their protection. Should they visit Wormwood they will sympathise with the Cathedral and the people. However, when they find how corrupt the organisation is they will be disgusted; the Inquisition, despite popular belief, gives everyone, save heretics, equal standing. They may or may not like the monsters working for the Cathedral. In Nightspawn they will treat the Guardians as allies, till they see reason not to. Many believe them to be angels! They will not worship them, since they're such hardasses, but treat them as equal servents of the Lord. ENEMIES: Oh boy. They hate all supernatural creatures, in the following order: Daemons (supernatural creatures that look hellish), the Hexen (another OCC by me) , the Undead, dragons. Heretics are considered as bad as they are betrayers of the faithful. In Nightspawn they will not like the Nightspawn at all, and consider them the works of the Devil. They will despise all denizens of the Nightlands, considering the Dopplegangers to be souls of the Damned. Should they enter Wormwood they will despise the Apok; they will only see them as the betrayers they once were. They consider the Unholy and his forces to be demons and will treat them as so. They will not be comfortable around anyone who has not converted to Christianity, who they consider to be heathen. DESCRIPTION: The Redeemers are first recruited by older Inquisitors for their willpower and dedication. They are then taken to one of the seven monasteries where the Inquisition holds power. Only a few no of such places. Here they train to be acolytes. They are taught the Old and New Testiments and will recite them by heart. They study the lores of the demons which they will fight. The Inquisition focus their hatred to these creatures and manipulate the acolytes with this focus. Then they are taught to fight the demons by the most experienced warriors. Their training ends around the age of 17, when they take a rite of passage. The acolyte is sent out to hunt a heretic or demonic creature. When he returns to the monastery they will be given their Inquisitorial robes and the Redeemer staff. Only then is he a true Inquisitor-Redeemer. Many fail in their first quest; there is a 40% rate of failure. There are less than a thousand of these preacher warriors, but each one is a power house, capable of dealing with the most powerful daemon in whatever form it choses. D B Chow888 By the way, if you figure out how an Inquisitor Redeemer would react with a member of the Sinn Fein or the IRA, e-mail me. I would like to know what I'm supposed to do in this confrontation. I'm on AOL (yes, it's embarrassing) if you want to contact me. DChow888@aol.com ============================================================================= E/Z INC. PRESENTS: INVISIBLE PERSON Optional OCC During the the late twentieth century there were a spree of accidents causing numerous objects and people to become invisible (see movies such as Memoirs of the Invisible Man, and Invisible). These invisible people stay in perfect heath for numerous years. Unfortunately the strain on the body killed the invisible people after ten years . Now, the coalition and Triax see the potential for having the power of invisibility and have many scientists working feverishly to try to uncover the secret of it. Neither Triax or Coalition has had any success. The only cases of invisibility were exactly the same as the late twentieth century: accidents. These accidents are always varied. It might be caused by a weird explosion in a lab or somebody getting struck by lightning. The Invisible person OCC is always caused by an accident. The GM gets to pick the accident which caused the the person to become invisible. Even though the accidents are different, the victims are always the same. They are always have normal health. Also they are not invisible to info red, sonar, radar, ultraviolet light, heat, motion detector and any other human sense other than sight. Anything they ingest will be invisible until it comes out. Unlike what is previously thought, if the invisible person bleeds, the blood is invisible. Also they cannot conceal anything if they are wearing invisible clothes. One of the problems of the Invisible people OCC is that they lack hand/eye coordination. ALIGNMENT: any ABILITY REQUIREMENT:It is useful for them to be strong but there is no requirement. SPECIAL RULE: Because of their lack of hand/eye coordination, subtract 5 from their P.P. and gain 1 point back every level HP and SDC: same as Headhunter HORROR FACTOR: 10 if partially covered by anything visible. O.C.C. SKILLS Disguise Escape Artist (+30%) Sniper Wilderness Survival Tracking Athletics-Basic Hand to Hand: Expert Climbing Prowl (+50%) Pick Pockets (+30%) Language (American) Language (Player's choice) Land Navigation Track Animals Hand to hand: Expert can be changed to Hand to Hand: Martial Arts (or assassin if an evil alignment) at the cost of one "other" skill. O.C.C RELATED SKILLS Select 6 Other skills from this list. Plus select two more at level three, and an additional one at levels six, nine, and twelve. Communications: Excluding Radio: Scrambler and Surveillance Systems. Domestic: Excluding Play Musical Instrument and Sewing. Electronics: Basic Only Mechanical: Any (-10%) Medical: First Aid Only Physical: Excluding Acrobatics and Gymnastics (+5%) Pilot Skills: Any Pilot related skills (Any) Rogue Skills: (Concealment is only possible when the character is wearing visible clothing) (+10%) Science: Any Technical: Any (+5%) Weapon Proficiencies: Any Wilderness: Excluding carpentry SECONDARY SKILLS: Choose 5 Secondary skills from the previous list. Secondary skills have no bonuses. COMBAT BONUSES: in addition to the regular bonuses from their O.C.C. skill the character gets additional bonuses because they are invisible. +5 to dodge and strike +7 to initiative Two addition attacks per melee STANDARD EQUIPMENT: The characters get a pair of pants, a shirt, socks, shoes, and underwear, that is invisible . If they want to, they get to pick one light energy weapon of choice and a knife or dagger of choice. If they want they could have a visible pair of clothes with a back pack. The characters usually get other adventurers to carry their equipment for them in order to stay invisible. MONEY: 3D4*100 credits (there pretty poor because they always on the run) CYBERNETICS: If the characters are happy that they are invisible there is no way they will get cybernetics. If the characters hate their invisibility, they might consider full bionic reconstruction. EXPERIENCE: Same as headhunter NEW RULE: anybody who operates on them will have a -50% on their skill. ============================================================================= Ironoid RCC The Ironoids are a race of humanoids that are made of iron. But not just any iron, a MDC type iron. They have many supernatural powers to boot. Their only weakness is salt water, which does MD to them. They have no home planet, and there are only perhaps 5,000 in the entire megaverse. Their are only 20 reported to be anywhere near RIFTS earth. Ironoids do not reproduce, have no sex, and are featureless except for a mouth and two slits where they see from. They see in the same spectrum and humans, and hear in the same spectrum. Can not taste or smell. Can feel and hear just like humans. They are humanoid looking (i.e. two arms, two legs, no tail, head). If a opponent specifically targets and hits the head, 2x damage. Any amount of salt water smaller then a milk carton does 1d8 MD to a Ironoid. This MDC is permanently lost. Any amount over a milk carton does 3d6 MD and is also permanently lost MDC. This means the Ironoid can never gain it back. Alignment: Any, but few are evil. Attributes: IQ 2D6+1, ME 2D6+10, MA 1D6+6, PS 5D6+1, PP 3D6, PE N/A, PB 2D6, Spd 2D6. MDC: 1d4x50 +15 per level of experience. HF: 4 Magic: When creating an Ironoid, roll a 1d10. On a 1-3, the character has no magic and 1d6 PPE. On a roll of 4-9, the character may chose 3 first level spells at level one, an additional 2 first level spells at level 3, and 1 second level spell at level 8. The character has 5d6 PPE, plus 2 per level of experience. On a roll of 0 (10), the character can chose 4 first level spells and 1 second level spell at level one, and 3 spells from any level 1-3 at level 6. Characters have 6d6 PPE +2 per level of experience. Psionics: When creating an Ironoid, roll 1d6. On a 1 or 2, the character has no ISP or psionics. On a 3-5, the character can chose 3 psionics from any class but super at level one (excluding Astral Projection and Empathy), and an additional 2 from any type but super, with no restrictions, at level 4. Characters of this nature have 3d6 ISP +ME, add 1 ISP per level of experience. On a 6, the character may chose 6 psionics from any category but super at level one, 1 Super psionic at level 3 (Excludes Mentally posses others, Mind Bond, and Telemechanics), and 3 psionics form any category but Super at level 7. This type of character has 1d4x10 +ME to begin with and adds 3 ISP per level of experience. Other Powers Attributes are all supernatural. Immune to all gases and poison, except MD corrosive ones. Can detect another Ironoid within a 500 mile radius, and can locate to pinpoint accuracy. Can detect iron deposits at up to 5 miles. Doesn't need anything to survive. Regenerates 2d6 MDC per 2 minutes unless salt water hit. Cannot be turned into, or bitten, by a vampire. If a vampire bites an Ironoid, it permanently loses 2d6 HP. Average Life Span: 300 years Habitat: None, but hates and fears saltwater. Will rarely live by the ocean. Actually prefers Junkyards to anything else. But only if there is plenty of scrap metal for food. Enemies: Cernun Mystics hate Ironoids. The feeling is mutual. This also means Gigantes hate Ironoids. Size: 7 to 12 feet tall. Weight: 400 to 2,100 lbs. RCC Skills Math: Basic at 95% Speaks 2 languages at 96% 1 Ancient WP of choice HTH: Basic (Can be upgraded to Expert for 3 extra skills) The Ironoid can chose 5 extra skills from the list below at first level, with no bonuses but IQ, and 2 more at 3 and 6th level. add one final one at level 13 Radio: Basic Fishing Basic Electronics Detect Ambush (Only available to ones with no magic) Detect Concealment (Only available to ones with no magic) Intelligence (Only available to ones with no magic) Tracking Demolitions Navigation Read Sensory Equipment Pick Locks (Only available to ones with no psionics) Archeology Biology Art Language Literacy All Lores WP Ancient (Only ones who rolled 1-5 on psionic and 1-9 on Magic) Land Navigation Gear: Nothing. They have no need for and can't use any advanced weapons, and they hate armor. They have all they need in life, and want nothing more. Money: 1d6x10 Credits Cybernetics: Not possible. ============================================================================= Jabbs RCC. I designed this RCC for a campain I am currently running. I thought it might be kinda fun to give "more life" to the inhabitants of the pocket dimension the characters are in. Backround: These creatures are the result of some pretty wild magic/genetic experimentation by some creature long, long ago. They live in a pocket dimension called Morva (this I may flesh out more later). Its pretty typical of Rifts style earth but the tech level is much lower (early earth reniacense) but there is a LOT of magic! The Jabs are one of the 2 intelligent races that are native to Morva. They like bow weapons and short swords, and can use them well. They're blacksmiths are equal to a Sacath Druid (sorry about the spelling) in skill and ability. Alignment: Any, but typically good or selfish. Attributes: I.Q.: 3D4+3, M.E.: 3D6 (+4 females), M.A.: 3D4, P.S.: 3D4 (+4 males), P.P.: 4D6, P.E.: 3D4 (+2 males), P.B.: 3D6+2 (cute), Spd.: 4D6+2. M.D.C.: Minor magical creatures, P.E. +1D6 per level. Hit Points: -NA- Height: 4' +1D4 inches females, or +2D4 inches males. Weight: 80 +1D20 lbs (+10 lbs males) P.P.E.: 10 +P.E. +1D4 per level females, or +2D6 per level males. I.S.P.: Females Only! M.E. +2D4 per level. Note: They are capable of drawing additional PPE from a leyline or nexus like a LeyLine Walker. They can also operate Techo-Wizard items. Special Abilities: Jump 2 times farther than normal human, Nightvision 90', Heightened sense of hearing equal to cybernetic amplified hearing, Automatic kick attack at first level - 2D4 SDC damage. Very resistant to disease and poison. Magical Abilities: Tounges spell is constantly in effect, costs no P.P.E. Pick one elemental catagory for your character. eg. Earth, Fire, Water, Air. Choose 2 spells from first level. Then for each level of experience select one new elemental magic spell, in your catagory. Levels of spells are limited to 1-4. At third level they can also cast the Armor of Ithan spell, but it costs 2 times the normal PPE to cast. Psionics: Females Only! Select a total of 5 abilities from the Sensitive and Healer catagories. Add one new psionnic ability form both catagories at levels 3, 6, 9, 12, 15. Skills: A typical Jab starts with the following RCC skills: Wilderness Survival (+15%) ID Plants and Fruit (+20%) Literacy - Jabinian (+25%) Language - Jabinian 98% (all others by magic) Basic Math (+15%) Horsemanship (+5%) Archery Additional Skills for males only: HTH Expert, Intelligence (+10%), and 2 Weapon Proficiencies. Additional Skills for female only: HTH Basic, Holistic Medicine (+15%), and 1 Weapon Proficiency. At first level the character can choose 6 other skills with the following limitations: Domestic - Any +10% Physical - Any except Acrobatics and Gymnastics +10% where applicable Rogue - Any except computers. Science - Any (except those that require computer ops. as a pre-requist) Technical - Any except computers Wilderness - Any +15% Espionage - Detect Ambush, Detect Concealment, Escape Artist, and Tracking Weapon Proficiencies - Any (no modern to start with) Pilot - None to start but can chose them as new skills later. Pilot Related - Navigation only. The character can select one new skill from the above list every 3 levels of experience. Average life span: 170 years. Physical Desciption: They look like humanoid rabbits. They have fully articulated hands with an opposable thumb. Thier fur is various shades of green, it starts out very bright in colour when young (almost flourecent) and darkens as the character ages (the very old typicaly have an almost black coat). ALL Jabs have brilliant purple eyes! Experience: Use the same table as Dog Boys. Bonuses: +2 to save VS magic, +3 to initiative (hearing bonus), +5 to save VS poison and disease, +3 to dodge and parry in addition to the P.P. bonus. I really hope you like this RCC, its loads of fun! George Bird (GBIRD@FLEMINGC.ON.CA) ============================================================================= Jedi OCC Somewhere in a galaxy far, far away... STAR WARS!! But this isn't your usual Star Wars. There aren't any Ewoks or Wookies, no Princess Leia, and no metal headed guy that breaths funny. Something has gone wrong in the Star Wars universe. Unknown to them, they live in a dimension parallel to our Rifts Earth!! Therefore, the chances of a rift opening up there are greater than anywhere else! And that's just what happened. An unfortunate Shifter, who abused his natural powers one too many times stumbled upon this dimension while trying to find a place he could pose as a god. But, he ended up opening a portal in the middle of a Jedi training camp. Since Luke's success, he had decided to show worthy people the ways of the Jedi. In other words, Jedi training camps could be found almost anywhere! The vortex of air created by the rift opening sucked about 100 of these advanced people into our world. Since they possessed a power so great, they instantly changed into what we call M.D.C. Even their skin!! To many, the Jedi have become a sort of Cyber-Knight, only better! They are almost always of a Good or Unprincipled alignment with the exception of about one in seventy-five warriors. These are the rebel Darth Vader characters (which can actually be fun!). O.C.C. = Jedi Alignment: Any! (over 90% are Good or Selfish) M.D.C. = 1d4 (not much, but convert it to S.D.C. and look out!) I.Q.: 4d6 M.E.: 3d6+10 M.A.: 5d6 P.S.: 4d6 P.P. 4d6+5 P.E.: 4d6 P.B.: 3d6 *NOTE* P.S. AND P.E. ARE SUPERNATURAL! P.P.E.: NONE! I.S.P.: 3d4x10 PSIONICS: Mind Block Auto-Defense, Bio-Manipulation, Psi-Shield, Telemechanics, Sense Evil (takes away no ISP!), telekinesis. O.C.C. SKILLS: Radio Basic (10%) Basic Electronics (15%) Escape Artist (20%) First Aid (20%) Pilot: Jetfighter (30%) Navigation (15%) Prowl (30%) Basic/Advanced Math (30%) Computer Operation (20%) Lang/Literacy: American 98% "Space" Lore: 98% (they know) W.P. Energy Rifle, Sword, Archery & Targeting HTH: Assassin O.C.C. RELATED SKILLS (choose 4 now and 1 at 4, 8, 12, 15) Communications: Any. Electrical: Any (10%). Espionage: All but Wilderness Survival and Sniper (10%). Mechanical: Mechanical Engineer and Robot Mechanics ONLY! (5%) Medical: NONE Military: NONE Physical: Any Pilot Skills: Any but PA and Robot stuff Pilot Related: Any Rogue: Any (10%) Science: NONE Technical: Any W.P.: Any Wilderness: NONE. SECONDARY SKILLS: Any from the above list without the bonuses. Choose 4 now, and one at 5, 9, 13, 15. O.C.C. BONUSES: Attacks twice per melee attack up until level 5. In other words, with three attacks per melee round, he would attack six times-twice per attack. BUT, this is only with the light saber!! +4 dodge, +3 parry, has death blow at level one on natural 18-20. BIONICS: Following the movie, Jedi's may have limited bionics. FIVE at level one and no more!! If any more are taken, all psionic abilities are lost as are the OCC Bonuses. May have any bionic or cybernetic augmentation except for weapons, inhuman or other additional abnormal appendages. Jedi's try to keep their appearance as human as possible. They don't like to stand out! WEAPONS: Light Saber: The Jedi's main weapon. Will be used over 90% of time. Length: 4 ft. Grows 1/2 foot per level of experience Damage: 1d6x10 M.D.! Special: Can parry energy, lasers, and plasma at additional +4. Unlimited Usage S.D.C. weapon of choice. No automatic weapons. Bow or Crossbow of choice with 20 explosive arrows (3d6 M.D.) NG-57 Ion Pistol: Range: 1000ft. Damage: 2d4 or 3d6. Payload: 10 Carries an additional 5 long E-Clip for it. EQUIPMENT: portable language translator, RMK, IRMSS. That's it!! They came through with minimum gear! ARMOR: Will wear just about any light armor, but they also have their own. MYSTICAL CLOAK: 10 MDC, no prowl penalty, conceals face. Can cast Shadow Meld and Armor of Ithan for 55 MDC at no ISP cost!! SPECIAL ABILITIES: Can floop into a parallel dimension (a black spacey, nothingness) for up to 1d4 attacks. They seem to have disappeared to everyone. Will reappear at a distance of 15 ft. NO, they cannot control where! Will never come back inside of an object, though. This ability is just like the floopers in RIFTS: MERCS. When using the light saber, they NEVER lose an attack for parrying with it! They may parry as many times as their heart desires without losing an attack! Also when using the light saber, they get a temporary paired weapon when defending. In other words, when parrying or blocking with the light saber, they may automatically attack at the same time with it as many times as they want! An automatic symotaneous! MONEY: NONE!!! They had nothing when they came through! EXPERIENCE: Rather than create a new table for the Jedi, especially since there are already over 100 of them, I chose one that best fit what I thought to be typical. After reviewing the movies, I thought that Luke became very proficient in the Jedi ways an a quick pace. So, I chose the CS Grunt experience table. Yes, that's right...the Grunt. NOTE: Almost all Jedi's will not hate D-Bees. They have lived with them for centuries and know they can be lived with peacefully! Also, they will never use Robots or Power Armor except in life and death emergencies! Even then, they will not pilot it. They do not believe in machines like that. THEY BELIEVE IN THEMSELVES! The IcyMan@aol.com ============================================================================= Jedi Knight OCC Here is that Jedi Knight class... sorry it took so long but with the amount of material plus finals I haven't had the time to sit down and type it all out. If you have any ideas or questions I will be on the list until May 19th and will return in September when the college reopens....I encourage any responses....well enough chatter....in the words of Admiral Kirk "Here it comes" They are a group of travellers (always of good alignment; evil alignments are possible but I would keep them as NPC's in role playing testing evil Jedi PC's tended to get out of hand really fast because they had no qualms about killing people) that travel the galaxy righting wrongs. The Jedi's use the force, which is created and sustained by life. The Jedi acts to preserve this life. the Jedi may kill in self-defense or the defense of others if by doing so he preservesthe exsistance of life. The Jedi doesn't act for power, fortune or fame, just the gaining of knowledge and the preservation of life. If a PC breaks this code and doesn't atone for it (GM's choice of what atonement is) the characters powers and attributes are reduced 25%.(this usually keeps PC's honest, again citing play testing) The character can take 1/2 of their earned xp and put it toward the advancement of force powers( there are 3 classes Control, Sense and Alter) as they see fit. Alignment: Good alignments only Attributes: 3d6 for all (I try to limit this class to humans only, although any race with good intentions is permissable. I was trying to keep the class balanced and with some of the greater races around it could get really ugly really quick) HTP: PE + 2d6+4 per level SDC: 1d6x10 plus physical bonuses PPE: 3d6 ISP/FP: 2d4x10 + ME(x2) +4d6/lvl Natural Abilities: Can stay active even at -20 htp with the use of force powers, other than that they are same as humans Combat: 3 attacks/melee plus those gained from hand to hand combat Bonuses: +4 to parry, +2 to dodge, +2 to initiative plus bonuses from attributes and skills. Average Life Span: with the force 200+ years OCC skills Languages(x2)+30% Literacy(x2)+25% Speak & Write English-96% Demon Lore(+20%) Anthropology(+15%) Paramedic(+10%) Navigation(all)+15% Climbing(+10%) Body Building Gymnastics Athletics Swimming(+10%) WP Lightsaber WP Energy Pistol HTH Martial Arts OCC related: select 12 skills, 2 at level 3, 3 at level 5, 2 at level 6, 2 at level 9, 1 at level 12. Communications: Any Domestic: Any Electrical: Basic only Espionage: Any (+5%) Mechanical: Automotive only Medical: None Military: Any Physical: Any (+5%) Pilot: Any Pilot Related: Any (+5%) Rogue: Any Science: Any Technical: Any (+5%) WP: Any Wilderness: Any (+5%) Secondary Skills: Choose an additional 6 skills from the previous list without bonuses. Standard Equipment: Lightsaber, Energy pistol of choice w/ 3 clips, set of black clothing (MDC 40), First Aid kit, Knapsack, Back Pack, 2 canteens, Boots, Cloak (MDC 15), 3d6x100 credits. Lightsaber: inflicts 5d6 MD and increases in power (+2d6MD every three levels, and +1d6MD per level of Control Power). They can parry energy attacks with no parry bonus (except for that gained from every level of sense power; +1 to parry per level). The character can also add 20 ISP(Force points) to boost the damage of the lightsaber 1d6MD/per 20 ISP, this effect lasts 5min/level of the jedi. NOTE: For the Lightsaber WP use the WP Sword given in the book. Also a Jedi will try not to use a lightsaber on an enemy not capable of defending himself from the attak. (ex. A peasant is being mugged by a thug with no weapons, the Jedi won't lop his head off with the Lightsaber.) ******* Control Powers ******* Control Pain --> Cost- 5 isp no Sdc, 10 for 1/2 htp, 20 for no htp Effect: Allows the character to ignore the pain caused by any wound and act as normal. This also works on pain inflicted through torture. NOTE: This doesn't heal the wound they just don't feel it. Dur: 2min/lvl Remain Concious --> Cost- 10 for no htp, 20 for -10 htp Effect: Allows the character to remain concious even if the blow should render them otherwise. The next action should be Control pain if they would like to do anything else. After this is done the character may act normally for the duration of the effect. Dur: 2min/lvl Hibernative Trance --> Cost- 20 Effect: The character falls into unconciousness and for all intents and purposes looks dead. Anyone who looks at the charater will believe they are dead unless they perform a complete diagnosis to prove otherwise. Listening for a heart beat will require about a minute to discover a slight trace of one. Dur: 1 month in a dry atmoshpere, 2 in a moist atmoshpere, 3 before the character dies of starvation. NOTE: A character can snap out of the trance at any time but they have no idea about what is going on around them in this state. Accelerated Healing --> Cost- 5 Effect: When using this power the character gains 10 htp or sdc plus the normal healing rate is tripled for one day. Dur: Instant Contort/Escape --> Cost- Loose Bonds- 5, handcuffs- 10, serious restraints- 15, Maximum security- 20, Houdini like- 30 Effect: Allows the contortion of body parts to escape any restraints without causing damage to the character. Dur: per set of restraints Detoxify Poison --> Cost- 15 Effect: Allows the character to detoxify any poison so that it will not harm them. This also includes the effects of alcohol and similar substances. Dur: Instant Control Disease --> Cost- 20 Effect: Allows the character to direct the body's immune system to throw off infection or disease with a 75% success rate. Duration: Instant Absorb/Dissipate Energy --> Cost- 15 Effect: Allows the character to absorb and dissipate huge amounts of energy without suffering damage. This includes all forms of energy and it may be used to dissipate weapons fire in which case the cost is the initial 15 + the damage inflicted by the attack. Dur: 5 min/lvl or per energy blast. ******* Sense Powers ******* Receptive Telepathy --> Cost- 5 for willing members, 5+ the ME of target if attempting to resist. Effect: Allows the character to read the surface thoughts or emotions of the target. For 3x the cost you can read sections of the victims mind and their true intentions. Dur: 2 min/lvl Saving Throw: vs Psionics Magnify Senses --> Cost- 5 per 5ft radius Effect: The character can sense something that would be impossible to sense otherwise. The character can sense traps, concealled passages or people, invisible objects etc. However, the character will only know that they are present not where they are (knows general location) or what they are. Bonuses: +3 to initiative, +2 to parry, and +4 to dodge while power is activated. Dur: 2 min/lvl Life Sense --> Cost- 5 Effect: The character can sense the presense and identity of the person for which they seek. The user can tell how bad off the person is and if the power is kept up the character can track the target with 70% accuracy. If the target being tracked has psionic ability they will sense this and a mind block will negate it. Dur: 3 min/lvl Instinctive Navigation --> Cost- 20 Effect: Adds +25% to navigation rolls and only have to check at half the normal rate when the power is in use. Dur: 2 min/lvl ******* Alter Powers ******* Telekinesis --> see main book for description NOTE: Using this force power to injure or attack other characters is possible but is considered an evil act that must be atoned for (or suffer penalties described earlier) because the force is being used offensively. Injure/Kill --> Cost- 30 plus targets PE Effect: The character attempts to alter the targets body in such a way that it will incapacitate or kill the target. Both the target and the character roll a 20 sided die, the character adds their ME att. the target adds their PE att. to this roll. If the characters roll is 2x the targets then the target is mortally wounded, if the characters roll is higher the target is incapacitated for 1 melee round (loses all attacks), and if the targets roll is higher or equal there is no effect. Dur: Instant NOTE: Attempting this power, no matter what the result is an act of evil which the Jedi must atone for. ******* Control/Sense Powers ******* These are combinations of the above powers giving the previous powers greater effect. In order to use these powers a character must have a level in each of these catergories. Projective Telepathy --> Cost- 5 per 1000ft range Effect: The target "hears" the thoughts and "feels" the emotions of the user. The target knows these feelings aren't their own. This power is not used to control only to communicate. Bonuses: Adds +10% to trust rolls if the character is projecting sincere thoughts. Dur: 2 min/lvl Saving Throw: vs psionics if target is not receptive. Farseeing --> Cost- 15, + 15 if looking into the past, + 25 if looking into the future. Effect: The user sees the place or person he wishes to see in their mind. The character can see the surrounding area around the target so the character can sense what is happening. This power can also be used to see into the past or the future. Looking into the past allows the character to get glimpses of what has happened in the particular area. Looking into the future the character's view rapidly becomes unclear because the future is not set. GM'S discretion on what they allow the character to see. Dur: 3 min/lvl ******* Control/Alter ******* Control Another's Pain --> Cost- add 5 to Control Pains costs Effect: See Control Pain Return to Conciousness --> Cost- add 5 to Remain Concious costs Effect: See Remain Concious Place in Hibernative Trance --> Cost- 30 Effect: Same as Hibernative Trance but can only be used on a willing target. Accelerate Another's Healing --> Cost- 15 Effect: See Accelerated Healing Detoxify Poison in Another --> Cost- + 5 to Detoxify Poisons cost Effect: See Detoxify Poison Control Another's Disease --> Cost- +5 to Control Disease cost Effect: See Control Disease Inflict Pain --> Cost- 20 Effect: The target experiences a great deal of agony reducing all bonuses and skills by half for as long as the power is kept active. The target gets a saving throw vs. psionics when the power is used and at every upkeep. Dur: 2 min/lvl NOTE: This is considered an evil use of the force so the Jedi must atone for it. Transfer Force --> Cost- 25 Effect: The Jedi transfers part of his life force (htp) into a target with a 5 htp minimum transfer. The target heals the amount channeled however the loss to the Jedi is permenant. (GM note: I suggest a hefty xp award when this power is used to save someone who was close to the character and would die without the transfer.) Dur: Instant *******Control, Sense, Alter Powers******* Affect Mind --> Cost- 40 + ME of target Effect: Alter a victims perception "What was that noise", alter memories permenantly so that it is incorrect or forgotten, or alter a characters conclusions so that they come to an incorrect conclusion " These aren't the droids we're looking for". Can also cause hallucinations sensed by all senses. The victim gets to make a saving throw at -3 to prevent the effects from happening. Dur: 5 min/lvl or permenant for memories Telekinetic Kill --> Cost- 100 + PE of target Can't be learned until third level in all 3 catergories Effect: The user uses his telekinetic ability to injure/ kill the intended target. The exact method can vary: one can stir the brain, squeeze the heart or Vader's personal favorite crush the trachea. The victim is allowed the best 2 out of 3 saving throws at -3. Dur: Instant NOTE: This is the ultimate use of the force in an evil way so the Jedi should have good reason to use it and atonement should be twice as long. OTHER NOTES: For those who would like to use the Jedi evilly ignore the penalties for offensive use of the force, the character has +1 lvl to control for the Darkside is easier to learn but reduce the life span to a third of what is normal because the Darkside destroys the body. For experience point tables use the ones for Cyber Knights in the main book.....the force catergories can be raised every 2000 xp. Durations given under these catergories are the levels that the powers are listed at (ex at first level the Jedi have lvl 1 control so the duration on resist pain is 2 min, at lvl 2 control 4 min etc) All information presented here was glkeaned from the movies or converted from the Star Wars RPG whose help in presenting the powers was most helpful so I cite them for my use. Any questions or comments please e-mail me before may 19th and I will be happy to help in any way possible. Have fun Gaming Matrix (JAB, Jb3045) ============================================================================= Kaazar R.C.C.: The Kazaar are those Keltarians that show some psychic potential, and are made into an elite fighting force, much like holy warriors since only the priests also have psychic powers. They have also been physically modified in an unknown manner to make them far superior to the average Keltar. (Note: there is suprisingly more male than female Kaazar, only about 30% are female.) Kaazar have been made over with psychic powers, superior bodies, and a magic dampening field making them the deadliest of fighters. Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common. Principled and scrupulus are very rare (only about 1%!). Attributes: I.Q. 3d6+2, M.E. 4d6+1, M.A. 3d6, P.S. 3d6+25, P.P. 1d6+20, P.E. 1d6+22, P.B. 2d6, Spd. 2d6+30. All attributes are considered supernatural (male and female Kaazar are roughly equal). Size: 9 to 13 feet tall. Weight: 350-800 lbs. M.D.C.: P.E.x20+50, plus add 4d6 per level of experience. Horror Factor: 11 P.P.E.: 1d6 Average Life Span: 180 years. Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force field has an M.D.C. of P.E.x12 and regenerates at a rate of 20 per hour (Note this is a personal force field and only extends about six inches around the body, but will cover equipment and weapons. Also note that the Keltarian cannot engage in melee combat while the force field is engage, but can fire weapons out through the shield). Limited bio-regeneration of 1d6 M.D. per hour. O.C.C./R.C.C. Abilities: Enhanced physical attributes plus has an innate magic dampening field! All magic cast at the character is nullified, except for magic that creates energy/matter to attack the character, in which case damage is reduced by 50%. Also see psionics. Psionic Powers: Unlike other Keltar, Kaazar have psionic powers! Considered a master psychic with the following powers being common to all: 1. Psi-sword! Equivalent to a cyber-knight causing 1d6 M.D. at first level and adding 1d6 M.D. at levels three, six, nine, twelve, and fifteen. I.S.P. Cost: 0. 2. Psi-shield: Same as the super psionic power but costs less. I.S.P. Cost: 10. 3. Can choose one other super psionic power, but I.S.P. costs will be half when using this power. Other powers: Choose two powers from any of the three lesser categories (sensitive, physical, or healing) at level one, and add one power at levels three, six, nine, twelve, and fifteen. I.S.P.: 2d6x10+25+ the characters M.E. attribute (50-170), plus add 2d6 per level above first. Magic Powers: NONE! No Keltarians have any talent for magic, but may use magic items or techno-wizardry. Combat: Add two hand to hand attacks per melee. Damage: Varies with P.S. Forearm blades/claws add 1d6 M.D. to punches. Bonuses: +3 on initiative, +2 to strike, +3 to dodge, +2 to save vs. magic, and +5 to save vs. horror factor. Vulnerabilities/Penalties: Magic dampening field nullifies all magic, including beneficial/healing magic. R.C.C. Skills: Keltarian Language (+25%) Knows two other languages (+15%) Radio: Basic (+10%) Pilot Space Fighter (+10%) Pilot Small Spacecraft (+10%) Pilot Anti-Gravity Board (+5%) Fighter Combat: Elite Detect Ambush (+10%) Detect Concealment (+10%) Intelligence (+10%) Weapon Systems W.P.: Any three Hand to Hand: Martial Arts (or Assassin) R.C.C. Related Skills: Select 6 other skills. Plus select two new skills at levels four and seven, and one at levels ten and twelve. All new skills start at the first level of proficiency. Communications: Any (+5%) Domestic: Any Electrical: Basic only (+5%) Espionage: Any (+5%). Mechanical: Basic and automotive only (+5%) Medical: First aid only. Military: Any Physical: Any, excluding acrobatics. Pilot: Any (+5%) Pilot Related: Any (+10%) Rogue: Any Science: Math only. Technical: Any (+5%) W.P.: Any Wilderness: Any Secondary Skills: The character also gets to select four secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as previously indicated in the list. Add one additional secondary skill at level five and another at level ten. Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are now willing members of the Empire. Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of their heads. They also have a ridge of small horns/ spikes running down their spines. There scales range in colour from a dark black to dark green-black, with a red high-light running down the sides of their heads/necks. Kaazar also differ from other Keltarians in that they also have retractable forearm blades/claws. Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice (usually a giant vibro-blade or minor magic sword). Wears an alien environmental body armour that is laser resistant (lasers do half damage; M.D.C. 320). Usually also has an anti-gravity board and access to a small spaceship, in addition to personal items. Money: 3d6x100 credits Cybernetics: Impossible. Kaazar physiology rejects all attempts to implant cybernetics or bionics. XP: 1 0,000-2,600 2 2,601-5,000 3 5,001-10,000 4 10,001-20,000 5 20,001-30,000 6 30,001-39,000 7 39,001-52,000 8 52,001-70,000 9 70,001-100,000 10 100,001-140,000 11 140,001-190,000 12 190,001-240,000 13 240,001-290,000 14 290,001-350,000 15 250,001-520,000
By: Jason Bridgman (av826@torfree.net) ============================================================================= Keltar Engineer: Keltarian engineers are highly respected members of the empire. The reason for this simply is that they are the ones that made/invented many of the high- tech weapons/equipment of the Keltarian civilization. They are amazing engineers, always making modifications to their equipment to make it work better. The engineers are also usually good warriors, for they find the best way to develop and test a new weapon is in the real field of battle, and they are the only ones competent enough to use their newest and best technology. Note that male and female engineers have the same stats. This is because females with superior stats always choose other careers. Doctors are also in this class, they have an A.O.M. in Medical. An A.O.M. is the Engineers Area of Mastery. The choices for area's of mastery are communications, electrical, mechanical, medical, weapons, piloting, science, and computers. Skills per A.O.M are: Communications: any four from communications plus computer operation and basic electronics. Electrical: any five from electrical or mechanical at half the bonus. Mechanical: any five from mechanical or electrical at half the bonus. Medical: any five from medical or from science at +5%. Weapons: any four from weapon prificiencies plus weapons engineer and basic electronics. Piloting: any four from piloting plus two from pilot related at +15%. Science: any five from science plus computer operation +10%. Computers: computer operation, computer programming, and computer hacking at +30% plus computer repair and both math skills. Alignment: Any, but usually anarchist or aberrant. Principled and scrupulus are rare (only about 10%). Attributes: I.Q. 4d6, M.E. 3d6+2, M.A. 3d6, P.S. 3d6+3, P.P. 4d6+2, P.E. 4d6, P.B. 2d6, Spd. 3d6. All attributes are considered supernatural. Size: 8 to 10 feet tall. Weight: 250-600 lbs. M.D.C.: P.E.x10+10, plus add 2d6+1 per level of experience. Horror Factor: 8 P.P.E.: 2d6 Average Life Span: 120 years. Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal force field and only extends about six inches around the body, but will cover equipment and weapons. Also note that the Keltarian cannot engage in melee combat while the force field is engage, but can fire weapons out through the shield). Limited bio-regeneration of 3d6 M.D. per day. Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at birth to either become priests or Kaazar (see below). Magic Powers: NONE! No Keltarians have any talent for magic. Combat: Normal. Damage: Varies with P.S. Bonuses: +2 on initiative, +2 to dodge, +3 to save vs. magic, +2 to save vs. psionics, and +2 to save vs. horror factor. Vulnerabilities/Penalties: None. R.C.C. Skills: Keltarian Language (+25%) Literacy in Keltarian (+15%) Knows three other languages (+15%) Radio: Basic (+10%) As per A.O.M. (+25% unless noted otherwise) W.P.: Any two Hand to Hand: Basic. Hand to Hand: Basic can be changed to Expert at the cost of one "other skill or Martial Arts (or Assassin) for two "other" skills. R.C.C. Related Skills: Select 5 other skills. Plus select two new skills at levels four and seven, and one at levels ten and twelve. All new skills start at the first level of proficiency. Communications: Any (+15% if A.O.M.) Domestic: Any Electrical: Only if A.O.M. (+10%) Espionage: Any (+5%). Mechanical: Only if A.O.M. (+10%) Medical: Only if A.O.M. Military: Only if A.O.M. is in Electrical/Mechanical/Weapons. Physical: Any, excluding acrobatics and gymnastics. Pilot: Any (+5%) Pilot Related: Any (+5% or +10% if piloting A.O.M.) Rogue: Any Science: Any Technical: Any (+5%) W.P.: Any Wilderness: Any Secondary Skills: The character also gets to select four secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as previously indicated in the list. Add one additional secondary skill at level five and another at level ten. Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are now willing members of the Empire. Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of their heads. They also have a ridge of small horns/ spikes running down their spines. They range in colour from light green through dark green to black. Standard Equipment: Two energy weapons of choice, a gient sized close combat weapon, personal items, plus any other equipment appropriate to their A.O.M. Money: 3d6x1000 credits Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat abilities), but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics lose their bio-regeneration ability.
By: Jason Bridgman (av826@torfree.net) ============================================================================= Keltar Priest(ess)/Psychic R.C.C. The Keltarian religion is rather obscure, with the entire race worshipping a pantheon of war gods. All of the Prietesses (or priests, 90% are female) are master psychics, being the only other class of psychics in the Keltarian race (the Kazaar being the other). Their powers include a special "gift from the gods" allowing them to temporarily alter their physical structure, making them more deadly killing machines. Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common. Principled and scrupulus are very rare (less than 1%)! Attributes: I.Q. 4d6+1, M.E. 5d6, M.A. 3d6, P.S. 3d6+1, P.P. 3d6+2, P.E. 3d6+1, P.B. 2d6, Spd. 3d6+3. All attributes are considered supernatural (female and male priests are roughly equal). Size: 8 to 10 feet tall. Weight: 250-600 lbs. M.D.C.: P.E.x10+15, plus add 2d6 per level of experience. Horror Factor: 9 P.P.E.: 2d6 Average Life Span: 150 years. Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force field has an M.D.C. of P.E.x12 and regenerates at a rate of 20 per hour (Note this is a personal force field and only extends about six inches around the body, but will cover equipment and weapons. Also note that the Keltarian cannot engage in melee combat while the force field is engage, but can fire weapons out through the shield). Limited bio-regeneration of 3d6 M.D. per day. O.C.C./R.C.C. Abilities: A bizaar psychic power that was developed by the Keltarians allow the priest to alter there bodies, thus making themselves more powerful. Bonuses: +3 to initiative, +2 to dodge, +3 to strike, +10 to P.S., P.P., and P.E. and +100 M.D.C. This power does have a penalty though in that the Keltar becomes more savage and less intelligent. Decrease I.Q. by half and consider the character to have the following insanities: obsession with violence (loves it, wants to kill all enemies) and becomes a borderline psychotic (wants to stalk and murder for the joy of it). The insanities are temporary, and vanish when the character returns to normal. (Note: the character can only change back by themselves if they roll under their I.Q. on 5d6. Otherwise they must wait for the duration to ellapse.) Gain a +1 to control rolls every two levels (starting with +1 at third level). Duration: 10 minutes plus 1d6 minutes per level. I.S.P. cost: 25. Also see psionics. Psionic Powers: Like the Kazaar, the priests have psionic powers! Considered a master psychic. Choose 7 powers from any of the lesser categories (healing, physical, and sensitive) and any three super-psionic powers. Add any three powers at level two and one power from any category at levels three, five, seven, nine, eleven, and fifteen. I.S.P.: 3d6x10+ the characters M.E. attribute, plus add 2d6 per level above first. Magic Powers: NONE! No Keltarians have any talent for magic, but may use magic items or techno-wizardry. Combat: Add one hand to hand attack per melee. Damage: Varies with P.S. Bonuses: +2 on initiative, +1 to strike, +1 to dodge, +2 to save vs. magic, and +2 to save vs. horror factor. R.C.C. Skills: Keltarian Language (+25%) Knows three other languages (+15%) Radio: Basic (+10%) Any two Pilot (+10%) W.P.: Any two Hand to Hand: Expert Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of one "other" skill. R.C.C. Related Skills: Select 6 other skills. Plus select two new skills at levels four and seven, and one at levels ten and twelve. All new skills start at the first level of proficiency. Communications: Any (+5%) Domestic: Any Electrical: Basic only (+5%) Espionage: None Mechanical: Basic and automotive only (+5%) Medical: First aid only or paramedic (+5%) Military: None Physical: Any, excluding acrobatics and gymnastic. Pilot: Any (+5%) Pilot Related: Any (+5%) Rogue: Any Science: Any Technical: Any (+5%) W.P.: Any Wilderness: Any Secondary Skills: The character also gets to select four secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as previously indicated in the list. Add one additional secondary skill at level five and another at level ten. Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are now willing members of the Empire. Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of their heads. They also have a ridge of small horns/ spikes running down their spines. There scales range in colour from a dark black to dark green-black. Standard Equipment: Any two energy weapons of choice, a melee weapon of choice (usually a giant vibro-blade or minor magic sword). Wears an alien environmental body armour that is laser resistant (lasers do half damage; M.D.C. 220) in addition to personal items. Money: 4d6x100 credits Cybernetics: Not allowed, it would interfere with their powers. XP: 1 0,000-2,600 2 2,601-5,000 3 5,001-10,000 4 10,001-20,000 5 20,001-30,000 6 30,001-39,000 7 39,001-52,000 8 52,001-70,000 9 70,001-100,000 10 100,001-140,000 11 140,001-190,000 12 190,001-240,000 13 240,001-290,000 14 290,001-350,000 15 250,001-520,000
By: Jason Bridgman av826@torfree.net ============================================================================= Keltar Warrior R.C.C.: Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common among those warriors in the military. Principled and scrupulus are very rare, but not unknown (about 5-10%). Attributes: I.Q. 2d6+3 (3d6), M.E. 2d6+3 (2d6+4), M.A. 2d6+5, P.S. 4d6+1 (4d6+3), P.P. 5d6 (4d6+1), P.E. 3d6+3 (3d6+5), P.B. 2d6, Spd. 3d6+1 (2d6+2). All attributes considered supernatural (attributes in brackets are for female characters). Size: 8 to 10 feet for males, 10 to 12 feet for females. Weight: 250-500 lbs. for males, 350-650 lbs. for females. M.D.C.: P.E.x10+20, plus add 3d6 per level of experience. Horror Factor: 9 P.P.E.: 2d6 Average Life Span: 120 years. Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal force field and only extends about six inches around the body, but will cover equipment and weapons. Also note that the Keltarian cannot engage in melee combat while the force field is engage, but can fire weapons out through the shield). Limited bio-regeneration of 3d6 M.D. per day. Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at birth to either become priests or Kaazar (see below). Magic Powers: NONE! No Keltarians have any talent for magic. Combat: Add one hand to hand attack per melee. Damage: Varies with P.S. Bonuses: +1 on initiative, +1 to strike, +2 to dodge, +2 to save vs. magic, and +3 to save vs. horror factor. Vulnerabilities/Penalties: None. R.C.C. Skills: Keltarian Language (+25%) Knows two other languages (+15%) Radio: Basic (+10%) Pilot Space Fighter (+10%) Pilot Anti-Gravity Board (+5%) Fighter Combat: Elite Power Armour Combat: Basic Weapon Systems Pilot: One of Choice (+10%) W.P.: Any two Hand to Hand: Expert Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of one "other" skill. R.C.C. Related Skills: Select 9 other skills. Plus select two new skills at level three and one at levels six, eight, ten, and twelve. All new skills start at the first level of proficiency. Communications: Any (+5%) Domestic: Any Electrical: Basic only (+5%) Espionage: Sniper, tracking, and wilderness survival only. Mechanical: Basic and automotive only (+5%) Medical: None Military: Any Physical: Any, excluding acrobatics and gymnastics. Pilot: Any (+5%) Pilot Related: Any (+10%) Rogue: Any Science: Math only. Technical: Any (+5%) W.P.: Any Wilderness: Any Secondary Skills: The character also gets to select three secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as previously indicated in the list. Add one additional secondary skill at level five and another at level ten. Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are now willing members of the Empire. Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of their heads. They also have a ridge of small horns/ spikes running down their spines. There scales range in colour from a light green to a dark black, with dark green-black being average. Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice (usually a giant vibro-blade). Wears an alien environmental body armour that is laser resistant (lasers do half damage; M.D.C. 220). Other personal items may also be carried. Money: 2d6x100 credits Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat abilities), but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics lose their bio-regeneration ability. XP: 1 0,000-2,000 2 2,001-4,000 3 4,001-8,300 4 8,301-16,500 5 16,501-25,000 6 25,001-35,000 7 35,001-50,000 8 50,001-70,000 9 70,001-95,000 10 95,001-130,000 11 130,001-180,000 12 180,001-230,000 13 230,001-280,000 14 280,001-330,000 15 330,001-390,000
By: Jason Bridgman (av826@torfree.net) ============================================================================= Keltarian Officer/Bounty Hunter R.C.C.: The Keltarian Officer/Bounty hunter are the most common found in foreign space. Keltarian officers are often sent off alone or in groups of up to five on bounty hunting missions to capture/kill the enemies of the empire. When not on bounty hunting missions the officers either lead the common warriors and/or serve as an elite fighting force. Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common. Principled and scrupulus are very rare (about 3%). Attributes: I.Q. 2d6+5 (3d6+3), M.E. 2d6+5 (3d6), M.A. 3d6, P.S. 5d6+1 (5d6+3), P.P. 6d6 (4d6+3), P.E. 4d6 (4d6+2), P.B. 2d6, Spd. 4d6+3 (3d6+1). All attributes considered supernatural (attributes in brackets are for female characters). Size: 8 to 10 feet for males, 10 to 12 feet for females. Weight: 250-500 lbs. for males, 350-650 lbs. for females. M.D.C.: P.E.x10+50, plus add 3d6+3 per level of experience. Horror Factor: 9 P.P.E.: 2d6 Average Life Span: 120 years. Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal force field and only extends about six inches around the body, but will cover equipment and weapons. Also note that the Keltarian cannot engage in melee combat while the force field is engage, but can fire weapons out through the shield). Limited bio-regeneration of 3d6 M.D. per day. Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at birth to either become priests or Kaazar (see below). Magic Powers: NONE! No Keltarians have any talent for magic. Combat: Add one hand to hand attack per melee. Damage: Varies with P.S. Bonuses: +1 on initiative, +2 to strike, +1 to dodge, +2 to save vs. magic, and +4 to save vs. horror factor. Vulnerabilities/Penalties: None. R.C.C. Skills: Keltarian Language (+25%) Knows two other languages (+15%) Radio: Basic (+10%) Pilot Space Fighter (+10%) Pilot Small Spacecraft (+10%) Pilot Anti-Gravity Board (+5%) Fighter Combat: Elite Power Armour Combat: Basic Tracking (+10%) Weapon Systems Pilot: One of Choice (+10%) W.P.: Any two Hand to Hand: Expert Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of one "other" skill. R.C.C. Related Skills: Select 8 other skills. Plus select two new skills at level three and one at levels six, eight, ten, and twelve. All new skills start at the first level of proficiency. Communications: Any (+5%) Domestic: Any Electrical: Any (+5% to Basic Electronics) Espionage: Any (+5%) Mechanical: Any (+5% to Weapons Engineer and Basic Mechanics) Medical: First aid only. Military: Any Physical: Any, excluding acrobatics and gymnastics. Pilot: Any (+5%) Pilot Related: Any (+10%) Rogue: Any Science: Math only. Technical: Any (+5%) W.P.: Any Wilderness: Any Secondary Skills: The character also gets to select three secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as previously indicated in the list. Add one additional secondary skill at level five and another at level ten. Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are now willing members of the Empire. Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of their heads. They also have a ridge of small horns/spikes running down their spines. There scales range in colour from a light green to a dark black, with dark green-black being average. Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice (usually a giant vibro-blade). Wears an alien environmental body armour that is laser resistant (lasers do half damage; M.D.C. 220). Usually also has an anti-gravity board and access to a small spaceship, in addition to personal items. Money: 4d6x100 credits Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat abilities), but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics lose their bio-regeneration ability. XP: 1 0,000-2,100 2 2,101-4,200 3 4,201-8,400 4 8,401-17,200 5 17,201-25,400 6 25,401-35,800 7 35,801-51,000 8 51,001-71,200 9 71,201-96,400 10 96,401-131,600 11 131,601-181,800 2 181,801-232,000 13 232,001-282,200 14 282,001-342,400 15 342,401-402,600
By: Jason Bridgman (av826@torfree.net)
=============================================================================
Kherubim RCC
This is a good natured and powerful race of people. They are the
arch-enemies of the Daemonites. (email me for info on Daemonites). Comments
and suggestions are appreciated.
The Kherubim are a race of human-like aliens from another dimension
who came upon earth by mistake. During a battle with the Daemonites, their
arch enemies, a group of each race was transported to earth. The Kherubim
are nearly human in appearance, and they quickly melded into earth's
society. They slowly continued to grow in number and fought to destroy the
Daemonite presence in our world.
When the rifts came, the Kherubim gained strength. They continued
to try to stop the Daemonites from reaching their home world. When the
Kherubim integrated themselves into society, they found that they were
"compatible" with humans. The integration of humans and Kherubim was okay
until the time of rifts. When the rifts came, the magic energy was
channeled through the powerful Kherubim into their children. These
children were called "gifted ones." The name given by the Kherubim applies.
The half breeds were born with amazing abilities. These children had a few
of the abilities of the Kherubim, and they also displayed various and
numerous other traits and powers.
The Kherubim began to find the "gifted ones" after the time of
rifts. Not every child of Kherubim became a "gifted one," and they were all
different. The Daemonites somehow also found out about these amazing
"gifted ones." The Daemonites began to seek out the "gifted ones." They
usually chose to attack the helpless new-born children. At first, the
Daemonites sought to destroy all of the "gifted ones," but later they
discovered that when they possessed the children, they too received the
amazing powers. Thus began the search.
The Kherubim and Daemonites fought to find the gifted ones for each
their own purpose. The Kherubim sought to teach them to kill the evil
Daemonites. The Daemonites sought to enslave the "gifted ones" and use them
to conquer worlds.
Kherubim Warrior
(Optional Player Character)
Alignment: Any; usually good or selfish.
Attributes: IQ-3D6+2, ME-3D6+2, MA-3D6+4, PS-4D6+5, PP-5D6+2, PE-5D6,
PB-3D6, Spd-4D6.
Hit Points: 2D4x10+20 MDC
Horror Factor: None
PPE: 3D6
Weight: 50-200 lbs (male); 110-140 lbs (female)
Height: 6 ft. (male); 5 ft. 6 in. (female)
Average Level of Experience: 1D4+1 for NPC's
Natural Abilities: Extraordinary Physical Prowess*, Extraordinary Physical
Endurance*, Bio-Regenerate 2D6 MDC per hour of rest, Healing Factor*,
Nightvision 120 ft., See the invisible. 45% will have Energy Expulsion*
powers.
*Powers described in Heroes Unlimited and the Rifts Conversion Book
Combat Abilities: Typically hand to hand: expert. The number of attacks
varies with experience level and skills.
Damage: Varies with PS attribute, but the most common range is 21-25: 6D6
SDC on restrained punch, 1D4 MD on a full strength punch, and 2D4 on a
power punch (two attacks). Kicks do 1D4 MD and leap kicks 2D6 MD.
Bonuses: +2 to strike and parry and dodge, +1 to roll with punch/fall, +2
vs horror factor, +4 vs Daemonite possession
Magic: None
Psionics: 4D6 ISP; Telekinesis, Mind Block, and Summon Inner Strength.
R.C.C. Skills
Radio Basic (+15%)
Basic Math (+20%)
Escape Artist (+10%)
Tracking (+15%)
First Aid (+10%)
Pilot Power Armor
Prowl (+20%)
Language: Kherubim, Daemonite, plus one of choice
(98%), one other (+15%)
WP Two Modern and Two Ancient
Hand to Hand: Expert (Martial Arts costs one other skill).
Boxing or Wrestling (choose one)
Acrobatics or Gymnastics (choose one)
O.C.C. Related Skills: Select eight additional skills plus two more at
levels three, six, nine, and twelve.
Communications: Any
Domestic: Any
Electrical: Basic only
Espionage: Any +5%
Mechanical: Automotive, and aircraft only
Medical: Holistic only
Military: Any
Physical: Any +10% where applicable
Pilot: Any
Pilot Related: Any
Rogue: Any +5%
Science: Any
Technical: Any
WP: Any
Wilderness: Any
Secondary Skills: The character gets to select six secondary skills from
the list above, only without the bonuses. Can choose two more at levels
three, six, nine, and twelve.
Appearance: The Kherubim appear as human in visage. They are human-like in
all aspects. All Kherubim have trademark white hair. Any "gifted ones" may
or may not have white hair. Kherubim are typically well built and seldom
are overweight or out of shape.
Average Life Span: 240 years
Weapons: Kherubim will use most modern weapons. They use weapons combined
with their powers to create a deadly combination. The typical warrior will
carry an energy rifle and pistol along with an ancient weapon of some sort
(they love magic weapons).
Note: Kherubim are not all warriors. The Kherubim in earth's society have
chosen all types of occupations. The Kherubim in another occupation keeps
his/her abilities and uses that skill and equipment category. Kherubim can
receive bionics! They have powers that allow bionic augmentation. It is one
of the only known powers of this type. Full conversion will 1/4 the powers,
but all others have no affect. The Kherubim's psionics are reduced with
bionics (normal limits), but natural abilities remain unchanged.
=============================================================================
Lightning Dragon RCC
Here is a new class of Dragon I think you'll enjoy. The
Lightning Dragon is the rarest species of Dragon known to exist.
There are 1/4 less Lightning Dragons then there are Chiang Ku. The
attributes below are for the baby dragon. I do not intend to make
the attributes for the adult for quite some time. There are no
adults on Rifts Earth, and there is only one in Atlantis perhaps
once every 10 years.
Use the Dragon RCC section from the rifts main book for the
skills, age, levels, etc. The only difference is Claw does 3d4 MD
(add to punch attacks), Bite does 1d6 MD.
Size: The average Lightning Hatchling, in Dragon form, is 40 feet
long, 10 feet high, 7 feet wide, and has a wingspan of 60 feet.
Weight: The average Lightning Dragon weighs around 5 to 7 tons.
Attributes: IQ 6D6, ME 5D6, MA 3D6, PS 4D6, PP 5D6, PE 4D6, PB
5D6, Spd 6D6+2
PPE: 2d4x10
MDC: 1D6x50
Natural Abilities: Fly at 100 mph, Nightvision 80 feet, See the
Invisible, Electricity Resistant (1/2 damage from Particle and Ion
attacks!!!), Regenerates 1d6x5 MDC per 4 minutes.
Metamorphosis: Same as Great Horned Hatchling
Teleport: Same as Great Horned Hatchling, but has 35% +3% per
level of experience.
Electricity Breath: 4D6 MD, 120 foot range
Psionics: Major Psionic. Chose seven powers from any of the
psionic categories except super. Chose an additional psionic from
any level but super at levels 3, 5, 7, 9, 11, and 14. Chose 1
power from super at levels 6 and 12. ISP: 3d4x10+10.
Magic Knowledge: Same as Great Horned Hatchling
Spells: Same as Great Horned Hatchling, but can begin learning
spells at level 2.
Combat Abilities: Equal to HTH: Basic. +1 attack and +1 Dodge
Average Life Span: 6200 years
Adult at 700 years
=============================================================================
LINEBACKER RCC
An RCC by DaBeechMan
The Linebacker is a being of pure ley line energy, believed by some to be
inhabited by the siprit of a person who died on a ley line. A Linebacker
resembles a person in football gear, hence the name. They have some cool
powers, but just as many limitations.
LINEBACKER RCC
REQUIREMENTS: None
ALIGNMENT: Any
ATTRIBUTES: Same as in life. Note that while attributes convey, powers do not.
SKILLS: As in life
POWERS: All OCC/RCC powers from life are completely GONE. This is important
because the Linebacker gains the following powers:
-All the powers of a Line Walker that pertain to magic or ley lines.
-The Linebacker loses all ISP and PPE. However, it gains the following
psionics: PPE
Shield, Telekinesis (simple) and 1 of choice from any category (Super
included). Costs> Triple normal ISP cost to use with PPE.
-Oh, I forgot to mention PPE. The Linebacker has 1d6x100+100 PPE! ThereÕs one
catch though: Since the Linebacker is made of PPE, the LinebackerÕs MDC is
ALWAYS equal to its cuttent PPE and vice versa. This means that casting spells
takes away MDC, and causing damage to the Linebacker takes away PPE.
-Hurting a Linebacker is not easy, by the way. It can only be hurt by magic,
magical
weapons, or energy weapons that do more than 4d6 MD. Even with energy weapons,
damage is halved (though it is not halved for a magic weapon of any sort, and
that includes Techno-Wizard weapons.) The Linebacker can shoot football-shaped
bolts of PPE, doing an amount of damage equal to the amount of PPE spent
making it. Note that this subtracts from the LinebackerÕs PPE just like any
other PPE expenditure.
-The Linebacker regenerates 10 PPE/ 4 melees when within 100 feet of a ley
line or nexus. Walking into a ley line or nexus instantly regenerates all PPE.
-no need for food, drink, air, or sleep
LIMITATIONS:
-First, the Linebacker is made of energy, not matter. Not being matter, it
cannot hold any items. The only way around this is telekinesis, and remember
that this hurts the linebacker.
-If a linebacker is killed, nothing can bring it back, not even a Phoenix
tattoo. The only
hope is to get it into a ley line before it dies. Note, however, that it is
otherwise immortal, and will not die unless it meets a violent end.
-For every week spent away from a ley line, the linebacker loses 10 PPE which
cannot be regained until it touches a ley line. Remember what PPE loss does to
Linebackers...
GEAR:Usually none, because it cannot be carried. It doesn't need any anyway.
MONEY: Why would it even care? It doesn't need to buy any gear, so why would
it need money
(like it could carry the money anyway)
FRIENDS: Anybody who isn't afraid of magic
ENEMIES: Anyone else, especially Coalition.
A special RCC for RIFTS by DaBeechMan.
Email me with questions, ideas, insults, etc. Till next time...
=============================================================================
MAGO-RUNNER OCC
Mago-Runners (also called "M-runners") started to appear about 5 years
after the Psi-Runners appeared. They like Psi-Runners and will do anything to
help them, but the Psi-Runners are annoyed at them, believing them to be
"copycats."
MAGO-RUNNER OCC
ALIGNMENT: Starts out good or unprincipled, but may turn evil later.
REQUIREMENTS: IQ 15, PE 14
BONUSES: +3 to ME, +2 to PE (added AFTER the character has qualified to be an
M-Runner. Sorry!)
PSIONICS: Psi-Armor and Telepathy. Should the character be in a situation
where they may gain psionics, NO healing psionics are allowed. ISP 100
permanent
MAGIC: May choose 2 spells each from Levels 1-4 plus 1 more of any level up to
4. Gains 1 spell per level, equal in level to the M-Runner's level. If the
M-Runner's ME is below 15, he cannot cast spells of a level higher than the ME
number (i.e. ME 13 means no level 14 or 15 spells.) NO temporal spells,
warlock spells, Spells of Legend, or any healing magic of any sort, no matter
what. PPE 2d4x10, add 1d10 per level.
SKILLS:
M-Runners are a loose bunch with no real formal training in the way of skills.
Choose 30 skills except medical, computer hack, or pilot Robots & PA (just as
dishonorable for an M-Runner as for a Psi-Runner.) However, will have these
skills automatically, in addition to any chosen:
Speak 3 languages
WP Knife
Horsemanship
CYBERNETICS: Same story for tattoos as for 'Runners, any except for the rose
or phoenix. Same story for penalties on the phoenix tattoo, but the rose
halves PPE, not ISP, on an M-Runner. Would rather die than get any other kind
of enhancement (NOTE: Psi-Armor is a little wierd for these guys. If they
lose a limb, that limb will still appear on the Psi-Armor. The armor that is
where the missing limb should be will be animated in such a way that it may be
used as a normal limb with -1 to hit and -5% to all skills.
FRIENDS: Everything that is good, especially Psi-Runners
ENEMIES: Coalition, Splugorth, evil things. Consider Time Runners to be
copycats (they're my next RCC)
MONEY: 1d20x10 credits
GEAR: Same story as for Psi-Runner
An OCC for RIFTS by DaBeechMan.
E-mail me with your questions. Enjoy!
=============================================================================
The Martial Warrior OCC
Although certain forms of martial arts were stifled by the coming of
the rifts, as their secrets were buried in the rubble of chaos, others have
bloomed since that point in time. The way of the Martial Warrior, despite
its inherant secrecy, is gaining in popularity and influence. A skilled
Martial Warrior uses a combination of his own chi and the PPE that saturates
Rifts earth to create brilliant, destructive effects. Though some did know
of the secrets of the Martial Warrior prior to the Rifts age, it is only now
that the energies have been ripe enough for the art to grow.
Martial Warriors are generally highly trained humans (and perhaps
some non-humans, such as elves, dwarves, orcs, etc -- anyone without major
natural abilities, such as MDC), whose advanced forms of martial art study
allow them to perform super-human feats. As they grow in level, their range
and strength of abilities also grows.
Psionics: 50% of all Martial Warriors have access to minor psionic powers.
See the Rifts rule book, page 12, for details.
Special Abilities: A Martial Warrior has access to some very unique
abilities. There are two main types: Augmentation Abilities and Power (or
Chi) Abilities. Once a specific ability has been chosen, it may _not_ be
selected again for cumulative effect.
Augmentation Abilities -- Starting at level one, a Martial Warrior
may select from the following Augmentation list once every three levels (ie:
select an ability at levels 1, 4, 7, 10, and 13). These abilities are
described in Rifts Conversion Book One:
* Extraordinary ME
* Extraordinary PS
* Extraordinary PE (all previous SDC bonuses become MDC)
* Extraordinary PP
* Extraordinary Spd
* Healing Factor
Power Abilities -- Starting at level two, a Martial Warrior may
select from the following Power list once every three levels (ie: select an
ability at levels 2, 5, 8, 11, and 14). These abilities are described
individually -- the exact details of all must be chosen when the ability is
selected, and cannot be changed:
Power Abilities for the Martial Warrior OCC:
* Charge - A charge takes up two of the character's melee attacks,
but allows him to strike an opponent up to leaping distance away. Damage is
doubled, and even non-supernaturally strong Martial Warriors inflict 1D4 MD
with this attack. This attack is very difficult to parry -- the target
suffers a -5 penalty to do so. (Examples: Rayden's 'Superman' Attack from
Mortal Kombat, Chun-Li's Spinning Star Kick from Street Fighter II).
* Distance Strike - With this ability, the Martial Warrior summons
some form of concentrated mystic energy to fire at his opponent. The energy
inflicts 3D6 MD when first selected, +1D6 per level thereafter. It can also
be charged -- every additional melee action after the first that the
character spends 'charging' his distance weapon adds 1D6 MD to its damage
capacity. (Examples: just about every character in a fighting game has some
sort of 'fire-ball' attack).
* Entrapping Missle - Like the Distance Strike, except that this
attack will entangle and render its target helpless, unless he dodges it
(parrying is possible, but at a -5 penalty, because of the 'grabbiness' of
the attack). Damage can also be inflicted (the Warrior must decide if his
Missile does damage or not when he selects this power, and cannot change his
mind later), equalling 2D4 MD. (Examples: Xavier's Energy Dragon from
Eternal Champions, and Scorpion's Harpoon from Mortal Kombat).
* Groundstrike - The character can either physically strike or fire
energy into the ground under himself, cause a shockwave that ripples through
the ground in all directions. The range of the shockwave is equal to the
character's level in feet. Anyone within that area who does not successfully
dodge (by leaping up when the wave passes) takes 1D4 MD and must roll over
the striker's level on a 20-sided die (only PP bonuses apply to this roll),
or suffer the effects of a Knockdown (see Rifts Conversion Book One for
details). (Examples: Jax's Ground Punch from Mortal Kombat II, Slash's Club
Smash from Eternal Champions).
* Limb Extension - As the name implies, this ability allows the
character to extend his limbs beyond their normal limits, allowing long range
melee attacks. Limbs can extend 1 foot beyond normal when this ability is
first selected, plus one half foot for every level thereafter. Note:
tentacles also fall under this category. (Examples: Dhalsim's attacks from
Street Fighter II, Omega Red's Tenticles from X-Men: Children of the Atom).
* Multi-Strike - This attack form requires all of the character's
melee actions in one round, but allows him to strike repeatedly in a short
time period. Each strike inflicts 1D4 MD plus the character's normal damage
for a strike (SDC attacks, of course, add nothing). The opponent gets one
chance to dodge or parry. If he fails either, he may not defend against any
of the attacks. If he dodges, the entire flurry is wasted. If he parries,
half damage is inflicted for each succesful strike. The Martial Warrior must
roll to hit individually for each strike. (Examples: E. Honda's Hundred Hand
Slap and Blanka's Head Chomp from Street Fighter II, Barraka's Multiple Blade
Slash from Mortal Combat II).
* Offensive Shield - Like the Chi Shield, this ability requires that
the character remain stationary while it is in effect. It also has a maximum
duration, equal to twice the Warrior's level in seconds (remember that one
melee round is 15 seconds). Any opponent who comes in contact with the
shield is instantly repelled, and takes 3D4 MD (when selected, plus 1D4 MD
every level thereafter). (Examples: Blanka's Eel Shock from Street Fighter
II, Trident's Spinning Trident from Eternal Champions).
* Power Shield - A purely defensive ability, the Power Shield can be
set up and used in one melee action. It has a special rating all its own,
which begins at 1 when the ability is selected, and rises by one per level
thereafter. This rating equals the character's AR bonus. Also, five times
this number is the amount of MDC damage subtracted from any attack on the
character while he is shielded. However, the shield is only in place as long
as the character concentrates on it with minimal movement. (Examples: most
blocking maneuvers from any fighting game).
* Power Strike - Inflicts 3D6 MD (plus the charcter's normal strike
damage, if it is also MD) when selected, plus 1D6 MD more per level
thereafter. If the character chooses to spend all his actions on one Power
Strike, it automatically inflicts double damage. (Examples: Ryu's Dragon
Punch and Guile's Flash Kick from Street Fighter II).
* Reflection - With this ability, the Martial Warrior can reflect
projectiles (physical and energy) aimed at him. By making a succesful Parry
(with only half bonuses) and spending one melee action, the character blocks
and redirects the projectile; he should then make another attack roll on the
shooter (with NO strike bonuses) to see if the projectile hits him instead.
The attacker should roll the damage before the Warrior attempts to reflect,
because he can not reflect any projectile that would inflict more Mega-Damage
than half of the Warrior's Hit Points (regardless of whether the Warrior has
MDC or not) ie: An attacker fires a laser blast at a Martial Warrior. The
Warrior has 48 Hit Points. If the total MD of the blast is equal to or less
than 24, the Warrior can reflect it. Otherwise he cannot. (Examples:
Fulgore and Eyedol from Killer Instinct, Nightwolf from Mortal Kombat 3).
* Teleport - Although its range is limited to line-of-sight areas
within 100 feet, the Teleport ability is still a powerful weapon. It takes
only one melee action to accomplish (although it can be performed only once
every three actions), and if the Warrior uses it as a defensive maneuver, he
gains a +3 bonus to his dodge. Opponents surprised by a teleporting
character suffer a -2 to defend against his attack, while he gains a +2 to
strike. (Examples: Rayden and Scorpion's Teleports from Mortal Kombat,
Dhalsim's Yoga Teleport from Street Fighter II).
* Weapon Charge - This power is focused on one type of weapon only
(scimitars, hand axes, bows, etc). The Warrior can carge a standard
ancient-type weapon with Chi energy, allowing it to inflict double its normal
SDC damage as MDC. Weapons that already inflict MD have their damage
doubled. Bows do not need arrows -- these are creatd from pure Chi/PPE
energy. Any thrown weapons return to the Warrior's hand immediately after
attacking (requires no actions on the return). Two weapons can be charged --
one in each hand -- but only if the character is high enough in level to have
the 'paired weapons' talent. (Examples: Baraka's Blades and Kung Lao's
Bladed Hat from Mortal Kombat II).
Here's a new list of abilities: Mega-Power Abilities. One of these can be
selected every five levels (ie: select one at levels 5, 10, and 15):
* Finishing Move: Melee - Takes all actions in the melee round, and
the Warrior automatically has an initiative of 1 for the round (no bonuses).
The details are up to the player, but the attack itself inflicts 3D6x10 MD.
* Finishing Move: Missle - This power is identical to the Melee
Finishing Move, except that it is a missle of some sort, with a maximum range
of 20 feet.
* Transformation - With this ability, the Warrior can assume the form
_and abilities_ of any humanoid opponent of lesser level than his own, whom
he has previously battled. He loses all of his own abilities when he takes a
new form (except this one, of course) and the transformation last until the
Warrior is killed, knocked out, or until one full melee round passes.
And finally, here's a couple of clarifications/notes:
- a standard Power Strike requires two melee actions to perform
- all martial Warriors must select an individual combat style of their own --
this is what they train in with regards to normal combat maneuvers (ie:
Karate, Tai-Kwon-Do, Thai Kick Boxing, Kenpo, etc.). These style choices
really don't have much to do with game mechanics -- they're just for flavor
and visualization. If you really want to go overboard, you can bring the
Martial Arts skills from N&S into this, but that may make the characters a
bit too tough. It's up to you.
Attribute Requirements: ME, PE, PP, and PS of 12 or higher.
Special Bonuses: Add +1D4 to ME. Add +1D6 to PP, PE, and PS. Also add
1D6x10 to SDC, +1 to initiative, and one additional attack per melee. These
are in addition to other attribute or skill bonuses.
Permanent Base PPE: Roll 1D4x10.
OCC Skills:
Language: Choice of two (+10%)
Detect Ambush (+15%)
Prowl (+10%)
Athletics
Body Building
Climbing (+10%)
Gymnastics (+5%)
Swimming (+20%)
Pilot: Choice of two (+5%)
Mathematics: Basic (+5%)
WP Ancient (select 3 of choice)
WP Modern (select 1 of choice)
Hand to Hand: Martial Arts (Assassin if an evil alignment)
OCC Related Skills: Select 8 other skills, but at least three must be
selected from either Physical, Espionage, and/or Rogue. Plus select two
additional skills at level three, one at level six, one at level nine, and
one at level twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any (+5%)
Electrical: none
Espionage: Any
Mechanical: Automotive only
Medical: First Aid and Paramedic only (+5%)
Military: none
Physical: Any (+10%)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math only
Technical: Any (+10%)
WP: Any
Wilderness: Any
Secondary Skills: Select five other skills from the previous list. Plus
select one additional skill at level four, one at level eight, and one at
level twelve. These are additional areas of knowledge that do not get the
advantage of the bonus listed in parenthesis. All secondary skills start at
the base skill level. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: A suit of personalized light or medium weight mega-damage
armor (any more limits mobility), a few sets of extra clothing, sunglasses or
tinted goggles, knives (1D4), hatchet for cutting wood, two or three ancient
weapons of choice, a modern personal projectile weapon of choice with 1D4
extra ammo clips, a vibro-weapon or minor energy melee weapon of choice,
tent, knapsack, backpack, two canteens, two weeks of dehydrated food rations,
and some personal items.
Money: The character starts off with 3D4x200 in credit, and has black market
items that will garner another 1D6x1000 credits. Generally has little use
for money, except for supplies and daily needs.
Cybernetics: None. Will avoid them because they hinder their natural
abilities. At most, one or two minor implants for medical reasons may be
considered. Even a single bionic or cyber limb cuts all abilities in half --
any more eliminates them completely.
XP: Use the Techno-Wizard table
-chris watkins
=============================================================================
Marauder RCC
The is a being similar to the temporal raider in nature. It goes
from dimension to dimension killing and spreading entropy in it's wake.
They come from an alien dimention called Xzymoc (zig-mock) and are ruled
by a being known as Diabolus who is a Lord of Chaos. They are humanoid in
appearance with the exception that they are covered with mystic sigils
and runes and have slightly pointed ears.
Alignment: Evil and Anarchist only
Attributes:
IQ 3d6+4 ME 3d6+4 MA 2d6+4 PS 5d6+12
PP 4d6+8 PE 5d6+12 PB 3d6+4 SPD 5d6+4
MDC: PE x 10 plus 1d4x10 per level
Horrorfactor: 12 when thier alien nature is exposed
PPE: 3d6x10 plus 4d6 per level
ISP: MEx5+1d6x10 plus 10 per level (concidered Master Psionic)
Natural abilities: Nightvision 600ft, See the invisible, Turn invisible
at will, Teleport Superior at will, Dimentional teleport 88%
Resistant to fire and cold (even magic fire/cold does 1/2 damage)
Bio-regenerate 1d4x5md per minute.
Combat Bonuses: +2 to strike, +4 to parry and dodge, +4 on initiative
+4 to roll with impact, +6 vs all magic +2 vs psionics
Insanity: Choose or roll one on the random chart
RCC SKILLS
Lore Demon (+25%)
Lore Magic (+25%)
2 Espionage of choice (+15%)
Tracking (+10)
Demolitions (+20%)
2 Physical(+10% if applicable)
1 Pilot of choice, (+5%)
Math: Basic (+15%)
2 Languages (+45%)
1 Literacy (+20%)
2 WP Modern
2 WP Ancient
HTH: Expert
OCC Related Skills: Chose 8 from the following list. Chose an
additional 2 at levels 3, 5, 7, and 13:
Domestic: any
Electronics: basic only
Espionage: any (+10%)
mechanics: auto mechanics only
Military: any
Physical: any (+5%)
Pilot: any
Pilot Related: any
rogue: any (+5%)
Science: math only
Technical: any (+10%)
WP: any
Wilderness: any (+5%)
Secondary Skills: Chose 5 from the above list, without bonuses.
Chose 1 additional skill at levels 2 and 8
Magic: select 4 spells from each levels 1-5 plus Agony, Compulsion,
Domination, Fire Bolt, Life Drain, Mask of Deciet, Negate Magic, Tongues,
Psionics: All sensitive and 6 from any of the 3 other lesser psionics
Equipment: Lesser or Greater Rune weapon (at GM's discretion) Two weapons
relating to applicable WP skills, magic armor of some sort in the 80-120
MDC range (or normal rifts armor), traveling clothes, and personal items
Habitat: Indiginous to an alien dimension periodicly can be found anywhere.
Enemies: Forces of Light, good guys, etc...
Allies: Forces of Darkness, Lords of Chaos...
Size: Generally 6 to 7 feet tall.
Weight: 250 to 350 depending on build and size
=============================================================================
Mechanoid Converted Hunter Killer RCC
Instead of just killing Humanoid life forms, and due to their current
limited numbers, a diabolic Mecanoid Brain devised a genetic disease. The
disease is transmitted to a humanoid by an infected humanoid or by a
transfusion of blood. When a Hunter Killer traps or nearly kills a humanoid it
then spits from it's mouth a web like fabric that soon covers the entire body
of the victim. The victim is trapped within the cocoon for a week. If the
cocoon if destroyed before three to four days have passed the only side
affects for the victim will be rolling once on the random insanity table.
After the four day deadline the victim will die if removed early. Once the
full week has ended what emerges is no longer the person it once was. It is an
insane monster bent on destruction of all humanoids. Every two weeks it gets
an incredible urge to reproduced. This is when more of it's kind are created.
While in the cocoon the being is slowly being transformed. All of it's
previous abilities are kept. Be the magic, Psionics, or Super Powers. The
creature also gets incredible smell and hearing. It grows claws that can do
Mega-Damage, it becomes a Mega-Damage monster, and is programmed to obey all
new Mecanoid life forms.
Alignment:Miscreant or Diabolic evil only
Attributes:I.Q.: 3D6, M.E.: 3D6+5, M.A.: 2D6, P.S: 5D6(supernatural), P.P:
4D6, P.E.: 4D6,
P.B.: 2D6, Spd.: 4d6+6
Hit Points: Special see M.D.C.
Natural Armor Rating: See M.D.C.
M.D.C.: P.E. +2D4*10
Horror Factor: 12+3 if new old person.
P.P.E.: Depends on O.C.C.
Natural Abilities: Swimming-92%, Estimate Distance of sound-60%, Estimate
speed of sound- 50%, Recognize specific odors-70%, recognize person by scent-
50%, Recognize poisons-50%, track by scent-50%, Prowl-65%, Wilderness
Survival- 70%, Infra-red vision, Night Vision-200ft.
Combat:3 attacks per melee plus HTH type.
Bonuses: +2 to strike, +2 to parry, +3 to dodge, & +6 to initiative.
Damage: Claws- 3D6+2 M.D.C., punch- 2D6 M.D.C. , Power Punch- 5D6 M.D.C.(two
attacks per melee). Web Net 16 or higher needed to dodge, webbing has 35
M.D.C.
Magic:Only if original O.C.C. possess magic. one has half of old spells.
Psionics:Telepathy: unlimited, Mind Block: unlimited, + old psionics if any.
Average Life Span: Have only been in use for 6 months. Mechanoids guess twenty
years tops.
Habitat: Anywhere they're sent
Enemies: Any Humanoid life form.
Allies: Any evil Mechanoid
Size:Varies with humanoid type
Weight: Varies with humanoid type
Notes: Can under go hibernation for up to 120 years if Mecanoids tell it to.
=============================================================================
Metalmorph RCC
The metalmorph is perhaps one of the most unique of shape changers,
because it can change its body in to any kind of metal! this has made them
invaluable in the Vampire riddled mexico, seeing that they can change into
pure(89%)silver!
Powers
Metamorphisis-Metal The Metalmorph can alter its molecular structure into
metal. This includes MDC alloys. When in metal form they have these stats;
Iron 90 MDC,PS 28,PE 29
Steel 120 MDC,PS 28, PE 35
Gold 40 MDC, PS 15,PE 25
Silver 150 MDC,PS 25, PE 25
Titanium 300 MDC, 35 PS, PE 45
MDC alloys 350-700 MDC, PS 25, PE 35
The metalmorph doesn't have to eat,sleep or breathe in this form and cannot be
changed into a vampire or affected by magical attacks(+15 to save). Stats in
this form are considered supernatural.
Duration 2 hours per level
Appearance: Looks human, average 5'5 to 7'0 By: Jason Bridgman (av826@torfree.net)
==============================================================================
MYSTIC WILLOW RCC
Author Unknown
The Mystic Willow is the layman's term for a tree of immense
magical power. Many theories exist about the origin of the tree,
the most common being that the tree is the physical manifestation
of a creature existing past the Astral Plane, or that it is
another supernatural being. There are also local myths about the
origin of Mystic Willows (ie, a town may think a person was once
so sad, they turned into a magical tree). It is important to note
that Mystic Willows are created good, with all intent to make
people happy, but, if they are around one being for a long period
of time, the Mystic Willow will take on that being's personality.
If someone who delights in pain lives near a Mystic Willow, the
Willow too will delight in pain.
The Mystic Willow looks like a giant shell of golden needles,
some big, some small, from the outside. If the Willow doesn't
like someone, it's quills become energized with a type of static
electricity, which draws them toward the person, even when the
quills aren't shot out. This is usually used as a warning of when
the tree is nervous, and is not necessarily a hostile act. This
always happens toward supernatural creatures, good or bad, and
prevents them from touching the tree. If the tree approves of a
person, it's branches will part, like curtains, and the person can
enter the Mystic Willows. Inside the Willow's curtain of needles
is an open area with a carpet of green moss, a web of light brown
branches overhead, and a shimmering silver trunk, about 5 feet in
diameter.
The Tree needs a PPE rich environment (Earth's normal
environment is enough), some sun, and a lot of water. They are
usually found up north, near a lake in Minnesota. Though they
could live south of Ohio, they have not been found there.
Height: 20' tall + 1'/10 years (above ground)
Radius: 12' branch radius + 1'/10 years
Alignment: Normally Good
IQ: About 5 + 1/20 years
MDC: Trunk: 3d6 * 10 + 10/10 years
Branch: 3d6 + 2/10 years
Leaf: 1
Awe Factor: 15
PPE: 6d6 * 10 + 50 / 10 years
Natural Abilities: Has 2 types of leaves - QUILLS: 3" needles
covered with a wet, slippery oil. Naturally attracted to
Supernatural creatures and anyone the tree wants to attack (SEE
ABOVE). The quills can be shot out 40 feet, as many as 20 per
action, they have +2 to hit against Supernatural creatures, and
act as wood against Vampires and similar creatures, doing 1d6 MDC
each.
Fruit: 1 foot by 1 inch Bananas, that's it, just normal bananas
OK? Not Supernatural or nuthin' Just like any other Bananas OK?
Moss: The carpet of moss under the tree is actually part of the
tree. It can be squeezed for water (Moss-water, mm-mm good), and
releases a low altitude gas that acts as the psychic power Induce
Sleep. This gas covers the floor of the tree, up to 2 feet up.
Makes small animals and anyone who lies down tired.
Gift: The tree has gifts it can bestow to people, if it wants (see
below).
Combat: 4 attacks + 1/50 years. Shoots Quills (SEE ABOVE), also
PPE Shock, goes out 100 feet, 2d6 MDC, Paralyze Shock 75 feet -
Save vs Fairy Magic (16) or be Paralyzed for 1d6 melee. If over
50 years, the tree can cause Lay Line Storm (See ATLANTIS book),
1000' radius if not near Lay Line otherwise normal.
NOTE: if someone is attacking the tree from inside, EVERYTHING is
doubled for the tree (Bonuses, damage caused by & done to tree,
attacks, etc.)
Bonuses: +5 vs Magic, Natural kinship with animals, Immune to
Normal Fire, Cold, Poison, Gas. 1/2 Damage from other fire, cold
and Supernatural creatures.
Penalty: NO DODGE OR PARRY! (It's a tree.)
Magic: Globe of Daylight (inside tree only), Concealment, Energy
Field, Call Lightning, Heal, Control Plants + 1 spell / 10 years.
Psionics: Telepathy, Empathy (NOTE: Telepathy and Empathy are
constant and automatic, it is how the tree "Sees", and can
penetrate Power Armor, but NOT Mind Block.)
Gifts
Gifts are what the Mystic Willow gives to people who have helped
it a great deal, or it likes for some other reason. They are
difficult to make, and the tree must go dormant for a few days,
and can only make 1 gift at a time. The user of a gift need not be
Psychic or Man of Magic. All abilities go by the user's
abilities. They use the user's ISP or PPE, and level to determine
their power. All items have 10 MDC for every day of the tree's
dormancy, unless otherwise noted. They can regenerate within 24
hours, if they have any MDC left.
Quill Ring: This is a simple thin wood branch twisted into a
ring. With it comes 4 quills. The ring gives telekinetic control
over the quills, as Super Telekinesis. One quill per level can be
manipulated, using the wearer's ISP. Dormancy: 1 day
Friendship Amulet: This is the most basic gift. It is a wood
knot that is recognizable to all Mystic Willows, and anyone with
Mystic Herbology. The Willows will treat the wearer as a friend.
The wearer also has a kinship with animals (like a Psi-Stalker)
and Empathy. Dormancy: 1 hour
Cudgel: This is a wooden club, given to great defenders of a
tree. It can become a Psi-Cudgel (Psi-Sword), and lets the user
cast Armor of Ithan. Dormancy: 2d4 days.
Moss Sandal: The moss can either form a shoe, or cover an
existing shoe. It gives the wearer +20% prowl, and +5 speed while
worn. Dormancy: 1 day
Needle Cloak: This is a cloak made of the tree's quill, over a
moss base. It gives the wearer Chameleon, Armor of Ithan,
Charismatic Aura, +1d6 PB, and acts as a Quill Ring with 100
Quills. NOTE: It is too big and clumsy to be used as a shield, it
only blocks attacks from the back. Dormancy: 2d6 days
Dress of the Thief: This is not necessarily a dress, but armor
or clothes covered in Moss. This gives FREE Chameleon, and Create
Chloroform (quick evaporating sleep liquid used in movies, save:
Non-Lethal Drug 16), and gives the wearer the ability to use:
Simple Invisibility, Mind Block, Globe of Silence (4' radius),
Armor of Ithan, Empathy. The Moss only has 20 MDC, which is added
to all armor, but it can regenerate in one hour. Dormancy: 3d6
days
Knowledge Staff: This gift is normally given by old trees to
mages and scholars. It is a 6 foot, gnarled, knotted staff. It
can be used as a symbiotic bank. It will form a psychic bond with
whoever it was made for, and that person need only touch it to put
in or take out PPE and information. The most PPE the staff can
hold is half the tree's PPE, and can NOT regenerate PPE. The user
can store one spell per 10 years of the tree in the staff by
spending the PPE needed for the spell, and then can cast that
spell in half the time. This spell can be used as long as the
user has enough PPE, or until the user erases the spell from the
staff to download another spell into the staff. Only spells, not
Rituals can be put into the Staff. Dormancy: 2d6 days.
There are rumors of other gifts, so use your imagination. One
rumor especially is that of a Supernatural Creature with silver
skin somehow linked to the trees. These creatures appear as every
type of DB, only with silver skin, and are great travelers of the
dimensions.
=============================================================================
NEXIAN R.C.C.
The Nexians are a race of energy beings that seem to be composed of pure and
raw magic energy (hence their name refers to Nexus points). In their true
form
they appear as an amorphous blob of crackling energy, or they often shape
themselves into a humanoid shape. Nexians can also assume a solid humanoid
form in which to better interact with other beings. They can not assume just
any humanoid shape, for even as humanoids they have a unique appearance. In
their solid form, the nexian appears to be almost human except that they have
a
blue tinge to their skins, they generally stand six to nine feet tall, their
eyes glow a brilliant blue (they appear to remain spheres of energy), and they
occationally have energy ripple across their bodies. The nexians do have
different sexes, and they can be told apart like normal humanoids while in
their solid forms. When in solid form, everything on the Nexian, including
the
beings themselves, radiate magic. This is because all of the possessions of
the Nexians are either created out of magic energy (their clothes) or are
magic/techno-wizard items. The Nexians can only transform magic items into
energy form with them, they may not take mundane objects with them. While
some Nexians may have some non-magic items, most will not as they like being
able to change back to energy form at any time, and hate leaving anything
behind.
Many would think that being beings of pure magic energy, that the Nexians
would
be able to accomplish anything that a normal spell could accomplish. While
this is true to an extent, it is not totally true. Nexians can manipulate
magic to accomplish the same things that a spellcaster could, they are limited
in similiar ways as normal spellcasters. Nexians need to learn or figure out
how to manipulate the energy around them and within them to accomplish the
desired effects. This means that they have to basically learn like everyone
else, they can't just do it. Nexians begin with many, but not a huge amount
of spells. As Nexians advance, they learn to manipulate energy in new ways,
and hence gain more spells. They may not learn spells from normal
spellcasters
as their magic is performed on a more basic level, and they can not learn them
form other Nexian, as each Nexian is unique.
Nexians often go amoungst societies that do not recognize them as alien
spellcasters or even as other humanoids if they have learned some magic to
change their shape. Almost nothing is known about Nexian society including
where they came from. It is a common theory that they either came from a
dimension of tremendous magic energy (a thousand times that of rifts earth),
but with very little rifts activity (the reason it has not been discovered).
Another theory is that Nexians are born when a very powerful rift opens
(this would explain their control over Nexus points and rifts).
R.C.C. Powers and Abilities
1. Automatically sense the opening, closing, and location of all dimensional
rifts within 50 miles + 10 miles per level of experience.
2. Automatically senses the opening and closing of dimensional rifts,
envelopes, pockets, mystic portals, dimensional teleportation, and
magical time/space anomalies, holes, and portals within one mile
plus one mile every two levels (+1 at 3, 5, 7, etc.).
3. Can see/sense dimensional envelopes, pockets, astral travelers, the
invisible energy essence of alien intelligences and entities, and
beings under the effect of magic within the range of sight or
500 feet if not in the line of sight.
4. Ley Line Phasing. Same as a Line Walker, but unlimited in number of times.
5. Fire blasts of raw magic energy from the hands or eyes (anywhere when in
energy form). Light blasts cause 3d6 S.D.C., 1d4, 1d6, or 2d6 M.D.
points of damage (can be regulated by the Nexian). Heavy blasts
do 3d6, 5d6, or 1d4x10 M.D. damage. Range is 1000 feet for light
blasts or 500 feet for heavy blasts (200 feet for 1d4x10 M.D.).
One heavy blast or two light blasts can be fired per melee attack.
6. Can absorb energy at nexus points and from ley lines. Energy causes
the nexian to regenerate 2d6 M.D.C. per melee round on ley lines or
1d4x10 M.D.C. per melee at nexus points. If completely healed, then
P.P.E. will regenerate at 15 P.P.E. every 10 minutes on ley lines
or 5 P.P.E per melee round at nexus points! They can also tap
double the amount of P.P.E. than normal practitioners of magic.
7. Nexians can control ley line nexus points! Like some alien intelligences,
when a Nexian is on a Nexus point, they can control the amount of
energy available by chanelling the energy through their bodies. This
means that they can prevent all other beings from tapping the energy
from that nexus point, and can also prevent rifts from opening at the
nexus point. They can also create rifts at nexus points to any
dimension known to them, or randomly. Chance to control a minor
nexus point is 100% unless controlled by another being. To control
a minor nexus point controlled by another being, or a super nexus,
requires a roll of 50%+3% per level. If a super nexus is controlled
by another being, it requires a roll of 25+3% per level to take
control. (Note: If it was a nexian previously in control, they can
try the same thing and retake control.)
8. Other abilities: Can see in all spectrums of light and radiation
(including
thermal radiation). Nightvision (1000 feet). Do not require food or
sleep (gather magic energy from around themselves). Doesn't breathe
air. Energy attacks inflict half damage when in energy form, 75% when
solid. Kinetic attacks do no damage in energy form, full damage in
solid form. Magic attacks can be absorbed! On a successful parry
against a magic attack, Nexians heal 1d6 M.D. If the Nexian fails
to parry, they suffer half damage (applies to all magic attacks even
if the Nexian is not aware of the attack). Can fly when in energy
form
and pass through most solid structures. Cannot pass through force
fields, phase fields, or magic barriers. Also cannot pass through
mega-damage sealed military vehicles (robots and PA included).
Regenerate 3d6 M.D. per minute. Cannot receive cybernetic or
bio-wizard implants, they are not compatible.
Nexian - Alien Energy Being
Alignment: Any, but unprincipled and anarchist are most common (they tend
to be rather thoughtless beings, with just a lust to explore).
Attributes: I.Q. 3d6, M.E. 4d6, M.A. 3d6, P.S. 3d6+10, P.P. 6d6,
P.E. 5d6, P.B. 3d6, Spd. 4d6 (200 mph +10/level in energy form)
(Physical skills only appropriate when in solid form, P.S. and P.E.
are considered supernatural)
Size: Six to nine feet tall in solid form, varies in energy form (One to
fifteen feet in diameter maximum, can change size at will).
Weight: 200-500 pounds when solid, weightless when in energy form.
M.D.C.: 100+P.E.x10+15 per level.
S.D.C./Hit Points: N/A.
Horror Factor: 12 when they reveal themselves as energy beings.
P.P.E.: 100+1d4x100+50 per level (250-550 at first level).
Average Life Span: 5 to 10 thousand years average.
Natural Abilities: See description of R.C.C. powers (above).
Psionic Powers: Mind Block Auto-Defense only.
Magic Powers: See description number __ under R.C.C. powers.
Choose 2 spells from each of the levels from 1-6, and one
spell from each of the levels 7-15 and two spells from any level
for each level of experience (including first). Most areas of magic
are available including normal spells, temporal magic, elemental,
biomancy, african witch spells (not at first level), necromancy (not
at first level), and magic chants/dances/ceremonies (same effect, but
don't require ceremonies or chants). The only magic not available is
wards, circles, and runes, and any other magic that requires physical
manifestations. (Note 1: Any normal spell that requires rituals such
as Summon and Control Canines, is cast without the physical
requirements. Protection circles creates an invisible barrier the
same size as which would normally be drawn. Note 2: While spells from
many areas are available, Nexians do not gain any of the special
abilities that belong to normal spellcasters.)
Combat: Typically five (5) hand to hand attacks per melee, or ten light
energy blasts, or five heavy energy blasts, or three(!) by magic. Add
one melee attack at levels five, ten, and fifteen.
Bonuses: +5 to save vs. magic (+1 at levels 3, 9, 15), +4 to strike in hand
to hand (+1 at levels 5, 9, 14), +6 to strike with energy blasts
(+1 at levels 4, 8, 12), +4 to parry and dodge, +2 to initiative
(+5 in energy form), +2 to save vs. psionics.
Vulnerabilities/Penalties: Nil.
R.C.C. Skills: Nexians have minimal training, they tend to rely on their
natural abilities. Select four languages (+20%), literate in two
languages (+10%), radio: basic (+10%), tracking (+5%), first aid
(+5%), prowl (+15%), two pilot skills (+10%), basic math (+5%),
streetwise (+10%), all lore skills (+5%/+25% if in regards to magic),
and two weapon proficiencies.
Secondary Skills: Select 8 skills from any category except electronics,
mechanical, medical, and physical. Plus select two at level four
and one at levels seven, eleven, and fourteen.
Alliances and Allies: None really, tend to be loners. When they do make
friends, they are very dedicated. Tend to prefer magical beings
and practitioners of magic.
Enemies: Evil supernatural beings love to enslave and/or destroy Nexians for
unknown reasons (especially the Splugorth).
Equipment: A magical and/or techno-wizard weapons (including lesser rune
weapons at the G.M.'s discretion), a set of light magic armour
(60-140 M.D.C.), and perhaps some minor magical/techno-wizard items.
The Nexian may have non-magical items, but they are generally not
carried unless they are hiding amongst normal humanoids (disguise) or
they have a place to put them if they want to change into energy form
(Dimensional Envelopes/Pockets are common).
Money: Nexians generally carry little money on them as it cannot change when
they go into their energy form, but they often have a stash of funds
with 3d6x100 credits. Those that can create dimensional pockets/
envelopes may also carry money that way. In addition they will
have 2d6x1000 credits in minor magical trinkets for use in trade.
Cybernetics and Bionics: Impossible! Mechanical implants are not possible in
an energy being. Even when in solid form implants are automatically
rejected and regenerated. Special Note: If a limb is cut or blown
off of a Nexian, it is instantly reformed from the energy of the rest
of the body, but the damage is only regenerated normally.
EXPERIENCE: Use the dragon's experience table.
By: Jason Bridgman (av826@torfree.net)
=============================================================================
Plague Monk OCC
The Plague monks are vile magic users, but most of their powers are based on
spreading disease and corruption through the world. The magical powers are
from the God of Pestilence, the Beezelbub, who sends a daemon who is in fact
an Avatar of himself to every Plagu Monk monastery. The Plague monks worship
this Avatar, feeding him large amounts of PPE through prayer and sacrafices.
In return, they are given spells woven to spread the joy of the plagues
through the planet. The image of the Plague monk is disturbing. From a
distance they seem to be robed Vatican monks but on closer inspection you see
that their robes are unwashed and foul, and around their girth they wear
totems of rotting goats' heads.
The Plague Monk OCC.
ALIGHNMENT: Any, but most are evil.
ATTRIBUTE REQUIREMENTS: ME & PE 13, and must bear their suffering
OCC BONUSES: + 8 vs. HF, + 4 save vs magic, + 4 save vs possession. - 3 PB.
OCC SKILLS:
Language & Literacy: Native (98%)
Languages: 2 additional (+ 40%)
Radio: Basic (+ 15%)
Detect Concealment (+ 20%)
Detect Ambush (+ 20%)
Climbing (+ 15%)
Land Navigation (+ 20%)
Lore: Vampire (+ 15%) (see Nightspawn)
Lore: Demons (+ 15%)
Prowl (+ 20%)
Pilot: Any 2
Weapon: Any 5, archaic or modern
Hand to Hand: equivalent to Expert
OCC RELATED: select 5; one more at levels 3, 6, 9, 12
Communication: Any (+10%)
Domestic: Any
Electical: Basic only
Espionage: Any (+15%)
Mechanical: None
Medical: First Aid only
Military: None
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13
STANDARD EQUIPMENT:
A single robe which can never be washed, a totem, usually a goat's head, a few
rusty and old weapons, two mordern weapons in bad repair and the Liber
Bubonicus, Book of Disease. The Staff of Rot and the Death's Head are given
to heroes (see below.)
WEAPONS:
Prefer ancient style weapons. Many are profficient with a blunt weapon. They
will use modern weapons as well without hesitaiton.
MAGIC:
The Plague Monk begins as an extremely powerful magic user. At first level
select a total 6 spells from levels 1-4. The Plague Monk also has his own
copy of Liber Bubonicus, the Book of the Disease. The acolyte is given an
edition of the Book, and use it when casting the foul magic of the Beezelbub.
They also make their own totem, with which they focus their magic. If they
are casting a spell without the totem, there is a chance that the magic might
turn on themselves ( 100 - xp level x 10)%. Above ninth level the plague monk
can cast spells without the totem, in which case the totem is used for another
purpose (see below). The spells in the Liber Bubonicus are different in that
when cast, it reflects on an aspect of disease. Eg A plague monk casts Agony
on an Inquisitor-Redeemer. The Inquisitor fails to save againest magic, and
his body breaks out in oozing boils. Then, the monk casts Strength on
himself, and a thousand maggots and worms surround his arms, as a sort of
exoskeleton:
Superhuman Strength
Superhuman Speed
Agony
Metaporphisis: Insect
Miasma of Pestilence (see below)
Stench of the Zl'bub (see below)
Steam of Corruption (see below)
Unlike the Hexon, the Plague Monk will not be able to cast these spells
without the Book, disregarding their xp level.
PSIONICS:
In addition to their magical powers they get 1 psionic abilities for each
category.
Additional Powers:
Plague Bearers: all plague monks carry a disease similar to the Bubonic
plague, but do not suffer the effects, but will try to spread it. The monk
must claw at his foe's skin to spread it in hand to hand combat. If he
strikes, the foe must ave againest poison. If he fails, all his attacks and
bonuses are halved, rolling down, as boils grow on his body. In 1D4 hours
he'll slip into a coma, with 0 health, and he'll stay in this state for 1D6
weeks. He will not die from this alone, but in his coma state he is
defenseless againest physical attacks and diseases. When he recovers there
may be some scarring and minor brain damage. Though clumsy, Plague Monks are
feared by most combatants because of this power. This works less efficently
with the supernatural. They simply suffer from sickness, all bonuses halved,
for 1D6 weeks.
Immune to disease: or rather, its effects. When a virus or disease invades
his body, the monk will be immune to its effects, but can spread it to others.
Spells of the Lord of the flies (Zl'bub magic): All plague monks are immune
to this magic.
Miasma of Pestilence: a cloud of filth floats 1 + xp level feet around the
caster. Anyone walking into the area feels diseased and sick. Half all
bonuses and attacks, rounding down.
Range: 1 + experience level feet
Duration: 10 minutes per level of xperience
P.P.E.: 15
Stench of the Zl'bub: Before engaging in hand to hand combat a plague monk may
cast this. When locked in hand to hand, the opponent must save againest
poison or lose all his attacks for that round, as he is coughing and up
chucking.
Range: within hand to hand distance
Duration: for first melee round only
P.P.E.: 15
Steam of Corruption: the plague monk breathes out a jet of pus and blood. The
victims must either dodge or save againest poison, otherwise, they choke on
the putrid mixture and fall into a coma. This is a wide steam, and has a + 5
to strike.
Range: 10 feet
Duration: Instant
P.P.E.: 40
Special weapons of the Plague Order: Some worthy acolytes are given gifts
from the daemon of Zl'bub at each monastery.
Staff of Rot: The staff is made from a rotting tree, and looks tumerous and
twisted. The head of the staff is shaped like a person suffering from the
bubonic pague, his mouth screaming in pain. The staff can cast all the spells
of the Zl'bub with half the P.P.E. cost, as it acts as a direct focus. It can
also be used for hand to hand combat. If it strikes an opponent on bare flesh
he sill suffer from the same penalty as the power Plaguebearer.
Death's Head of the Zl'bub: The head of a fallen plague monk is used as a
weapon of war in honour of the deceased. The skull is covered in wax and
blood (watertight seal) and is filled with the pus from the daemon of Zl'bub.
When thrown like a grenade, the Death's Head will explode and inflict 1D6 x 10
damage is a 100 feet radius. Also, all in the blast radius must roll to save
vs poison or suffer from the Plaguebearer power.
I'm working on other "gifts" of the Z'bub. If you email me I will give you
some other "gifts" and the stats for the obese daemons of Zl'bub. I am at
DChow888.aol.com.
ALLIANCES AND ALLIES:
Very few. The daemons of the Zl'bub use them. Even the Undead consider them
unhygenic. The Hexon don't want anything to do with them. They are not
related to the Darklord, but it seems that they know of each other, and may be
allies. Should the Horseman of Apocalypse known as Pestilence come upon the
daemons of Zl'bub they will become allies.
ENEMIES:
Many. Most people will fear the Plague Monk due to their great power and
they're reluctance to clean themselves. Their greatest enemy is the
Inquisitor-Redemers who see them as heretics.
DESCRIPTION:
The Plague monk is trained in one of the Monasteries of Disease, located in
Romania and central America. It is believed they started the Bubonic Plague,
and some scientists claim that they also started the HIV virus (aye?). There
monasterise are massive constructs of stone, covered by years of filth and
fungus. In the centre of each monastery is a giant hall, reserved for the
obese and slimy daemon of Zl'bub. Each one is a lesser version of the God of
disease, and act as a medium between the mortal pane and his realm. If you
want to see what I think the daemon looks like, see the Yucks (or Fat F*cks)
in Bullfrog's Dungeon Keeper.
D B Chow
DChow888@aol.com
=============================================================================
PREDATOR: ALIEN RCC
This is the Predator as seen in both movies and countless comic books.
Self-described as "Hunters," these alien beings live their life for the
Hunt, where they prove themselves to be the best of the best. They hunt and
kill the most powerful creatures/people in an area until they are the
ultimate champions. They also follow an elaborate set of rules designed to
govern how they are to go about the Hunt, although there are Rogues, who are
deemed unworthy of participating in the Hunt and are killed on sight, without
honor. The Predators also fight amongst themselves for status in their clan.
Aside from that, Predator clans get along very well, as do their constituent
members (for the most part). They are effectively a military society whose
sole purpose in life is to hunt.
NOTE: These are NOT humans. they do NOT have human standards and have NO
regrets about killing ANYONE. Players and GMs should keep this in mind when
determining if they should be allowed - this type of antisocial character can
REALLY screw up a campaign (if played properly [grin]).
Alignment: 98% are Aberrant (they follow their Code of Honor and have little
else in the way of emotion), with the remaining being Unprincipled,
Anarchist, or Miscreant. Anarchists or Miscreants are ALWAYS Rogues.
IQ: 3D6, ME: 3D6+3, MA: 3D4, PS: 4D6+6, PP: 4D6, PE: 5D6, PB: 2D6-2 (Minimum
of 1. Note: All Predators appear male without inspection of the genital
area), Spd: 4D6
Requirements: IQ: 7, PS: 16, PE: 16 These are not natural necessities, but
reflect the fact that stupid or weak Predators die. Invariably.
Horror Factor: 10 unmasked
HP: 1D6 x 10 + PE
SDC: 1D6 x 50
ISP: None
Permanent Base PPE: 6D6 - Their Code of Honor is like a religion to them, and
has been passed on for generations. They are very attractive to PPE.
However, they can have NOTHING to do with magic - no techno-wizard devices,
etc. They rely on technology and themselves and dislike magic in the extreme
- it is not an honorable weapon. They do not get along with mages and will
kill them without hesitation if provoked in the least.
Average life span: 10 - 20 years
Natural life span: Anybody's guess. They invariably die before getting
there. They are fully mature at age 3, and extremely old Predators (80+)
show signs of weakening (-2 to all physical attributes except PB)
Height: 7' + 2D6"
Weight: 240lbs + 4D6lbs
Natural Abilities:
Thermal vision to 600'. Blinded for 1D4 melees if surprised by a heat source
as large or larger than a torch. However, this does give them the same
vision in the night as in the day. And no, coating oneself with mud does not
hide you. (Arnie got away the first time because he had been in freezing
cold water and was about the same temperature as the surrounding jungle. The
second time was just ridiculous.) Track by heat 90%, -10%/10 min (NOT
-1%/minute, you math geniuses out there... this is by design)
Heals 2D6 HP/SDC every hour.
Mimic Sounds/Speech: Predators instinctively understand ALL languages. They
can also perfectly mimic any sound they hear, and understand the meaning of
what they say. Their speech generally comes out in snippets, clips of
language from various people. (GM's note - you might want to make your PCs
write down language strips that they want to be able to say... hey, even
Predators can't remember everything...) Their proficiency in a given
language is related to the number of hours they have heard it spoken - 10%
per hour, max 60%. This refers to SPEAKING - they always UNDERSTAND at
_100%_ proficiency!
Hear a whisper up to 30' away.
Leap 15 feet across (25, if running) or 10 feet straight up.
Damage from Hand-to-Hand Attacks:
Restrained Punch: 1D6 (SDC)
Punch: 3D6
Kick: 4D6
Claw: 1D6
Bear Hug: 3D6
Flip/Throw: 2D6
Jump Kick: 1D6 x 10
(all also receive PS bonus)
Bonuses:
+1 attack
+3 Roll with Punch
+2 Parry/Dodge
+4 initiative
+40% Save vs. Coma/Death
+2 Save vs. Poison
+7 Save vs. Horror Factor
+3 Save vs. Insanity
RCC Skills:
Detect Ambush (+30%)
Tracking (+30%)
Wilderness Survival (+20%)
First Aid (+5%)
Hand-to-Hand: Assassin (treated as if they were 2 levels higher then they
actually are)
Acrobatics
Athletics
Boxing
Prowl (+40%)
Pilot: Small Spacecraft (Phase World, Base skill: 60%, + 3% per level)
WP - Pick 3 ancient and 4 modern
Hunting
Land Navigation (+10%)
Skin and Prepare Animal Hides (+30%)
Other Skills: Pick 5 from the following list. Gains 1 at 4th, 7th, 10th,
13th, and 15th
Communications: Any
Domestic: Cook and Fishing only
Electrical: None
Espionage: Detect Concealment, Escape Artist, Pick Locks, and Sniper only
(+15%)
Mechanical: None
Medical: Holistic Medicine and Paramedic (counts as 2 skill selections) only
(+10%)
Military: Any (+20%)
Physical: Any (+20%)
Pilot: None to start (may be added later)
Pilot Related: Any
Rogue: None
Science: Any except Archaeology, Chemistry, Chemistry: Analytical, and
Mathematics:
Advanced
Technical: Literacy and both Lores only
WP: Any
Wilderness: Any (+15%)
Secondary Skills: Pick 3 from the above list, without the bonuses.
Standard Equipment: * described below
Predator Hunting Armor*, Predator Battlearmor*, Plasma Caster*, Collapsible
Spear*, Boomerang Disc*, Hunting Mask*, Net Gun*, 1D4 pouches, 1D6
skulls/bones from humanoid creatures - typically worn as a necklace, RMK,
IRMSS, First-Aid Kit (part of Hunting Armor), may have 2 E-Pistols/Rifles and
1 ancient weapon of choice, but if so, the forego the Hunting Armor and First
Aid Kit
Starts off with no vehicle.
Money: None - do not need or want any
Cybernetics: None, and will not willingly get any, even to save their own
life. They prefer to be crippled - battle scars show honor. If they cannot
fight, they die.
NOTE: All Predators (except Rogues) must follow the Code of Honor (described
below). To seriously break the Code is to become a Rogue.
PREDATOR: HUMAN OCC
Sometimes, if a humanoid proves worthy, a single Predator or a group
of them
will take the person under their wing, teaching them the ways of the Hunt.
The change in these people is remarkable; however, they are still only
human. They often DO feel regret for those they kill, and are never treated
as full members of Predator society, though one or two Predators will often
form a close bond with the individual. They are all formidable opponents,
and have earned the right to Hunt.
Alignment: Scrupulous, Any Selfish, or Aberrant. Most are Scrupulous or
Unprincipled.
Bonuses: +3 ME, +6 PS, + 1D6 PP, + 4 PE, + 1D4 Spd, + 10 HP, + 6D6 SDC
(Considered to be a Man of Arms)
Requirements (after ALL bonuses): IQ:7, PS: 14, PE: 14
ISP: None
Permanent Base PPE: 4D6
NOTE: Their weight is slightly above normal. Add 1D6 x 10 lbs to a normal
human
weight.
Bonuses:
+1 attack
+2 Roll with Punch
+1 Parry/Dodge
+3 initiative
Quick Healing: Heals 1D6 HP/SDC per hour.
OCC Skills:
Detect Ambush (+15%)
Tracking (+30%)
Wilderness Survival (+5%)
Hand-to-Hand: Assassin
Athletics
Boxing
Prowl (+25%)
WP - Pick 5
Hunting
Land Navigation
Other Skills: Pick 8 from the following list. Gains 1 at 4th, 7th, 10th,
13th, and 15th levels
Communications: Any (+5%)
Domestic: Any
Electrical: Basic only
Espionage: Any except Pick Pockets and Forgery (+10%)
Mechanical: None
Medical: Holistic Medicine, First Aid, and Paramedic (counts as 2 skill
selections) only
(+5%)
Military: Any (+10%)
Physical: Any (+15%)
Pilot: Any except Robots and Power Armor, Robot Combat Basic and Elite
Pilot Related: Any
Rogue: Any except Pick Pockets (+5%)
Science: Any except Archaeology and Chemistry: Analytical
Technical: Any (+10%)
WP: Any
Wilderness: Any (+10%)
Secondary Skills: Pick 6 from the above list without bonuses.
Standard Equipment: * described below
Predator Hunting Armor*, Plasma Caster*, Collapsible Spear*, Boomerang Disc*,
Hunting Mask*, Net Gun*, 1D6 pouches, RMK, IRMSS, First Aid Kit (part of
Hunting Armor), E-Rifle and 2 clips, knife or short sword (non-vibro)
Starts off with no vehicle.
Money: 1D4 x 100 credits
Cybernetics: None; if they ever receive ANY, they will be rejected from
Predator society. If they ever hunt again, they are fair game for other
Predators - they've gone Rogue.
NOTE: Must follow Predator's Code of Honor (see below)
PREDATOR'S CODE OF HONOR (does not apply to Rogues, and to severely break is
to become a Rogue)
-When fighting an honorable opponent, match the weapon as closely as possible
(no long-range weapons vs. melee weapons, nor vibro-blades vs. SDC swords,
etc.)
-Always take a trophy and keep it FOREVER! If it is lost or stolen, recovery
is IMPERATIVE TO KEEPING ONE'S HONOR!!
-Invisibility is not fair in Hand-to-Hand combat with an honorable opponent.
-In death, take your enemies with you.
-Never back down from an honorable challenge.
-Be submissive to greater warriors.
-Fight until death or victory.
-Equalize the odds by any means possible (this means that parties are not
protected by the Code - a Predator will pick them off, one by one, until one
remains)
-An honorable opponent is defined as one who obeys the Code, more or less.
In addition, MOST Predators will not kill opponents (honorable or not) who
are helpless or too easy a target (will not kill an unconscious victim, nor
an honorable opponent who is merely standing in the open, unawares).
NOTE: There are NO rules when it comes to actual COMBAT. They fight to win,
and will not hesitate to use dirty tricks or unsportsmanlike attacks (i.e. -
kneecap or groin)
PREDATOR HUNTING ARMOR
45 MDC, AR: 12
Wire mesh covers body, armor plates on both shoulders, forearms, shins,
thighs, as well as the groin area (5 MDC apiece). However, the mesh emits a
field which dissipates energy attacks. This provides an AR of 17 and 80 MDC
against Plasma, Ion, and Laser weapons, as well as vibro blades (which do
inflict SDC damage, if they roll between 12 and 17). The mesh's MDC
regenerates at a rate of 1D4 MDC per minute, recharging via a standard
20-year nuclear battery. The mesh itself is an SDC structure, and can take
30 SDC before tearing and reducing the amount of MDC output by half and
dropping the AR to 15. If it takes 80 SDC, it is basically destroyed.
However, it is EXTREMELY hard to hit - called shots are -8 to strike. There
is a chance that an attack accidentally hits it, as well - any roll of 24 or
higher (obviously modified), or any natural twenty does damage to the SDC of
the mesh. NOTE: The mesh does not protect the Predator from SDC damage -
all damage done to it is taken by the Predator as well. It DOES prevent MDC
damage.
The forearm portions of the armor (5 MDC ea.) contain various interesting
implements. In the right forearm are two claws. These can be extended and
used as a weapon to deal 2d6 x 10 SDC + PS bonus, or their vibro-component
can be activated, making them mega-damage weapons which deal 3D6 MD (total -
the two blades attack together, and cannot be used one at a time)
The left forearm contains the Predator's most deadly tool: The cloaking
device. When activated, it bends electromagnetic energy around the Predator,
effectively rendering it invisible. It can in fact be seen, as it has a
shimmering outline - Detect Concealment has a -50% penalty if it is not
moving, and a -25% penalty if moving. If the character does not have Detect
Concealment, their base percentage to spot a MOVING Predator is equal to
their IQ divided by two. See the Invisible has NO EFFECT. In addition,
Lasers do NO damage - the light is bent around the Predator to reform on the
other side, continuing on to hit whatever is behind it. Ion and Particle
beam weapons do 1/2 damage, but all attackers are -8 to strike. Invisible
Predators have Prowl values of 95%. Fortunately, there are limitations - it
can only be active for 1 hour before it must recharge - recharging takes a
time equal to the amount of time it was active. However, it is constantly
recharging, so it can be used briefly for long periods of time (30 minutes an
hour indefinitely).
Lastly, on the left forearm there is a keypad which is used to detonate the
nuclear power pack, in the event that the Predator is mortally wounded or
captured with no hope of escape. The explosion does 1D6 x 50 MD to
everything within a 200' radius, 1/2 that to everything within 300', and 1/10
that to everything within 500' (NOTE: these are not cumulative - imagine 3
cocentric circles. Inside the first does 1D6 x 50 MD, between the first and
the second does 1/2 that, etc.).
NOTE: The cloaking device/detonator can be disabled by doing 4 MD to the left
forearm. This is a called shot and is -3 to strike in melee, and -3 for
every 50', long-range.
The left shoulder contains a first aid kit which has tools that can be used
to perform first aid on a Predator (not all standard techniques that work on
humans work on Predators, since their physiology is different) NOTE: The
human Predators will have human first aid kits.
PREDATOR BATTLEARMOR:
150 MDC, -20% Prowl, 25 lbs, AR: 19 (Does not include head protection)
Heavy Battlearmor specifically tailored for each individual Predator. It is
NEVER worn in the Hunt. Even Rogues will not CONSIDER using it in the Hunt.
It is used in an all-out attack, typically in the company of many other
Predators. Thus, it has no cloaking device, nor does it have a nuclear
detonator. In addition, Plasma Caster (see below) cannot be attached to the
Battlearmor, since there is no nuclear power source for them to draw upon.
Most often, E-Rifles are the weapon of choice to accompany the Battlearmor.
NOTE: It is VERY rare to see a Predator in this armor. I've seen it in ONE
comic book that I've read (Aliens vs. Predator: War #1). It is really only
used in all-out war.
PLASMA CASTER:
This weapon is attached to the right shoulder and is hardwired to the
Predator's sight. This, in combination with the triangle-shaped
laser-targeting system give the Predator a +3 to strike with the Plasma
Caster.
Damage: 2D6 MD
Range: 500'
Ammo: Unlimited (connected to power source in armor)
Rate of Fire: 3 per melee (15 seconds)
Falls under WP: E-Pistol
COLLAPSIBLE SPEAR:
A 3' long pole which telescopes to a 6' spear, pointed at both ends.
Damage (+ PS bonus):
Club (not telescoped): 3D6
Spear (held): 4D6
Spear (thrown): 6D6
Max Range: 150', - 1 to strike per 10' beyond 100'
Falls under WP: Blunt (Including handheld spear) and WP: Archery/Targeting
BOOMERANG DISC:
10" in diameter, this small, basically circular disc always returns to the
thrower. It is somewhat collapsible - it collapses in the middle, becoming
ellipsoid with a minor radius of 5" (and a major radius of 10")
Damage: 5D6 (does NOT get PS bonus)
Max Range: 200'
HUNTING MASK:
10 MDC, adds 3 to AR of both previously mentioned armors. Provides following
abilities:
-Has its own, self-contained air supply. Predators CAN breathe air, but it
is difficult, halving the amount of time they can exert themselves. The air
system provides air for 8 hours, but replenishes itself, when possible with
components of the outside air.
NOTE: Predators breathe mostly methane, with a few other gasses mixed in.
(Flammable? You betcha.)
-Amplifies user's natural vision: adds 1000', provides passive nightvision to
human wearers.
NET GUN:
This is a small, handheld weapon which fires a titanium-alloy wire mesh to
capture and hold prone an opponent. When the mesh is fired and scores a
successful hit, the target must roll higher than the attack roll on a 1D20 to
avoid being knocked down. If they attempted a dodge, however, they do not
get this roll - they are automatically pinned, either to the ground
approximately 20' away or to the nearest vertical structure that will support
their weight. The initial attack does 2D6 SDC due to the tearing the mesh
does against the body; in addition, struggling against it, or the impact with
the ground/wall will do damage (even in MDC body armor, as per the tables in
the RIFTS Rulebook, page 12). Treat as a high speed crash at 50 mph or a
fall from 10 feet, depending upon whether they were propelled into a wall or
into the ground. In addition, struggling against the mesh does 1D4 SDC per
round (# of chances to break free = # of attacks per melee). It takes a
combined PS of 25 to break free (most characters will need someone else's
help). Predators use this to hold their prey immobile while they either
dispatch with others or advance upon the helpless victim. The net gun is not
used with tremendous frequency by Predators, but is one of the many weapons
available to them. It falls under WP: Revolver. Other useful info:
Ammo: 1 net (takes 1 minute to reload)
Range: 200'
Damage: see above
The mesh has a total of 100 SDC, but only 20 SDC must be dealt to it to cut a
hole in it big enough for a human to escape through.
These CCs were created by Baldmeistr@aol.com. Please do not call them your
own, as they are not. Anyone found in violation of this policy will be taken
behind the building and tickled until they can no longer breathe. Predators
and their likenesses are most likely (c), (tm), (r), (ugly), and (property
of) Paramount Pictures. Use them at your own risk, fully realizing that
giant tomatoes can fall out of the sky and crush your house at any moment,
thanks to the Greenhouse Effect.
=============================================================================
Psi-Pilot O.C.C.
The psi-pilot is a pilot which has had his latent psychic powers developed
into
an affinity for vehicles. These are the greatest pilots in the three
galaxies,
being able to get the most out of any vehicle they fly.
Atribute Requirements: P.P. and I.Q. of 12 or higher, also see attribute
bonuses.
O.C.C. Abilities and Bonuses:
1. Attribute Bonuses: Psi-Pilots have a +1d6 to P.P., +1d4 to M.E.
and +3d6 to S.D.C. (or +2d4 if M.D.C.).
2. Innate Telemechanics: A limited, but special, form of
telemechanics
is developed allowing the pilot to partially control their vehicle
using their minds. The psi-link requires no I.S.P. (Note: they have
no other psi-powers). This amazing ability allows them to react more
quickly, and fully utilize a vehicle to its maximum potential. The
power also allows them to pilot vehicles for which they have not been
trained, including alien vehicles. Vehicles for which the psi-pilot
has not been trained is at 60% of the normal base + I.Q. bonus if
any. (e.g. Psi-pilot finds a helicopter, but he is not trained.
After
linking into the vehicle (one melee action) the pilot can now fly
with a skill of 21% plus his I.Q. bonus, if any. (60% of 35%)).
If the psi-pilot is trained in the type of vehicle, but it is an
alien vehicle, the pilot may use it at no penalty after one melee
(-10% until then).
3. Bonuses for Psi-link: When linked to a vehicle, the Psi-pilot
gains the following bonuses- +4 to initiative, +2 attacks, +3 to
strike, and +3 to dodge. All bonuses are in addition to training
bonuses.
O.C.C. Skills:
Language: Native language (98%)
Language: Select one additional (+30%)
Literacy: Native language (98%)
Radio: Basic (+10%)
Basic Math (+10%)
Pilot: Space Fighter (+30%)
Pilot: One air/space vehicle (+30%)
Pilot: Any two (+20%)
Fighter Combat Elite [one type]
Fighter Combat Basic
EVA (+10%)
Weapon Systems (+15%)
Read Sensory Equipment (+15%)
Computer Operation (+5%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts (or assassin) at
the cost of one "other" skill.
O.C.C. Related Skills: Select 7 other skills. Plus select two additional
skills at levels four, and seven, and one at levels nine, twelve and
fifteen.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: Wilderness survival only.
Mechanical: Automotive and basic only.
Medical: First aid only.
Military: Demolitions only.
Physical: Any, excluding acrobatics.
Pilot: Any (+15%)
Pilot Related: Any (+10%)
Rogue: Streetwise only.
Science: Any (+5% on math)
Technical: Any (+5%)
W.P.: Any
Wilderness: Land navigation and hunting only.
Secondary Skills: The character can select four secondary skills from the
previous list. These are additional areas of knowledge that do not
get the advantage of the bonus listed in parenthses.
Standard Equipment: Space capable M.D.C. body armour suit, two energy
weapons and an S.D.C. weapon. Also has ammunition/E-clips for all
weapons, knife, hand-help communicator, as well as personal items.
Will always have access to some sort of fighter or ship (either owns
one or is in military).
Money: 4d6x1000 for an independant or 1d6x100 for military pilot.
Cybernetics and Bionics: None to start with. Will avoid them because they
interfere with the link. More than two cybernetic implants or any
bionics totally destroys the psi-link power.
By: Jason Bridgman
av826@torfree.net
=============================================================================
RISING KNIGHT OOC
A Rising Knight is someone who was offered to become a Cosmo-Knight but
decided to take a slow path there. At about 10th level or so they become
true full cosmo-knights...increase everything as needed. Also...fallen
knights can become Cosmo-Knights again (if they recognized their wrong doing
and are trying to fix it/be forgiven). At level 10 or so (if the player
announced when the char was created that he/she watns to become a knight
again) then they can become Rising Knights...and 10 levels after becoming a
Rising Knight they become Cosmo-Knights again.
Fallen knights that have become Cosmo-Knights again are not looked down
upon...just the opposite. They are considered strong people who saw their
errors, fixed them and started and completed a long, hard journey to fight
for the force of good once more. *GM Note: Reborn Cosmo-Knights will never
betray their Code or fall...ever again. So if a Reborn Knight wants to do
something that will cause it to fall...don't let it. You're the conscious of
the character, unless you have good players.*
Fallen Knights that are in the proces of Rising will be cheered on by their
fellow Rising and Cosmo-Knights.
Alignment: Same as Cosmo-Knight
Attributes: Same as Cosmo-Knight
Size: Varies with race
MDC: 2D6x10+30, plus add 2D6 MDC per level of experience. Their Comsic Armor
adds an additional 250 MDC.
-Half that of a Full Cosmo-Knight
HF: Same as Cosmo-Knight
PPE: 5D4x10 +100, plus 5D4 per level of experience
Average Life Span: Same as Cosmo-Knight
POWERS OF THE COSMO-KNIGHT:
Weakness: Same as the Cosmo-Knight
1. Resistance to Energy: Same as Cosmo-Knight but
dramatically reduced. Fire, plasma, etc... does 1/20 damage and all other
energy blast do 1/2 damage.
2. Superluminal Flight: Same as Cosmo-Knight
3. Cosmic Blasts: Reduced version of Cosmo-Knight power.
-DAMAGE: In an atmosphere, these beams inflict 1D6x10
MDC at level 1 and an additional 1D6x10 at levels 4, 8 and
12. Same in space, cannot be increased like a normal
Cosmo-Knight.
-RANGE: 2000 feet, plus 200 feet per level of experience in
an atmosphere. 2.5 Miles (4 Km) in space, cannot be
increased.
-BONUSES: +3 to strike, in addition to normal hand to hand
combat bonuses.
4. Galactic Awareness: Same as Cosmo-Knight
5. Bio-Regeneration: 1D4x10 MDC per minute
6. Cosmic Armor: Same as Cosmo-Knight except with less
MDC. Only provides 250 MDC.
7. Cosmic Weapon: Same as Cosmo-Knight, but cannot have any
extra powers added to it.
8. MDC Conversion: Same as Cosmo-Knight
9. Bonuses: Same as Cosmo-Knight
OCC Skills, Other Skills, Secondary Skills, Damage, Combat, etc...are the
same as a Standard Cosmo-Knight.
Rising Knights use the Cosmo-Knight XP table.
Splynn@aol.com
=============================================================================
Robot Master OCC
Author: Killah (apcs@montereybay.com)
Alignment: By: Jason Bridgman (av826@torfree.net)
[This race is based on the Toogarth aliens in the Villains Unlimited book,
converted to Rifts/Phase World (see pages 188-190 of said book).]
The Keltar are a warlike race with vast technology, especially in the areas
of war and space travel. They have a small empire consisting 39 planets in 5
solar systems, in a nearby galaxy.
The Keltar have a matriarchal society in which the females hold most of the
positions of power. This is simply because the females are usually larger,
smarter, and more "cool tempered" than the males. The males make up most of
the common work force as well as most of the common soldiers. There are very
few males in the upper ranks or in postions of power.
The Keltar Empire is ruled by a Queen, who is advised by a host of advisors,
many being from worlds that the Keltar have conquered.
Possible Classes include:
(Note: most Keltarians do not get to choose their own careers, as they are
chosen for them either at birth or at an early age based on there attributes/
skill.)
Warrior/Soldier-65%
Bounty Hunter/Officer-20%
Engineer-5%
Mystic Priest-5%
Kaazar Warrior-2%
Other-3%
=============================================================================
Appendix C
RUNE CASTER, RUNE LORDS, and RUNE MAGIC
---------------------------------------
By: Jason Bridgman (av826@torfree.net)
The original rune magic was created by the Old Ones of the Paladium world,
which they taught to several races, including the dwarves. Durring the
Time of Chaos on the Palladium world, there was a race of human-like
beings that possessed the secrets of rune magic known as the Ean. The Ean
fought against the Old Ones in the war that ended the Time of Chaos, and
were thought to be among the races that were destroyed. In truth, the Ean
had begun to develop rune magic unlike anything any other being had done,
including the Old Ones. The Ean fled the Palladium world near the end of the
war, creating a pocket dimension using rune magic. In their new dimension,
the
Ean developed rune magic into an art which combined concepts of conventional
rune magic, tattoo magic, and spell casting. The Ean became the Rune Lords.
Conventional rune magic while powerful, is rather simple. It consisted of
creating ultra-powerful weapons by trapping a life essence into a weapon or
item. Now the powers of the Rune Lords included augmentation to their bodies
in addition to objects, and even a form of spell casting. No other race has
ever accomplished anything similiar to that of the Ean, except for perhaps
the Splugorth with their tattoo magic, which is similiar to vastly inferior
rune magic.
For thousands of years the Ean were content to remain in their dimensional
realm and develop their magic, only occationally venturing from their homes
into the rest of the universe. The Ean eventually became restless. They
were essentially good beings, and were upset by the evil that they saw.
Creatures like the Splugorth, evil gods, and demon lords struck fear into
them. These beings were growing in power, power like that of the Old Ones.
Their were little in the way of forces of good to combat these forces of
darkness. Hence the Rune Lords journeyed forth to do battle against the
forces of evil. While the Rune Lords were powerful, they knew that they
could not face their enemies alone. Thus they began to teach the secrets of
the runes to a select few. Each Rune Lord usually only takes on one or two
apprentices in their life time, and hence the number of rune casters remain
low. Most rune casters are of good alignment, but some have turned to evil.
To this day, the Splugorth do not know of the rune casters, Rune Lords, or
even of this form of rune magic. All rune casters, even the evil ones, will
go to extraordinary measures to ensure that the Splugorth do not find out
about them. If the Splugorth ever found out about them, they would do
whatever was necessary to learn this new magic, and then destroy all others
who possessed it.
Today most rune casters and lords live in the Nexus, the dimension created
by the Ean. The dimension is known as the nexus because the entire dimension
is like a giant nexus point. Anywhere in the dimension practitioners of
magic receive the benefits of being at a nexus point. Also, while it is like
a nexus point, no rifts have ever opened to this dimension. Therefore most
beings do not know of its existence, and none have ever found it. The only
way to travel to the dimension is via magic runes. Very few beings other
than rune casters have even seen the dimension. Those who have were either
friends of rune casters or criminals being taken before the elders for
judgement. The elders are extremely powerful rune casters with 90% being
Ean, 5% human, and the remaining being other races. Most rune casters when
they draw near the ends of their lives choose to become rune weapons. This
is so that they can spend the rest of eternity helping the forces of good.
NOTE: Most, and all good rune casters, will only make rune weapons from
willing beings. Their are a suprising number of powerful beings of good that
volunteer to become rune weapons. Most of them are near the ends of their
natural life spans, and choose to continue to serve the forces of good rather
then simply waste their life forces.
<--==Rune Magic==-->
The powers of runes are varied, ranging from physical augmentation to
effects similiar to conventional spells. There are two different classes
of Rune Magic. The first is body runes while the other is rune spells/
abilities. Body runes are runes that are drawn/tattooed onto the body of the
rune caster. The body runes then augment the body in some way, either by
increasing physical attributes including M.D.C., or by affecting the body
like a spell effect (invisibility, flight, metamorphosis, etc.). Most rune
spells/abilities are similiar to conventional spellcasting, but they are cast
differently. Other rune spells/abilities include object augmentation (rune
weapon creation is done like this), and effects similiar to wards and circles.
-Body Runes: Body runes cover almost all of the body, and all are connected.
While all of the symbols may not cause an effect, they are all magical and
connect all of the runes in a network of magic. When adding a new rune,
the connection symbols are modified in the creation process in order for the
rune to fit into the latice of symbols. Only some of the body runes require
P.P.E. to activate, as many are permanently active. All runes are activated
by thought, except those which are specified in their description. The body
runes are drawn in an azure blue colour.
The Heart: This symbol is the first rune any rune caster receives. It is
a symbol drawn over the heart of the being that receives it, and all
other runes are connected to it. The heart rune is required to cast
any rune spells. In addition to forming the basis or heart of the
rune system, this rune adds 5d6 M.D.C. to the person receiving it.
P.P.E.: None.
Healer: The healer rune must be drawn on the back of the hand. In order to
activate this rune, it must be touched to the heart rune. Touching
does not necessarily mean flesh contact, it will work through clothing
and MAGIC armour. This rune simply heals damage to the body, healing
3d6 M.D.C. per application. P.P.E.: 10.
Basic Protection: This is actually a series of six runes, with one being
placed in each location of each leg, each arm, the chest, and the
back. If the being has more than two arms then they only need the
runes on two of them. The basic protection rune system adds 1d6x10
M.D.C to the wearer. P.P.E.: None
Advanced Protection: This is a modification to the basic protection runes,
and
requires the basic system first before these runes are added. This
system adds an additional 2d4x10 M.D.C. in addiotion to the protection
provided by the basic protection runes.
Strength: This rune may be drawn anywhere on the body. This rune increases
the wearers strength by six points and makes it supernatural, minimum
P.S. of 16. Duration is 2 minutes per level of experience. This
strength increase allows the user to inflict mega-damage in their
attacks. Damage varies based on strength as follows:
P.S. 16-20 -> 1d6 M.D.
P.S. 21-25 -> 2d6 M.D.
P.S. 26-30 -> 3d6 M.D.
P.S. 31-35 -> 4d6 M.D.
P.S. 36-40 -> 5d6 M.D.
P.S. 41-50 -> 6d6 M.D.
The maximum strength for a humanoid character is a 50. P.P.E.: 15.
Speed: This rune must be drawn anywhere on the legs. The wearer of the rune
has his speed increased to 44, or ten points added to his speed if
he already has a 44 or heigher speed attribute. Also, the wearer
gains
a +4 to dodge while the magic is active. Duration is one minute plus
one minute per level of experience. P.P.E.: 10.
Flight: This rune may be drawn anywhere on the body. The rune allows the
wearer to fly at 60 mph + 10 mph per level of experience. Maximum
height is 4000 feet and duration is 15 minutes per level of
experience. P.P.E.: 15.
Defence: The defence rune creates a magic shield around the wearer. The
M.D.C. of the shield is 20 M.D.C. per level of experience. The
duration is 10 minutes per level of experience or until destroyed.
This rune may be drawn anywhere, but is usually drawn on the chest or
arms because it must be touched by the fingertips to be activated.
P.P.E.: 20.
Super Healer: This is an enhancement on the healer rune and must be drawn on
the forehead of the user (the person usually has runes running up the
sides of the face). The healer rune must be possessed before this
rune can be created, and it is activated by touching the healer rune
to it. Flesh contact must be made (the two become one). The rune
instantly heals 100 M.D.C. points, and doubles the normal healing rate
of the user. P.P.E.: 100.
Enhanced Healing: This rune must be drawn near the heart rune. It increases
the normal healing ability of the body allowing the user to heal
1d6 M.D.C. per hour. The healer rune must also be possessed for
this rune to work. P.P.E.: None.
Body Weaponry: This is another rune set, consisting of four or more runes.
The runes are drawn on the top of each of the feet, and on the
back of the hands or on the wrists. These runes energize the wearer
allowing him to perform mega-damage attacks. The runes can be used in
one of two ways. The first is to enhance the users hand to hand
strikes. When used in this way, the users inflicts 2d4 M.D. for
a punch or kick. A power punch or jump kick does 3d6 M.D. If used
with the strength rune, or if the being natually causes mega-damage
in their attacks, this power give them a +10 M.D. to their damage.
Duration in this form is 2 melee rounds per level of experience. The
other form allows the user to release the energy in one long range
blast. Range of the attack is 1000 feet and causes 2d6+1d6 M.D. for
every level of experience. P.P.E.: 10 or 15 for a blast.
Invisibility: The rune of invisibility is a very rare rune. It may be
drawn anywhere on the body. The rune grants the user invisibility,
similiar to that of the invisibility: superior spell. The user
can not be detected by any means including infrared, ultraviolet,
heat, motion detection, and smell. The user leaves no foot prints
and makes little sound (prowl 80%). Like other invisibility powers,
the user becomes visible when they take a hostile action. Otherwise
the power last for 5 minutes per level of experience, or until it is
disengaged by the user. P.P.E.: 20.
Energy Resistance: This power reduces the damage of energy attacks to 75%.
The rune must be drawn on the torso. P.P.E.: None.
Metamorphosis: This is one of the most rare runes in existance. It must be
drawn on the spine of the user. It allows the user to shapechange
into
any animal or humanoid. The user can also change into inanimate
objects but it requires double the P.P.E.. While the user is in the
other form, they retain all of their normal attributes and abilities,
but gain none of the form they change into. The only thing they gain
from the transformation is the appearance and means of locamotion
(flight for birds, swim for fish, etc.). Maximum size is three times
as tall for humanoids, or the size of an elephant/melech for animals.
Even monsters can be imitated including things ranging from centaurs
to gryphons to melech (about the biggest) to gargoyles. Inanimate
objects have a maximum size of 100 cubic feet (5x5x4 box). Duration
is 10 minutes per level of experience for creatures, 5 minutes per
level for inanimate objects. P.P.E: 50/100.
Psionic Defence: This rune, which must be drawn on the head or neck (usually
the top of the neck/base of the skull or forehead), makes the user
impervious to mind control, possession, and mind reading/probes. It
also grants a +5 to save vs. other psionic attacks. Duration is one
minute per level of experience. P.P.E.: 20.
Breathe Without Air: The breathe without air rune must be drawn on either
the chest or the neck. It allows the user to breathe while under
water or in a vacuum. It also allows the user to breathe in
atmospheres that are poisonous and while in poisonous gases clouds.
An additional effect is that if the user has a protection rune set,
they may operate in outer space without an environmental suit.
Duration is 5 minutes per level of experience. P.P.E.: 8.
Hiding: Hiding runes are common for those people that must go amongst beings
that may recognize the runes as such. When activated, the hiding rune
masks the runes on the body of the user. It is a simple magic that
just makes the runes less obvious and makes people think that they
can't see it. Chance for noticing runes by casual observation -- 5%.
Chance of noticing the runes under close examination is only 50%.
Duration is one day per level of experience. This rune may be drawn
anywhere on the body. P.P.E.: 20.
Warning: A simple rune drawn connected to the heart rune, this rune warns
the wearer when they are in danger. When anything hostile to the
wearer is within one mile, all of the runes on the body begin to glow.
The brightness depends on the closeness and degree of danger. An
extremely powerful demon lord standing near the wearer will cause the
runes to glow so bright that they can light up a room through his
clothing! The warning system can be turned off with a thought, so
that
the wearer is not so obvious. This rune is always active. P.P.E.:
None.
NOTE: Other body runes exist, but are very rare and are not usually available.
many Ean families have a special rune which is like a family heirloom
and only passed down through the family. Also, rune casters can
develop their own runes/effects through research and experiments.
-Rune Spells/Abilities: Rune spells are like conventional spells, but are
cast by drawing runes either on an object or in the air. Special
spells/abilities are used for such things as augmenting objects.
Augmentations-> Note: In all rune sequences with temporary and permanent
forms, temporary runes may be drawn with anything, and in anything.
Permanent runes must be drawn in a more permanent material, hence the
runes must be carved or engraved into the object. Most rune casters
also fill the runes with silver (if not their is a 5% chance that the
runes do not hold, and the enchantment will only last for five years
per level).
Create Magic Weapon: This spell/ability allows the rune caster to change a
normal S.D.C. weapon into a mega-damage weapon. Their are two forms
of this power. The first one only grants the power temporarily. The
second form makes the weapon permanently magical. Whether permanent
or not, the weapon now inflicts its normal damage, but as mega-damage
instead of S.D.C. (a weapon which did 1d6 S.D.C. now does 1d6 M.D.).
The rune caster must have something with which to draw the runes with
(anything will do, the magic makes it stick; in desperate times rune
casters have been known to draw with their fingers in blood). The
weapon, like true rune weapons, becomes indestructable. Creatures
that are vulnerable to rune weapons are affected in the same way with
these weapons. Duration for a temporary enchantment is 30 minutes per
level of experience. It takes 2 minutes to do a temporary enchantment
or 30 minutes for a permanent enchantment. P.P.E.: 10 for temporary,
100 for permanent.
Supernatural Slayer: This is similiar to the create magic weapon ability,
only it does normal S.D.C. damage to most creatures, but does double
normal S.D.C. damage in mega-damage to creatures of magic and the
supernatural including dragons, demons, etc. (a weapon that does 1d6
S.D.C. does 2d6 M.D.). Those creatures that are vulnerable to rune
weapons are affected in the same way with these weapons. These
weapons can be temporary or permanent, the same as with the previous
power. Duration for a temporary weapon is 30 minutes per level of
experience. It takes 3 minutes to create a temporary weapon, 35
minutes for a permanent. P.P.E.: 15 for temporary, 120 for permanent.
Flying Weapon: When a weapon is inscribed by these runes, it can be thrown,
or if a bow fired, three times as far as normal. Also the weapon or
arrow automatically returns to the user whether it strikes or misses.
This enchantment can be used in combination with either the create
magic weapon or supernatural slayer powers, but in the case of bows,
each arrow must be enchanted, not the bow. These weapons, unlike
other rune weapons, are NOT indestructable unless they are combined
with one of the previous powers. This power can be temporary or
permanent, similiar to the create magic weapon power. If this is
combined with one of the previous powers, the P.P.E. cost is
cumulative. Duration is 30 minutes per level of experience for
temporary weapons. NOTE: When combining with other enchantment
forms, you must use the proper form; ie. temporary with temporary,
permanent with permanent. You may not mix. Enchantments take 1
minute for a temporary, 15 minutes for permanent. P.P.E.: 5 for
temporary, 50 for permanent.
Imbue Weapon with Spell Ability: By using these rune enchantments, the rune
caster can grant weapons with spell abilities. This power like all
of the other abilities has two forms, but this one must be inscribed
in conjunction with either create magic weapon or supernatural slayer.
In the temporary form, this power allows the user to use the ability
once. The user of the weapon has until the other enchantment ends
(either create magic weapon or supernatural slayer) to use the imbued
power, or it is lost. In the permanent version, the power can be used
a certain number of times per day, depending on the power. The number
of uses may be doubled, but at triple the P.P.E. cost. Powers, the
P.P.E. costs, and the number of times per day they may be used, is as
follows:
Blinding Flash; 2/20; 5/day.
Circle of Flame; 12/60; 3/day.
Energy Bolt; 7/50; 3/day.
Fire Ball; 12/80; 3/day.
Fly as the Eagle; 30/80; 2/day.
Globe of Daylight; 4/40; 3/day.
Invisibility: Superior; 25/75; 2/day.
Levitation; 7/40; 3/day.
Superhuman Strength; 12/70; 3/day.
Superhuman Speed; 12/70; 3/day.
Teleport: Lesser; 20/100; 3/day.
Other powers may be available, but are rare. The temporary version
of this power can be used with either the temporary or permanent form
of the base enchantment (create magic weapon or supernatural slayer).
The permanent form can only be used with the permanent version of the
base enchantment. All enchantments require 3 minutes for temporary
runes, 40 minutes for permanent runes. A maximum of three powers may
be added to a weapon, and they all must be drawn durring the same
enchantment. ie. You must draw the runes for create magic weapon,
fire ball, and levitation must be drawn in one sitting. You may not
add another power at a later time. (Unless it is temporary cating in
which case you simply start again from scratch). Note: An increase in
the number of uses counts as a second enchantment.
Enchanted Armour: These runes, when drawn onto armour, either change S.D.C.
armour into mega-damage, or increases the M.D.C. of mega-damage
armours. Like most object augmentation runes, this series has both
temporary and permanent versions. When making an S.D.C. suit of
armour
into mega-damage the base M.D.C. is 80. It costs 25 P.P.E. for a
temporary enchantment, 150 for permanent enchantments. The M.D.C can
be increased for 2 P.P.E. per M.D.C. point for a temporary
enchantment,
or 5 P.P.E. per M.D.C. for permanent enchantments. If a suit of
armour
is already mega-damage, then it costs ten points to begin a temporary
enchantment, and then 2 P.P.E. per M.D.C. point. For a permanent
increase, it costs 50 P.P.E. to start and 5 P.P.E. for each M.D.C.
point added. Maximum M.D.C. for S.D.C. armours is 200. Maximum
additional M.D.C. for mega-damage armour is 200 or plus 100, which
ever
is more. Temporary enchantments last for twenty minutes per level of
experience. It takes 10 minutes to draw temporary runes and one hour
for a permanent enchantment. Add 1 minute for each M.D.C. point added
in a temporary rune structure, 5 minutes per point in a permanent.
This counts for both S.D.C. conversions and M.D.C. increases. The
legendary rune armour is created using the process. It is a natural
mega-damage alloy chain and plate armour, with 100-200 M.D.C. and
often
has special features as per the next enchantment.
Imbue Armour with Special Ability: This enchantment requires the enchanted
armour rune sequence as a base. After the runes are drawn for the
echanted armour series, these runes may be added to increase the
power of the armour. (Note: Powers do not have to be added all at
once, but each time a power is added, the enchanted armour runes must
be redrawn in order to allow the armour to accept the magic.) Each
power is described below. All powers may be permanent or temporary.
Temporary powers may be activated once.
-Armour Increase: Adds a temporary increase to the M.D.C. of the
armour. Add 10 M.D.C. per level of experience. Duration is one
minute per level of experience or until depleted. May be used five
times per day. Requires 5 minutes to draw the temporary version or
30 minutes to inscribe the permanent form. P.P.E.: 12/80.
-Breathe Without Air: Allows the wearer to breathe while under water,
in a vaccuum, or in a hostile environment. Duration is 5 minutes per
level of experience. For 200 P.P.E. the effect can be made to be
constantly in effect. This power may be used five times per day.
Requires 2 minutes to create the runes for a temporary spell or 25
minutes for either of the permanent versions. P.P.E.: 6/45/200.
-Chameleon: This rune sequence causes the effects of the spell of the
same name. The effect can be made to be constantly in effect for
200 P.P.E., otherwise it lasts 5 minutes per level of experience.
This power may be used four times per day. It requires 4 minutes to
draw the temporary runes or 30 minutes for either permanent forms.
P.P.E.: 8/65/200.
-Spider Climb: This power allows the armour wearer to climb up any
surface, even across ceilings. Speed is equal to half of the
characters speed attribute. For 200 P.P.E. this can be made into
a constant power. Duration is 5 minutes per level of experince, and
it may be used five times per day. The runes require 2 minutes to
draw the temporary or 25 minutes for the permanent form. P.P.E: 5/
60/200.
-Energy Shield: The energy shield created by this rune sequence forms
a energy field around the wearer of the armour with 100 M.D.C. plus
10 M.D.C. per level of experience. The shield also takes only half
damage from all energy attacks including electricity, fire, lasers,
particle beams, etc. Full damage from physical attacks. May be
used 3 times per day. Duration is 3 melees per level of experience,
or until destroyed. The temporary runes require 5 minutes to draw or
40 minutes for permanent runes. P.P.E.: 20/95.
-Fly: This rune series allows the user to fly at 100 mph plus 5 mph
per level of experience. Maximum height is 4000 feet and the
duration is 2 minutes per level of experience. This power may be
used three times per day. Temporary runes require 4 minutes to draw
and permanent runes require 30 minutes. P.P.E.: 25/100.
-Silence: This power simply makes the armour completely silent. It
does not rattle and does not clang when struck. Lasts for 30 minutes
for the temporary version or is always active in the permanent form.
This rune series requires 2 minutes for temporary runes or 15 minutes
for permanent runes. P.P.E.: 10/50.
-Impervious to Energy: This rune sequence makes the armour impervious
to all energy attacks including fire, heat, electricity, lasers,
etc..
Physical attacks still do normal damage. This power may be used
twice
per day, and lasts for 2 minutes per level of experience. This power
can be made constant for 350 P.P.E.. It requires 8 minutes to
inscribe the temporary version and one hour to draw either permanent
form. P.P.E.: 30/120/350.
-Shadow Meld: These runes work identical to the spell of the same
name. Duration is the same as the spell (2 minutes per level) and
the power may be used 5 times per day. The power can also be made
limitless for 250 P.P.E. points. It takes 4 minutes to inscribe
temporary runes and 30 minutes for either permanent form.
P.P.E.: 15/75/250.
Other powers do exist, but are rare. These are the most common
abilities. (GMs and players may use these powers as a basis for
developing more powers.
Enchant an Object: This power allows the rune caster to grant magic to
normal objects. This power only has a permanent form. Any of the
powers from enchanted armour, imbue weapon with spell ability, and
imbue armour with special ability are available. Note: For objects
larger than 8 feet increase P.P.E. costs and time by 50% (ie. 100
P.P.E. and 30 minutes becomes 150 P.P.E. and 45 minutes). Special
objects are as follows:
-P.P.E. Battery I: This object usually takes the form of an amulet or
charm. The object can hold up to 300 P.P.E. at a time, for an
indefinate period of time. In order to add 1 P.P.E. point to the
battery the user must expend 2 P.P.E. points. On ley lines the
battery automatically charges at a rate of one point of P.P.E. every
five minutes, or at nexus points at a rate of one point every two
minutes. This item takes three hours to enchant. P.P.E.: 250.
-P.P.E. Battery II: This battery is similiar to the type one battery
only it is not charged by the practitioner of magic, it charges
itself. These batteries have a much smaller amount of P.P.E.
available. This item has a maximum of 80 P.P.E. points and it
recharges itself at the rate of 2 points per hour. At a ley line
the battery recharges at a rate of 10 per hour or at a nexus point
they recharge at a rate of 20 points per hour! It takes a rune
caster 5 hours to create this item. P.P.E.: 350.
Using this enchantment the mightiest of rune casters have created
rune ships! Rune ships typically appear like normal sailing ships,
but
they are covered by runes. They typically are mega-damage, possess
the
power of flight, and may have other powers of attack and defence built
in.
Rune Spells-> Note: These spells are identical to the spells of the same
name presented in the assorted rifts books, except where noted.
P.P.E. costs may differ (some spells are easier to cast with runes,
others are more difficult. Costs are listed beside each spell. Rune
spells are cast by drawing the runes in the air and by speaking runes
at the higher levels (8+). Those spells that may/must be cast by
using rituals are cast by enscribing and carving the runes into the
ground and or objects. Two spells may be learned for each slot
available. (Note: The runes are actually drawn in the air. Glowing
azure blue lines follow the casters finger forming the symbols. When
the spell is complete the rune either vanishes or flies out changing
into the spell effect.)
Animate/Control Dead (15): Drawn on the dead bodies, 2 minutes per body.
Amulet (250) Apparition (20)
Armor of Ithan (14) Banishment (60)
Befuddle (3) Blind (4)
Blinding Flash (1) Breathe Without Air (7)
Call Lightning (15) Calling (10)
Calm Storms (200) Carpet of Adhesion (12)
Chameleon (8) Circle of Flame (10)
Climb (3)
Close Rift (300): This spell costs more, but doesn't permanently drain
anything.
Cloud of Smoke (3) Commune with Spirits (30)
Compulsion (25) Constrain Being (20)
Control/Enslave Entity (85) Create Zombie (225)
Create Mummy (145) Create Golem (650 or 900)
Create Magic Scroll (90) Cure Illness (25)
Curse: Phobia (45) Dimensional Portal (950)
Dispel Magic Barrier (20) Energy Field (14)
Energy Bolt (6) Energy Disruption (14)
Exorcism (26)
Familiar Link (85): This spell does not summon a creature but is cast
subconsciously when the caster is with an appropriate animal (GM's
choice when this happens, will usually link with a pet). In addition
to the normal benefits the animals I.Q. is raised to 7 (high animal)
and the range for telepathic communication is unlimited, though
not across dimensions. The animal can also teleport to the casters
location at will, even across dimensions! The caster CANNOT
consciously cast this spell.
Fingers of Wind (6) Fire Ball (10)
Fire Bolt (7) Float in Air (5)
Fly (12) Fly as the Eagle (30)
Globe of Daylight (2) Globe of Silence (20)
Heal Wounds (12) Id Barrier (600)
Impenetrable Wall of Force (575) Impervious to Fire (5)
Impervious to Energy (20) Invisibility: Simple (6)
Invisibility: Superior (20) Invulnerability (25)
Levitation (5) Magic Net (8)
Mask of Deceit (20) Metamorphosis: Mist (200)
Metamorphosis: Human (35) Metamorphosis: Insect (50)
Metmorphosis: Superior (90) Metamorphosis: Animal (20)
Multiple Image (10) Mystic Portal (55)
Mystic Alarm (4) Negate Poisons/Toxins (10)
Negate Magic (30) Paralysis: Lesser (5)
Protection Circle: Superior (275)
Protection Circle: Simple (40): Both circles consist of a circle of power
runes (hence less magic for same strength).
Reduce: Self (20) Remove Curse (150)
Repel Animals (8) Resist Fire (8)
Sanctum (360): All of the walls in the sanctum are covered with runes. Takes
one hour to complete the casting.
Seal (6) See Aura (6)
Sense Evil (1) Sense Magic (3)
Shadow Meld (10) Sleep (8)
Speed of the Snail (50)
Stone to Flesh (30): This spell requires runes to be drawn all over the
surface to be transformed. Requires five minutes per 50 pounds of
stone to draw the runes.
Summon Shadow Beast (140): This spell costs only 120 P.P.E. when cast in
ritual/inscribed form.
Summon and Control Canine (40) Summon and Control Rodents (60)
Summon and Control Rain (185) Summon and Control Lesser Being (400)
Summon and Control Storm (285) Summon and Control Entity (230)
Summon and Control Animals (115) Superhuman Speed (12)
Superhuman Strength (12) Swim as a Fish (8)
Swim as a Fish: Superior (15) Talisman (460)
Telekinesis (10) Teleport: Lesser (20)
Teleport: Superior (625) Thunderclap (5)
Time Hole (225) Time Slip (25)
Tongues (15) Turn Dead (5)
Wards (75) Wind Rush (25)
All elemental spells are available, but they cost 50% more P.P.E. to activate.
Note: Like all other rune magic, there are spells not listed hear. Other
spells are rare and are usually researched by the owner. Some of
the more powerful rune casters even have rune spells for temporal
magic, but this is rare and nobody has all of the temporal spells
coverted (the most common is dimensional envelopes and pockets).
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By: Jason Bridgman (av826@torfree.net)
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Appendix D
The "Official" OCC/RCC Submission form by Kevin Eav & Morpheus
(when submitting an OCC or an RCC please make sure it as complete as possible)
OCC/RCC title:
Usual Alignments:
Atribute Requirements:
Description:
Appearance:
Enemies:
Allies:
Special Abilities:
Special Disadvantages:
Starting Equipment:
Money:
OCC Skills (with bonuses)
OCC Related skills areas/Secondary skills areas
# of OCC related skills:
# of Secondary skills:
Weapon Proficiencies:
Psionics (if any):
Saves as:
Available psionic categories:
Spells (if any):
Cybernetics:
Races available to(if OCC):
Experience table:
Your Name Here!:
Your E-mail Adress!:
Please submit your OCC's and RCC's to morpheus@teleport.com they will appear
in the next released version of the Handbook.