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Lishka R.C.C.

By: Simon Heath (siheath@angelfire.com)


The Lishka culture values trickery and subterfuge over direct combat. When direct combat is undertaken, they cheat and backstab mercilessly. They figure that there is a "trickster's honor," that if you trick someone in to doing what you want, or outwit someone in a fight no matter the tactics, then it shows you're better than they are. The Lishka have no concept of a fair fight except as a weakness in others; they always fight on their own terms, and will retreat to a stronger position.

"Win if you can, lose if you must, but always cheat" is a common saying. Other common phrases include "Cheaters always prosper" and "Don't get angry, get even." When among other Lishka, good-natured pranks, contests and arguments are very common.

Lishka are very strong-willed, know their own mind, and will not hesitate to act on a whim. They tend to be very good-natured and friendly, even if they're caught manipulating someone to their own -usually selfish, sometimes malicious- purposes. While they will readily (and proudly) admit to their true nature on when caught red-handed, but will absolutely deny it under any other circumstances. They are experts at deflecting questions and redirecting conversations. Blessed with the ability to laugh at themselves (and others), they tend to be very easygoing, and will always share a joke. Although the Lishka rarely have evil intent, they can sometimes be very cruel and arrogant, acting with little regard for others' feelings, however their misdeeds are usually meant in good fun. Rarely holding grudges, the Lishka will readily apologize (with every appearance of sincerity, but who can be completely sure?) if they truly offend someone, especially a friend.

Generally curious as hell -especially when young- Lishka often become adventurers, wilderness scouts, headhunters, mercenaries, traveling wizards, and other wanderers. They rarely settle down for long until they are quite old, and they love visiting new places and meeting different people. Unexpectedly, Lishka are absolutely loyal to their friends (i.e. people who can take their quirky personality and sense of humor in stride) and will trust and protect them implicitly.

Note: They are generally not thieves, at least not of the living (no compunctions about looting battlefields, etc.). Not casually anyway, but will steal to save their lives. However, they generally respect other people's livelihoods too much to be career burglars.

 

Lishka

Alignment: Any, usually selfish.
Attributes: The number of dice rolled is as designated: I.Q.: 3D6, M.E.: 3D6+2, M.A.: 4D6+4, P.S.: 2D6+2, P.P.: 4D6+3, P.E.: 2D6+4, P.B.: 3D6, Spd: 2D6+12.
Hit Points: P.E., plus 1D6 per level of experience.
P.P.E.: 3D4
Psionics: Standard
Natural Abilities:

  • Nightvision 100 ft, but cannot see in total darkness.
  • Sharp vision, 50% better than human
  • Track by scent 35%+3 per level
  • Recognize scent 55%+3 per level
  • Sensitive hearing
  • Very resistant to cold due to their thick fur; can walk naked in -20 degree weather without frostbite. However, can not tolerate heat above 80 degrees F very well (tend to drink a lot of water and tire twice as fast).

Bonuses: +1 to dodge, +1 to save vs. illusion (being masters of it themselves), +2 to roll with impact, and +2 to save vs. Horror Factor ("is that all?" attitude), in addition to those gained from attributes, O.C.C., and skill bonuses.
Damage: Claws do 1D6 S.D.C. and bite does 2D4 S.D.C.
O.C.C.: Any O.C.C. that is normally in England (i.e. no Cyber-Knight, Coalition O.C.C.s, Glitterboy, etc.)
Skills of Note: Language and Literacy in Lishka, both at 98%, plus Palming and Prowl (both with a +10% bonus)
Average Life Span: Slightly longer than humans; Lishka generally live to be around 110 - 150.
Habitat: Several small villages are located in England, with perhaps 1000 people total. However, there are many wanderers throughout Europe and the rest of the world. When they stay in one place for more than a few months, they generally live in fairly rural places (villages, the outskirts of cities, Millennium Trees, etc.). They are not unfamiliar or uncomfortable with cities, they just prefer not to live there. The Lishka's world is about late-19th century technology level, although it is cleaner and less industrialized, but they have adapted to Rifts Earth very well. They have their own history of magic practice, but interdimensional travel from their homeworld is rare.
Physical Appearance: The Lishka are digtigrade with back-bent legs (look at a cat's hind legs, they really walk on the toes with their heel never touching the ground). Leg armor and helmets have to be made custom. They are an anthropomorphic (animal with human-like features) arctic fox, who's color changes from gray in the summer to white in the winter. The Lishka are not an especially strong species as they tend to be thin and wiry rather than heavily muscled. However they make up for a lack of physical strength by being quick and charismatic as all hell. As a rule Lishka are tougher than they look, but tire more easily than humans and are not made for extended, strenuous labor.
Size: 5 to 5.5 feet (1.5m - 1.7m)
Weight: 90 to 130lbs (40kg to 59kg).
Author's Note: The word 'lishka' is 'fox' in Czech.

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