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Maddalena Demon R.C.C.

By: Dustin M. Ramsey (DustinM@rifts-rpg.com)


The Maddalena Demons are yet another one of the twisted creations of the Gene Splicers. Based largely on the Mogaraian race, the Maddalena retain their parent race's fighting prowess as well as the Mogaraian's ability to project a defensive energy field. However, due to Gene Splicer tinkering, the Maddalena Demon's energy field is bio-electrical and psionic in nature, and can also be used to power the Demon's organic weapons.

With the exception of their common genetic base, the Maddalena bear very little resemblance to the Mogaraians. As the Maddalena Demons are asexual in nature, they reproduce much like current day hydras by 'budding' a new member of the species every 4D6 months. After six years, a young Demon will reach both physical and sexual maturity, and leave its parent's side. Due to their strong antisocial nature, once the child leaves its parent, the two Maddalena will no longer recognize any form of relationship between the two.

Fiercely territorial, a Maddalena Demon will stake a claim to an area 1D4 x 100 miles in size, and may accost anything that enters this territory. Additionally, since they are so territorial and antisocial in nature, the Demons rarely gather in even groups of two of their kind, and never more than four. If a Maddalena should stray into another's territory, their is a 90% chance that the two Demons will instantly begin fighting the moment they discover one another. This fight will continue until the energy field of one of the combatants fails, at which time that Maddalena will flee at top speed.

As one might suspect, the Gene Splicers totally eliminated from the Maddalena all the cultural and sociological values that the Mogaraians held so dear. An unexpected side effect of this modification is that unlike the Mogaraians, the Maddalena are not mindlessly violent or inherently evil. However, due to their territorial nature and great physical abilities, powerful mages often employ a Maddalena Demon (either via magical enslavement or by finding some way to tempt it into a deal) as a protector or champion of the mage's kingdom.

 

Maddalena Demon

Alignment: Always anarchist.
Attributes: The number of dice rolled is as designated: I.Q.: 3D6+8, M.E.: 4D6+4, M.A.: 4D6+4, P.S.: 5D6+10, P.P.: 4D6+10, P.E.: 4D6+10, P.B.: 1D6, SPD.: 6D6.
M.D.C.: 4D6 x 10 + P.E., plus 4D6 per level of experience.
Horror Factor: 15
P.P.E.: 1D6
Natural Abilities: Exceptional long range vision (able to read a street sign from three miles), naturally M.D.C. body structure, supernatural strength and endurance.

  • Energy field: The Maddalena can create, at will, an incredibly powerful bio-electrical/psionic force bubble that makes them all but impervious to attack. Since the energy field is completely air tight, it protects the Maddalena Demon from any magic or psychic attack that cannot penetrate an environmental seal, and could even be used to protect the Demon in the vacuum of space or deep under water. The energy bubble has an M.D.C. equal to 100 x P.E., and regenerates at a rate equal to the Maddalena's P.E. per minute.
    Note: The energy field's M.D.C. can be bled off to power the Maddalena's organic weapons. M.D.C. that is expended in this fashion is regenerated as normal.

Combat: Three plus those gained from hand to hand combat skills and boxing.
Bonuses: +8 to save vs. horror factor, plus those gained from attributes and skill bonuses.
Damage: Variable depending on P.S. attribute. See supernatural strength chart.
Magic: None
Psionics: Considered a master psychic. Select four psionics from the Healing, Physical, or Sensitive categories. Select an additional psychic power from any of these categories at levels two, four, six, eight, ten, twelve, and fourteen. Select a Super Psionic at levels four, eight, and twelve.
I.S.P.: 2D6 x 10 + M.E., plus 2D4 per level.
Bionics: None. The Maddalena never get bionics!
O.C.C.: Equal to a Vagabond
Skills of Note: Language: Gobbeley 98% and Mathematics: Basic 98%.
Level of Experience: Player characters use the same experience table as the Dragon.
Weaknesses: Due to their intensely psionic nature, Psi-Stalkers and anything else that can sense psionics can detect the Demons at twice the normal range. If Detect Psionics is used around a Maddalena Demon, the Demon will stand out like a lighthouse!
Average Life Span: 50 to 100 years.
Enemies: None per se.
Allies: None per se.
Size: 10ft to 12ft (3m to 3.6m).
Weight: 450lbs to 650lbs (205kg to 295kg).
Environment: Prefers forested or jungle areas, but will live in any natural area. Generally they will make their homes or nests in caves or high up in the trees. The Maddalena dislike towns and hate cities because they feel closed in and out of touch with nature.
Appearance: A giant, svelte reptilian humanoid with red eyes and great icky, nasty, snaggley tusks.
Note: Preferring to utilize its own natural abilities and organo weapons, a Maddalena Demon will use technology only as a last resort (such as if its energy field has been depleted and it does not have any organo weapons handy). Once the Demon has regenerated its force bubble or created new organo weapons, it will quickly cast aside any non-organo weapons it may have used.

 

Maddalena Organo Technology

The Maddalena Demon actually buds its own weapons in a process similar to how it reproduces. If the Demon needs to create a new weapon, it goes into a trance for 4D6 minutes during which time it concentrates on the type of weapon desired (Antigrav Disc, Energy Rifle, Energy Pistol, or Energy Grenade). After the trance has ended, the new weapon will begin budding from the Maddalena's body, and will grow 1/2 pound (.22kg) every hour that it is given 1 I.S.P. and 10 M.D.C. (bled from its energy field). Once it has reached 50% of its full size, it will separate from the Maddalena and continue to grow on its own, as long as the Demon continues supplying it with I.S.P. and M.D.C. Once fully grown, the organo-weapon will need to be fed 1 I.S.P. and 10 M.D.C. every day (over and above what is put into it to power the weapon). If the weapons is not fed within 72 hours, it will wither away, loosing 1 M.D.C every four hours. Once the weapon's M.D.C. reaches zero, it will die (magic or psionic healing is useless on an organo weapon).

Organo weapons are powered by a combination of the Demon's psychic energy (I.S.P.) and energy bled from its bio-electric/psionic force field (M.D.C.). As such, organo weapons do full damage to all targets, including those that would not otherwise be affected from an energy attack (such as a Cosmo-Knight or a mage protected with an Impervious to Energy spell). Only beings impervious to both physical and psychic attack are fully protected from the effects of organo weapons. Similarly, beings that only take damage from magic or psionics, take half damage from organo weapons.

Note: Maddalena Demons are the only beings that can power/feed organo weapons. Even fully charged organo weapons cannot be operated by non-Maddalena Demons (similar to the way even charged Techno-Wizard devices cannot be operated by non-mages/psychics).

 

Organo-Antigrav Disc
This anti-gravity disc is the Maddalena Demon's primary mode of transportation, and is controlled by mental command.

Maximum Speed: 200mph (320km), maximum altitude is 1000ft (304.8m)
Maximum Weight Allowance: 1000lbs (454.5kg)
Range: one hour of operation for every 5 I.S.P. and 50 M.D.C. bled from the Demon's energy field
M.D.C.: 75
Weight: 150lbs (68.1kg)

Organo-Energy Rifle

Powered by both the Maddalena's psychic energy and the bio-energy bled from its energy field, this powerful weapon does full damage even to those beings that are impervious to normal energy attacks.

Mega-Damage: 8D6 M.D.
Damage Bonus: +10 M.D. on a single shot, +20 M.D. on a short burst, or +30 M.D. on a long burst, all due to the psychic-energy nature of this organic weapon. Note that the damage bonus is added last (Example: for a long burst, the Organo rifle does 8D6 x 3 + 30 M.D.).
Rate of Fire: Aimed, Burst, Wild; see modern Weapon Proficiencies.
Maximum Effective Range: 8000ft (2438m)
Payload: 20 I.S.P. and 250 M.D.C. bled from its energy field will power the rifle for 80 blasts.
M.D.C.: 50
Weight: 100lbs (45.4kg)

Organo-Energy Pistol

Similar in nature to the Organo-Energy Rifle, only smaller

Mega-Damage: 4D6 M.D.
Damage Bonus: +5 M.D. on a single shot, +10 M.D. on a short burst, or +15 M.D. on a long burst, all due to the psychic-energy nature of this organic weapon. Damage bonus is added last (Example: for a long burst, the Organo rifle does 4D6 x 3 + 15 M.D.).
Rate of Fire: Aimed, Burst, Wild; see modern Weapon Proficiencies.
Maximum Effective Range: 4000ft (1219m)
Payload: 10 I.S.P. and 100 M.D.C. bled from its energy field will power the rifle for 40 blasts.
M.D.C.: 15
Weight: 30lbs (13.6kg)

Organo-Energy Grenade

Operating along a similar nature to the Organo-Energy rifle and pistol, this powerful grenade releases a massive amount of energy in one suicidal blast

Mega-Damage: 10D6 x 10 M.D.
Damage Bonus: +55 M.D. due to the psychic-energy nature of this organic weapon.
Blast Radius: 70ft (21.3m)
Payload: 15 I.S.P. and 175 M.D.C. bled from its energy field will charge the grenade.
M.D.C.: 5
Weight: 10lbs (4.5kg)

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