2940 lines
91 KiB
Plaintext
2940 lines
91 KiB
Plaintext
RIFTS: DaBeechMan Complete
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(in other words, a whole bunch of RIFTS stuff by DaBeechMan.)
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Author's Note
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This is my last RIFTS venture for the time being. If anyone
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wants to know the reason why, ask Steven Spielberg why he went
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on hiatus after Schindler's List, it's for the same reason.
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Hope you like it!
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HALF-RACES
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Thece PC races are half-human, half-DeeBee. They do not possess
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all the abilities of their DeeBee parents, although they may
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take any OCC like their human parents. NOTE: There can be NO
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half-supernatural creatures, including half-dragons.
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REQUIREMENTS:
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As for DeeBee parent
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ATTRIBUTES:
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Same as for humans, 3d6 plus 1d6 if the roll is over 16. Roll
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1d100 if the parent has supernatural strength. On a 1-10, the
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child has supernatural abilities too.
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OCC/RCC
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If the DeeBee parent has psionics, a psionic RCC may be chosen.
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If the DeeBee parent can learn magic, so can the child. ANY Man
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of Arms OCC may be chosen. NOTE: If the DeeBee parent has no
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psionics or magic, neither does the child
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POWERS:
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To see if the child has any of the abilities of the DeeBee
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parent, roll 1d100.
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0-25: none
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26-75: one
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76-90: two
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91-00: three
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If powers are present, the child may choose that many powers
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from their parent's abilities. NOTE: The child MUST stay
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relatively human looking, so extra arms, metamorphosis, etc. are
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NOT allowed. If the chld tries to get MDC, they only get the
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SDC equivalent. In the case of insect DeeBees, wings and
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antennae ARE allowed, but usually at a -2 to PB for each type
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(in some cases, wings and antennae can ADD to PB, but this is
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quite rare. Roll 1d100. On a 00, the wings/antennae add to PB.
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Otherwise they subtract.
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MDC/SDC/HP: Same as DeeBee parent, but MDC becomes SDC. In the
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case of MDC parents, the child's HP is rolled according to their
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OCC or RCC.
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ENHANCEMENTS: As for DeeBee parent AND as for OCC/RCC
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LIFESPAN: Half DeeBee parent's lifespan
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MONEY: As for OCC/RCC PLUS 200 credits (gift from DeeBee parent)
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SKILLS: As for DeeBee parent. OCC/RCC skills may be chosen as
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secondary of other skills.
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HORROR FACTOR: 3/4 that of DeeBee parent, rounding fractions
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down. This applies only if the child has DeeBee abilities
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Uses the XP table of the DeeBee parent
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If I've left anything out, assume that it goes by HUMAN rules.
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NEW CAMELOT REBELLION
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Here are the six commanders of the New Camelot Rebellion, a
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group dedicated to fighting Zazshan. These are just the
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leaders; anyone can join. Here's a little history:
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The NCR was formed two years ago when a young but powerful Line
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Walker named Randy Lee stumbled into a strange cave. Inside, he
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found out the truth about the Nog Henge Druids; namely that
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they're all Chiang-Ku. The Nog Henge told him the shocking
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truth about Mrrlyn: that he's really the alien intelligence,
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Zazshan. Since then, Randy has found out that the same thing
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about Mrrlyn holds true for Guinevere and the Lady of the Lake,
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although he will not risk telling the Nog Henge this. Few
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people actually believe that Mrrlyn is Zazshan, and Randy will
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not say a word about Guinevere or the Lady, changing the subject
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as soon as either of them comes up in a conversation. Mrrlyn
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considers him a small nuisance (he almost killed Randy once;
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he's confident he can kill him if he dares attack him again) and
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Ar'thuu will not let him into the castle. What Mrrlyn does not
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know is that now, Randy severely outpowers him, and he's
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bringing equally powerful friends this time. He will attack for
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the final time in 2d4 months.
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RANDY LEE
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Randy is an incredibly bright, strong-willed young lad who will
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pursue his foes to the ends of the earth if he needs to. He is
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hopelessly in love with Syrinx (she's my next character, the
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feeling is mutual) and is sometimes a little overprotective of
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her. If any harm ever came to her, he would probably level
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everything in sight in his rage. If she were killed. you don't
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even want to know.
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TRUE NAME: Randy Edward Lee
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ALIGNMENT: Scrupulous
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ATTRIBUTES:
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IQ 28, ME 20, MA 19, PP 15, PS 15, PB 12, PE 25, Spd 14
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XP: Level 15 Line Walker
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PPE: 500 ISP: none
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MAGIC: All spells, D-phase, and Lightning Bolt Tattoo
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SKILLS OF NOTE: Hand to Hand: Martial Arts, WP Sword, WP Blunt,
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Prowl, Streetwise, Computer Hacking, speaks English, Dragonese,
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and Japanese at 98%, literate in all three at 80%, Gymnastics,
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Boxing, Body Building, WP Energy Pistol, WP Energy Rifle, WP
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Energy Heavy (starting to see a little pattern?), Paramedic, and
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Pilot HoverCycle.
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BODY ARMOR: Crusader, 55 MDC
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FAVORITE WEAPONS: Carries a Triax laser pistol (2d4 MD).
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Otherwise, he relies on magic. What he does not know is this:
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Remember how Mrrlyn has two more Caliber-X's? He happens to be
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able to use one of them, if he can get his hands on the right
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one. For that matter, Syrinx can use that same one.
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NOTE: When he was 10, Randy's left arm was crushed by a
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Coalition Sky Cycle (needless to say, he now hates the
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Coalition, especially the Emperor's son, who was piloting the
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Cycle.) He has a bio-system arm now, and it is a new,
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experimental arm that uses a metal bone structure. The arm
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looks normal, but it has a power and a catch: It will simply not
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break, but all electricity-based attacks are +2 to strike and
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damage against him, in addition to any other bonuses.
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OTHER BELONGINGS: He has a whole lot of talismans and other PPE
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batteries that he always carries. Unfortunately, this means
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that if any harm whatsoever comes to Syrinx, in addition to
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Randy's rage, there will also be at least a PPE explosion (5d6
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MD, 1000-ft radius) and if it occurs on a ley line, the power is
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so great that there is a 1-70% chance of a ley line storm
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erupting. Needless to say, it's best to have the players
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protect Syrinx as much as they can, just in case Mrrlyn breaks
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through Randy's defenses. He's also got a HoverCycle.
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SYRINX HIRO
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Here is the second of 6 in the New Camelot Rebellion. She is
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second in command and somewhat overprotective of her friends.
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EXTREMELY IMPORTANT: Syrinx was killed during the NCR's final
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battle with Zazshan. This is important. DO NOT FORGET THIS!
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As for what I said about Randy getting mad: Treat him as a Crazy
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in a frenzy, but double all bonuses, penalties, and duration.
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Syrinx Hiro
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The stunning Syrinx Hiro is roughly the same age as Randy. The
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two have known each other since they were children. She shares
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a permanent telepathic link with him, and either she or Randy
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can extend the link to any number of other people, but only for
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14 hours at a time.
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TRUE NAME: Syrinx Cassandra Hiro
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ALIGNMENT: Principled
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ATTRIBUTES: IQ 20, MA 15, ME 25, PP 14, PS 12, PB 30, Spd 18
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EXPERIENCE LEVEL: 13th level mystic
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MAGIC: DMs, I leave it up to you to give her the spells. She
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does not like summmoning and only sometimes uses offense, but
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she loves protection and healing. She has the Eye of Knowledge
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Tattoo (speak all languages at 98% and literate at 80%) PPE 150
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PSIONICS: Induce Sleep, Healing Touch, Bio-Regeneration, Psychic
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Surgery, See Aura, Sense Evil, Telepathy, Sense Magic, and
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Hypnotic Suggestion. ISP 100, major psionic
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SKILLS OF NOTE: Band to Hand: Basic, Gymnastics, Acrobatics, WP
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Knife, WP Sword, WP Chain, WP Energy Pistol, Sing (professional;
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she often uses this in conjunction with her Hypnotic
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Suggestion,) General Athletics, Escape Artist, Computer Hacking,
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pilot HoverCycle, and has somehow picked up Mystic Herbology (no
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one knows how.) All are at Level 13 proficiency, except for
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Mystic Herbology, which is at only Level 10.
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ARMOR: Crusader, 55 MDC
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WEAPONS: Triax Laser Pistol (2d4 MD,) broadsword, small knife,
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HoverCycle, and, once again, if she can get her hands on
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Mrrlyn's version of Caliber-X, she can use it (she does not know
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this.)
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HP/SDC: 102 of each
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Clara Prosek
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Clara will fight to save the world from Zazshan, but she has
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another goal in sight once that is done: the destruction of the
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Coalition. Kicked out of Chi-Town at the age of ten because of
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her psionics, she now seeks revenge on her father, Karl Prosek,
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and her brother.
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She knows one thing about her father that, if she told anyone,
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would destroy the Coalition: he has the power of Mentally
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Possess Others at NO ISP cost, unlimited range (if he has
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possessed that person before) and indefinite duration. Syrinx
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and Clutch (see below) have been controlled this way before, and
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so they suffer a +4 penalty to save vs. this power if Karl uses
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it. Randy will agree to an attack, but only once Zazshan is
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defeated.
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TRUE NAME:Clara Prosek
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ALIGNMENT:Unprincipled
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ATTRIBUTES:IQ 25, MA 14, ME 20, PP 14, PS 10, PE 12, PB 15, Spd14
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EXPERIENCE: Level 15 Mind Melter
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MAGIC: I don't think so!
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PSIONICS: All super and healing, see aura, sense evil, alter
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aura, and detect psionics. ISP 200, master psionic
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SKILLS OF NOTE: Speaks American and Euro at 96%, WP Knife, EP
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Energy Pistol, Cook, Pilot HoverCycle, Acrobatics, HTH Expert,
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Acrobatics, Athletics General, and Computer Hacker
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GEAR: Crusader armor, Triax laser pistol (it's time I told you
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that everyone in the NCR carries these, so I won't mention it
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anymore,) Vibro-Claws, and 100' rope and grappling hook,
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HoverCycle.
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HP/SDC: 50/150
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Saki Osaka
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This guy is the fighter of the group. He is the least powerful
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in terms of magic and psionics, but wait till you see him fight!
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TRUE NAME: Saki Osaka
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ALIGNMENT: Scrupulous
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XP: Lexel 15 Glitter Boy
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ATTRIBUTES:
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IQ 16, ME 17, MA 13, PP 15, PS 24, PE 20, PB 17, SPD 16
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MAGIC: None
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PSIONICS: See Aura and Sense Evil. ISP 55, minor psionic
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SKILLS: HTH Martial Arts, all standard Glitter Boy skills,
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Escape Artist, WP Energy Pistol, and pilot HoverCycle (once
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again, all the commanders get a HoverCycle)
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GEAR: Glitter Boy Armor (both personal and power) with full load
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of ammo (see note below,) several extra Eclips for his Triak
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pistol. Everything else if provided by the NCR, since he's
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their star fighter.
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NOTE: His Glitter Boy armor has See the Invisible built in.
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Clutch N. Killum
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A former agent of Zazshan, Clutch could never remember her true
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name after Syrinx freed her from his control several years back.
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The name she uses was a nickname Zazshan gave her.
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TRUE NAME: Unknown
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XP: Level 14 Shifter (currently has a hawk for a familiar)
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ATTRIBUTES:
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IQ 24, ME 20, MA 13, PP 14, PS 13, PE 15, PB 20, SPD 14
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ALIGNMENT: Once miscreant, now unprincipled
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PSIONICS: None
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MAGIC: None; she has spent her career honing her Shifter skills,
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which function at twice what they should (double EVERYTHING!)
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SKILLS: Standard for Shifter, plus HTH Martial Arts,
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intelligence, computer hacking, pilot HoverCycle, WP Knife, WP
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Energy Pistol, and streetwise.
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GEAR: that wierd metal rod all Shifters have, PlasticMan armor,
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and knife.
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Argo
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Actually, these are the first 2 syllables of his name, the whole
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thing's too big to write, much less say, so he's nicknamed "Argo"
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TRUE NAME: Sorry, it would take up the rest of this document!
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(Actually, it would even in this format)
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ALIGNMENT: Principled
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XP: Level 13 Cyber-Ranger
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ATTRIBUTES:
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IQ 28, ME 15, MA 15, PP 12, PS 18, PE 28, PB 16, SPD 30
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MAGIC: As a True Atlantean, he has the Marks of Heritage. PPE 50
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PSIONICS: Alter Aura, Impervious to Fire, Impervious to Cold,
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Impervious to Poison, Resist Fatigue, Healing Touch,
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Bio-Regeneration, Resist Hunger, Resist Thirst, and Deaden Pain.
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ISP 110, Major Psionic.
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CYBER-RANGER POWERS: Psi-Bow, 32 MDC, and Enhanced Senses
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SKILLS: Speaks/Reads Atlantean at 96%, also speaks American and
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Euro at 96%, HTH Martial Arts, WP E-pistol, WP
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Sword/Knife/Paired, no others (spent his time developing his
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third power)
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GEAR: Crusader armor, all standard gear.
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NOTE ON NCR:
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Currently has a 50,000,000 credit supply account which anyone
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may use once they have Randy's permission.
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ROSA LANG
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Rosa and Randy have known each other since they were eleven.
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Abducted at age 13 by Bres the Beautiful (who she managed to
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escape from,) she is now a powerful dryad. She bears an uncanny
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resemblance to Syrinx (NOTE: One good way to bring her in is for
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everyone to mistake her for Syrinx; remember, bring her in ONLY
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after Zazshan is defeated.)
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TRUE NAME: Rosa Lang
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ALIGNMENT: Unprincipled
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ATTRIBUTES: IQ 22, MA 15, ME 20, PS 14, PP 20, PE 12, PB 30, Spd
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15
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SDC 120, 80 HP
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XP: Level 13 dryad
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PPE 166, no ISP
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SKILLS OF NOTE: Speaks English, Gobblely, Dragonese, and Euro,
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Holistic Medicine, Mystic Herbology, ID Plants/Fruits, Botany,
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Biology, Pathology, Chemistry, Basic Math, Wilderness Survival,
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Land Navigation, Preserve Food, WP Knife, WP Energy Pistol, WP
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Sword, WP Energy Rifle, HTH: Expert, Streetwise, literate in
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English, First Aid, Cook, Horsemanship, Athletics General (these
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are at Laval 14 proficiency plus bonuses,) Escape Artist and
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Hunting at Level 11 proficiency plus bonuses, Pilot HoverCycle
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at Level 6, and literate in Euro and Dragonese at Level 3
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proficiency.
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AGE: 18
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APPEARANCE: The only way to tell her from Syrinx is that
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Syrinx's eyes are blue while Rosa's are green. They look
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exactly alike in all other aspects.
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POWERS: Create herbs, wands, and staves, +6 to save vs faerie
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magic and foods/drinks, +5 to save vs poisons and onwanted
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potions/foods. +2 to save vs other magic and +1 to save vs
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horror factor
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MONEY: 2 million credits
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GEAR: Ash wand (heal 1d6 SDC three times per day,) Staff of
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Strength, 6 Ash leaf compresses (heals 1d4 HP and covers up
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scars, each is usable four times,) 2 Mind's Eye potions (instill
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powers of See the Invisible, See Aura, Sixth Sense, and
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Clairvoyance for 2d4 melees,) 4 Horsetail Potions (breathe w/o
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air for 20 minutes,) 4 magic oak leaves (chameleon power for 10
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minutes), lesser rune sword (2d6 MD, soul-drinks and elemental
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powers of fire,) med kit, several knives, Wilk's Laser pistol,
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laser scalpel, small shovel and hand pick for digging up herbs,
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lighter, flashlight, air filter, blanket of healing (from
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Millenium Tree,) and Crusader armor (55 MDC.)
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CYBERNETICS: None. Does not want any.
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KEN LEE
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Randy Lee's older brother was killed in a crossfire between two
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gangs three years ago. He later rose as an Immortal (the OCC's
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in the Character Information Library somewhere or I can Email it
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to you) He is currently working with the Coalition (who has
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absolutely no idea of his innortality.) He showed a hatred
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towards Rosa in his former life; that hatred still exists, but
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no one knows why it does.
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TURE NAME: Ken Lee
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ALIGNMENT: Miscreant
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ATTRIBUTES: IQ 25, MA 23, ME 15, PS 24 Supernatural, PP 23, PP
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24, PE 24, PB 18, Spd 18
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MDC: 240
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PPE 144, ISP 12, no magic or psionics
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HORROR FACTOR: 10, but only if his immortality is discovered.
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Randy will notice something wrong, but he does not know the
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truth.
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POWERS:
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Energy Aura: This makes him immortal. All MDC is drawn towards
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the aura, so all MDC must be depleted before he can be killed.
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If his neck is not then severed (sword, laser shot, whatever) he
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will come back to life within the hour with full MDC.
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Cannot become a Vampire
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Cannot have his PPE drawn out
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Attuned to a broadsword. The sword inflicts 4d6 MD.
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+3 to all saving throws
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Heals 3d4 MDC per melee
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Can sense other Immortals
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XP: Equal to 3rd level Royal Knight and Immortal
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SKILLS: Land navigation, Wildernedd Survival, Horsemanship,
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Paramedic, Basic Math, Speaks/Reads English/American, Speaks
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Dragonese and Euro (illeterate in both,) Sing, Dance, WP Sword,
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WP Knife, WP Targeting, WP Energy Pistol, WP Energy Rifle, HTH
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Martial Arts, Gymnastics, Pilot HoverCycle, Streetwise, Hunitng,
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Boxing, Escape Artist, Auto Mechanics, WP Energy Heavy, Computer
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Hack, Computer Program (his hobby is creating computer viruses;
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perhaps a way to find him?) Pilot Automobile, Pilot APC.
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AGE: 21, appears 18
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APPEARANCE: He looks a lot like Randy, but there are three ways
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to tell them apart. First, Randy's are steel gray, Ken's are
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brown. Second, Ken has a scar on his neck from an earlier
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battle, and third, Randy should still be rather depressed over
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Syrinx's demise, Ken knows nothing of this and will probably
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laugh if he hears of the incident.
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MONEY: 20,000 credits
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ARMOR: Appears to be DeadBoy, but it's just a fake (100 SDC,
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it's for show)
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GEAR: Everything except his sword (which he will insist on
|
|
carrying with him at all times) is provided by the Coalition,
|
|
who likes his fearlessness and his uncanny ability to bounce
|
|
back from normally fatal situations, although Karl Prosek is
|
|
getting a little suspicious. It is a matter of time, 4d4
|
|
months, before he finds out about Ken's immortality (like he can
|
|
do anything about it!)
|
|
|
|
CYBERNETICS: None, will refuse any. If he does get them, they
|
|
will simply fall off to be replaced with the real version of
|
|
whatever was added. Besides, he's MDC!
|
|
|
|
|
|
|
|
RENUNION AND REVENGE: NCR PART 3
|
|
|
|
The final adventure in the NCR series takes place in another
|
|
dimension (Wormwood, Palladium, Phaseworld, it does not matter.)
|
|
First, the villain.
|
|
|
|
Shade (as he is called, no one knows his true name,) is a
|
|
villain of considerable power (OK, he's powerful beyond all
|
|
human belief.) As the group should learn at the beginning of
|
|
the adventure, he was the one that sent Zazshan to RIFTS Earth
|
|
all those years ago. No one knows how he managed to survive all
|
|
those years until the time of RIFTS, but it is speculated that
|
|
he hid out in a dimension where time is distorted.
|
|
|
|
SHADE
|
|
|
|
True Name: Unknown. Only Shade knoes for sure and he's not
|
|
telling.
|
|
|
|
Alignment: So evil that he could be consdidered beyond Diabolic,
|
|
but I suppose Diabolic will have to do.
|
|
|
|
Level: Level 15 Riftwalker
|
|
|
|
Attributes: Over the years, he has accumulated attributes of 30
|
|
in all categories except PB, which is a mere 3 (Actually, he
|
|
doesn't even deserve a 3.)
|
|
|
|
MDC: 100,000
|
|
|
|
SKILLS: First Aid (a skill he will only use on himself,) Speaks
|
|
American, Euro, and Spanish at 98% and reads all three at 80%,
|
|
Basic Math, DBee Lore, Demon/Monster Lore, Land Navigation,
|
|
Astrology, Wilderness Survival, Prowl, WP Sword, Energy Light,
|
|
Rifle, and Energy Heavy, HTH Assassin, All Communiactions, All
|
|
Domestic, Acrobatics, Gymnastics, Boxing, Wrestling, Streetwise,
|
|
Hunting, WP Paired, WP Targeting, and all Piloting skills.
|
|
|
|
MAGIC: All spell magic, all Spells of Legend, all temporal
|
|
spells, all stone magic, has all kinds of tattoos, oh, forget
|
|
it! The guy's got EVERYTHING! PPE (gulp) 10,000!!!!
|
|
|
|
PSIONICS: All sensitive, physical, and super powers! ISP 2000,
|
|
master psionic, but saves on a 3 or higher
|
|
|
|
MONEY: At least a billion credits, perhaps more
|
|
|
|
SPECIAL GEAR:
|
|
|
|
AMULET OF MYSTIC ENERGY
|
|
|
|
This item (there is only one in the Megaverse,) was the result
|
|
of a tragic spell mishap. Using a super nexus point, Shade was
|
|
attempting to rift into Wormwood with a large army. He
|
|
succeeded, but something went wrong. The very ley lines that
|
|
created the nexus point, as well as the life forces of the
|
|
entire army, were somehow captured and stored in an amulet he
|
|
was wearing. It contains at least 3,000,000 PPE that can be
|
|
drawn on in times of emergency, regenerating 1000 PPE per melee.
|
|
It can be used to cast spells, but it is also a terrible
|
|
weapon. It can unleash ley line storms, millenium storms, ley
|
|
line surges (remember, repeated surges triggered the Coming of
|
|
the Rifts) and even dimensional rifts where there isn't even a
|
|
ley line or nexus to support any of these things! NOTE: Shade
|
|
has tried to duplicate the amulet numerous times, but he has so
|
|
far been unsuccessful. Oh, and the amulet is destroyed in the
|
|
final battle (see below.)
|
|
|
|
|
|
|
|
That's the "Revenge" part. I think you all know what I mean by
|
|
"Reunion" but I'll tell you anyway: In reality, Syrinx was NOT
|
|
killed by Zazshan. She was rifted to another dimension at the
|
|
moment the death blow was struck and an illusion was left in her
|
|
place. Needless to say, there are going to be two INCREDIBLY
|
|
happy people when she meets up with the PC's again. Since the
|
|
PC's last saw Syrinx:
|
|
|
|
She has gained a level (now level 14 mystic, telepathic between
|
|
Randy and Syrinx is restored, may extend the link to as many
|
|
people as they want for 15 minutes per 24 hours)
|
|
|
|
She has a scar from the original battle with Zazshan (-1 to PB,
|
|
now PB 29)
|
|
|
|
She has several new friends (might I add that she has never met
|
|
Rosa, and that they will at first distrust each other, each
|
|
thinking the other is trying to steal Randy away,) that may pop
|
|
in from time to time, these NPCs can be taken from whatever book
|
|
the dimension corresponds to. These friends will all try to
|
|
help the PC's She has also made an enemy out of a villain from
|
|
that same book.
|
|
|
|
Add 2 to all attributes except PB.
|
|
|
|
She now has a phoenix tattoo
|
|
|
|
|
|
|
|
NOTES: First, here's a new spell
|
|
|
|
GRANT SPELLCASTING ABILITY
|
|
|
|
PPE: 20 plus PPE for the spells to be used
|
|
|
|
DURATION: until all transferred PPE is drained
|
|
|
|
EFFECT: By use of this spell, the caster may give his or her PPE
|
|
to another living being. Enough PPE is transferred to allow the
|
|
casting of 3 specific spells, each one time. The caster may
|
|
select these spells, but none above Level 4. This is often used
|
|
by powerful mages commanding large numbers of people, with the
|
|
spells reflecting the people's use (i.e. Chameleon and See the
|
|
Invisible for each person in a group of spies.) The use of
|
|
Techno-Wizardry may also be chosen to be granted, but this
|
|
counts as all 3 spells and costs 50 PPE which are not regained
|
|
until the recipient has used them all. A person may not have
|
|
more than 1 grant of spellcasting ability on him or her at any
|
|
one time. Transferred PPE is not regained by the recipient, the
|
|
"boost" is a one-shot thing. This is a popular choice for a
|
|
gift to a ruler or other authority figure.
|
|
|
|
|
|
|
|
EVENTS:
|
|
|
|
The PC's will meet this villain that Syrinx has made an enemy of
|
|
at some point. Even if the PC's win, Randy is almost killed in
|
|
the battle (all SDC and all but 1 HP gone,) putting him into a
|
|
deep coma. During this time (3 days,) just how much Syrinx and
|
|
Rosa care for Randy becomes apparent as the two team up to try
|
|
to help him. The two learn to trust and dep[end on each other,
|
|
and thus become friends.
|
|
|
|
|
|
|
|
The entire NCR is killed about halfway through the final battle
|
|
(50,000 MDC remaining on Shade) when Shade throws a massive,
|
|
unidentifiable energy sphere at them; only the PC's are left.
|
|
The "ghosts" of the NCR wil act as follows:
|
|
|
|
Argo and Saki will be incredibly obnoxious to Shade, attempting
|
|
to draw his attention.
|
|
|
|
Clara and Clutch will search the room and will alert the PC's of
|
|
anything they find (perhaps weapons?)
|
|
|
|
Randy and Syrinx are still able to cast spells and will heal the
|
|
PC's should they need healing. They will also try to help as
|
|
best as they can in the fight, which is pretty much limited to
|
|
cheering the PC;s on, offering advice on strategy, or the use of
|
|
Syrinx's Hypnotic Suggestion.
|
|
|
|
Rosa will be busy, because an old enemy will come back to haunt
|
|
the PC's... Ken's "spirit" will return and try to kill the
|
|
remaining ghosts, targeting Syrinx first.
|
|
|
|
NOTE: For some reason, the PC's will be able to see these
|
|
ghosts. They will appear as transparent versions of the living
|
|
NCR, but they look as they were in a movie shot with a blue lens
|
|
in the camera (they will appear in only shades of blue.) All
|
|
weapons that they carry are subject to the same effect, which
|
|
rules out taking their weapons.
|
|
|
|
When Shade is down to 1000 MDC, something remarkable happens: It
|
|
is revealed that all of the NCR posess phoenix tattoos. When
|
|
the 1000 MDC marker is reached, the 7 tattoos begin to glow.
|
|
When 7500 MDC is reached, the NCR's ghosts will return from
|
|
shades of blue to full color, though they are still ghosts and
|
|
unable to fight. At 7000 MDC, beams of light from each tattoo
|
|
all strike Syrinx. She is engulfed in a light so bright and so
|
|
pure that the battle temporarily stops and Shade takes 1000 MD
|
|
damage. After 3 melees, Syrinx manages to grab hold of the
|
|
light and shape and focus it into a brilliant flash. 1 melee
|
|
later, the NCR returns to corporeal form. Syrinx, having
|
|
focused the massive amount of PPE from Shade's amulet (which
|
|
shatters) goes to a 30 in ME, but it took an immense toll;
|
|
reduce her PS and PE to 3 if not lower, and she loses ALL SDC
|
|
and all but 5 HP. She is also knocked unconscious for 8 melees,
|
|
during which time she is believed to be dead. Needless to say,
|
|
Randy is furious. He goes into his frenzy again, only at 10
|
|
times the strength of the one that he had fighting Zazshan. If
|
|
the whole team (including Syrinx) manages to strike Shade at
|
|
exactly the same time once he's down to 0 MDC, Shade will be
|
|
defeated. There is no other way to kill him.
|
|
|
|
|
|
|
|
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 percieve 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 Abberant 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 gat 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: Equal to SDC of
|
|
creature, MDC monsters cost 50 PPE per 20 MDC, technique 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.
|
|
|
|
May have a familiar link like a Shifter
|
|
|
|
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 balck 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.)
|
|
|
|
|
|
|
|
Special thanks to Square Soft. Please, don't pass this OCC as
|
|
your own; I'd rather not have a huge company mad at me.
|
|
|
|
|
|
|
|
MORE ON CYBER-KNIGHTS
|
|
|
|
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 historian
|
|
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 whichever 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 Level 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 physical
|
|
attrihbutes except PB, and cannot become a vampire. Also gains
|
|
an awe factor 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 spells he/she wants. Gains 2D20 PPE immediately and
|
|
gaind 1D10 every level thereafter up until Level 26.
|
|
|
|
PSIONICS: Choose 1 from Super (except, of course, for Psi-Sword)
|
|
and 2 from Healing. Gains 1d10 ISP and is considered a Master
|
|
Psionic.
|
|
|
|
POWERS:
|
|
|
|
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.
|
|
|
|
|
|
|
|
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:
|
|
|
|
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.
|
|
|
|
|
|
|
|
Gains the ability to induce 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 category. Gains 2d20 ISP, master psionic, +4 to
|
|
save vs psionics
|
|
|
|
POWERS: Can use both the Psi-weapons of any Cyber-OCC (excepr
|
|
for the Paladin and Avenger's weapons; those weapons are unique
|
|
to those OCC's.) DAMAGE: Unchanged 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
|
|
|
|
|
|
|
|
Gains Nightvision 50 feet
|
|
|
|
|
|
|
|
CYBER-RUNNER OCC
|
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|
|
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 any anything that stands in their way. Their
|
|
powers are gained by way of a techno-wizard cybernetic implant
|
|
so powerful that even the mago-phobic Coalition has looked into
|
|
these.
|
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|
|
CYBER-RUNNER
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|
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
|
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|
|
SURFACING PERSONALITY TABLE
|
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1=Diabolic
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2=Abberrant
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3=Miscreant
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4=Anarchist
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5=Unprincipled
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6=Scrupulous
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7=Principled
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8=Diabolic
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|
|
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.
|
|
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REQUIERMENTS: none
|
|
|
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BONUSES: +3 to all attributes
|
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|
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PSIONICS: Psi-Sword, Psi-Armor, Bio-Manipulation, all kinds of
|
|
-kinesis, Hypnotic Suggestion, Telepathy, and Death Trance.
|
|
Permanent ISP 500
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MAGIC: None. PPE 6d6
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SKILLS: As for former OCC, but gains Pilot Robots & PA (what's
|
|
honor to a CR?)
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|
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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.
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GEAR: Varies from CR to CR, but ALWAYS has:
|
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|
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a suit of power armor, various kinds of rune weapons, usually
|
|
several robots, and a whole lot of other valuable stuff.
|
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FRIENDS: Evil personalities: Splugorth and Coalition
|
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Other personalities: Anything else (note that Abberrant counts
|
|
as an "other" personality)
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|
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ENEMIES: Evil personalities: Anything that could be considered a
|
|
friend of the other personalities
|
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|
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Other personalities: Splugorth and Coalition
|
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|
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ENHANCEMENTS: Any
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|
ETERNAL KNIGHT OCC
|
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|
|
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.
|
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ETERNAL KNIGHT OCC
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REQUIREMENTS: PS 15, IQ 15, PE 17
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ALIGNMENT: Principled, Scrupulous or Unprincipled. Most are
|
|
Scrupulous.
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|
|
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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:
|
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|
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Land Navigation +10%
|
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|
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Wilderness Survival +15%
|
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|
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Paramedic
|
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|
|
Speaks and reads Euro, +20% for both. Speaks 2 other languages
|
|
at +20%. Reads one of these languages at normal proficiency.
|
|
|
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Acrobatics
|
|
|
|
Gymnastics
|
|
|
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Escape Aritst +10%
|
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|
|
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
|
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|
|
Domestic: Any
|
|
|
|
Electrical: Basic
|
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|
|
Espionage: Any +10%
|
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|
|
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.
|
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|
|
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
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
CYBER-NINJA OCC
|
|
|
|
These guys are yet another offshoot of the Cyber Knights. They
|
|
use the same XP table as Chiang-Ku dragons
|
|
|
|
REQUIREMENTS:
|
|
|
|
Spd 17, PE 15
|
|
|
|
SPECIAL BONUS:
|
|
|
|
Add 2d6 to Spd and 1d6 to PE (no, this CANNOT be used to push
|
|
you into the range required for a Cyber Ninja)
|
|
|
|
MAGIC KNOWLEDGE:
|
|
|
|
None
|
|
|
|
PSIONICS:
|
|
|
|
Have a special form of Alter Aura that allows them to cause
|
|
their aura to disappear for 1 minute per level. During this
|
|
time, however, they are -10 to save vs. psionics. ISP 30.
|
|
|
|
PERMANENT ISP 100, minor psionic
|
|
|
|
ALIGNMENT:
|
|
|
|
Any, but most (95%) are Abberant
|
|
|
|
OCC SKILLS:
|
|
|
|
All espionage
|
|
|
|
All rogue
|
|
|
|
English, Japanese, and 1 language of choice excluding Techno-Can
|
|
(98%, literate in Japanese at 80%)
|
|
|
|
Acrobatics
|
|
|
|
Gymnastics
|
|
|
|
Wilderness Survival
|
|
|
|
WP Sword
|
|
|
|
WP Chain
|
|
|
|
WP Paired
|
|
|
|
Select 1 WP of choice
|
|
|
|
HTH: Martial Arts (Functions at one level higher than normal, at
|
|
Level 15 gets Deathblow on an unmodified 17, 18, and 19, and on
|
|
ANY 20 or greater)
|
|
|
|
OCC RELATED:
|
|
|
|
The Cyber-Ninja has devoted his life to the study of the ways of
|
|
the Ninja. Therefore, there are NO OCC related skills
|
|
|
|
SECONDARY:
|
|
|
|
Choose 3 from any category except Technical or any MD. Gets a
|
|
+5% to Physical skills
|
|
|
|
GEAR:
|
|
|
|
A vibro-blade, a Ninja outfit, and 25 throwing stars. This is
|
|
only the STANDARD. Gets 5000 special credits to spend on more
|
|
gear. If it's not spent right then, it's lost.
|
|
|
|
MONEY:
|
|
|
|
1d6x50 credits
|
|
|
|
CYBERNETICS:
|
|
|
|
Cyber Armor and a bionic arm with a large secret compartment.
|
|
Choose either Infra-Ultra eyes or Cyber Disguise AA-1 (the fancy
|
|
kind) CANNOT get any others, even the one he did not choose at
|
|
the start.
|
|
|
|
POWER:
|
|
|
|
Psi-Shuriken
|
|
|
|
This is a kind of boomerang throwing star. It costs no ISP to
|
|
create.
|
|
|
|
Damage: 1d4 MD per level, but on its return trip, the
|
|
Cyber-Ninja must roll to hit the shuriken or he takes half the
|
|
amount of damage that whoever it hit took. If it missed, roll
|
|
for normal damage and multiply by 1.5 rounding down (it was not
|
|
weakened by hitting someone.) As an option, the Cyber-Ninja can
|
|
choose to avoid the star to let it hit someone behind him, but
|
|
that person takes half damage and the Cyber-Ninja MUST roll to
|
|
hit the star with a -4 penalty or take DOUBLE DAMAGE!
|
|
|
|
Range: 100 feet
|
|
|
|
SPECIAL BONUSES:
|
|
|
|
+2 to save vs poison
|
|
|
|
cannot be turned into a vampire
|
|
|
|
FRIENDS:
|
|
|
|
Anyone the Cyber-Knights can tolerate. Do not get along well
|
|
with Cyber-Rangers, but if hard pressed they will cooperate
|
|
|
|
ENEMIES:
|
|
|
|
Coalition, which executes them on sight
|
|
|
|
|
|
|
|
TIME RUNNER OCC
|
|
|
|
The Psi-Runners take great pride in the fact that the first
|
|
anything-runner, a Pre-Rifts superhero, was a Psi-Runner, and
|
|
thus any other kind of -Runner is a copycat. What they do not
|
|
know is this: the very first -Runner only called himself
|
|
"Psi-Runner.") He was actually a Time Runner. The Time
|
|
Runners, or T-Runners, know this, but they keep quiet about it.
|
|
First things first though:
|
|
|
|
NEW SKILL
|
|
|
|
Friendship
|
|
|
|
CATEGORY: None. Available to all OCCs/RCCs
|
|
|
|
PERCENTAGE: 20%+5% per level
|
|
|
|
EFFECT: Those with this skill are extremely compassionate. This
|
|
basically works like Charm/Impress with two differences: first,
|
|
anyone can have this skill, and second, it can be used in
|
|
several ways. The original Time Runner used it in these ways,
|
|
but there can be more:
|
|
|
|
1) to comfort those who are sad (which can lead to powerful
|
|
allies)
|
|
|
|
2) just to make friends
|
|
|
|
3) +5% to Charm/Impress or Invoke Trust (not to intimidate)
|
|
|
|
4) to bribe guards
|
|
|
|
5) The original Time Runner was not above pretending to join
|
|
forces with a villian. While a check must be made every day to
|
|
check whether the victim believes the the user, it is a very
|
|
useful technique for spies to have.
|
|
|
|
|
|
|
|
TIME RUNNER OCC
|
|
|
|
REQUIREMENTS: ME 14, PE 16, PP 13, MA 17, IQ 15
|
|
|
|
BONUSES: +2 to all mental attributes
|
|
|
|
ALIGNMENT: Always good or unprincipled. The alignment cannot be
|
|
changed by ANY means whatsoever (except becoming a
|
|
Cyber-Runner); no one knows why.
|
|
|
|
PSIONICS: Psi-Armor, Psi-Sword, Telepathy, and Mind Block AD.
|
|
ISP 2d20+IQ, major psionic. Add 1d10 ISP per level. At Level 7
|
|
may select one more psionic, but NO HEALING (starting to see a
|
|
pattern among the -Runners?)
|
|
|
|
MAGIC: knows five temporal magic spells of choice. May learn 2
|
|
spells every level, but no warlock spells, normal spell magic
|
|
above Level 4, or Spells of Legend. PPE 4d20+IQ+ME, gains 1d20
|
|
every level.
|
|
|
|
SKILLS: Time Runners usually begin life as one of four classes:
|
|
City Rats (the original Time Runner was not really a City Rat,
|
|
but would fall into this category simply because it is the
|
|
closest thing,) Vagabonds, or the occasional Scholar or
|
|
Scientist. As such, these classes may become a Time Runner at
|
|
any time by seeking out either a good-aligned Temporal Raider
|
|
(no easy task, that's why there are only fifty known Time
|
|
Runners in the Megaverse) or a willing Time Runner (even rarer.)
|
|
They retain all skills of their former OCC with the following
|
|
modifications:
|
|
|
|
-HTH is upped to Martial Arts
|
|
|
|
-Gains 1 additional language and literacy in any language the
|
|
T-Runner speaks
|
|
|
|
-Gains WP Sword
|
|
|
|
-gains Acrobatics and Gymnastics, even if the skills are not
|
|
normally allowed to that OCC
|
|
|
|
-Gains Friendship if not already posessed
|
|
|
|
-All medical skills except for First Aid are DROPPED. Pilot
|
|
Robots & PA may be kept, but it is EXTREMELY dishonorable to
|
|
actually use these things (instructing others on how to use
|
|
Robots & PA is not a dishonor.)
|
|
|
|
Secondary skills are not affected with the exception of the
|
|
above modifications
|
|
|
|
POWERS:
|
|
|
|
REWIND: Just as the name implies, the T-Runner can travel
|
|
backward through time and possibly bring others back with him
|
|
(which is exactly what the original Time Runner did once) but
|
|
not without a price. First, the character loses 1 level of
|
|
experience every time the trip is made (Level 1 Time Runners,
|
|
obviously, may not Rewind.) Second, upon returning, the
|
|
T-Runner goes into a catatonic state for 2d20 hours and cannot
|
|
be roused in any way before that time expires (people brought to
|
|
the future are not affected.) Third, the T-Runner suffers 1d20
|
|
damage DIRECTLY TO HIT POINTS for every creature coming back to
|
|
the present (1d20 for only the T-Runner, 2d20 if a companion is
|
|
brought along, 3d20 for two companions, and so on. Again,
|
|
companions do not suffer damage, though they will be disoriented
|
|
for a while after being taken to the future.) Also, while the
|
|
T-Runner may bring back as many people as he or she pleases, the
|
|
T-Runner must venture to the past alone. To make matters worse,
|
|
the T-Runner is in a semi-phased state in the past; he or she
|
|
cannot kill or even harm anybody, not even with psionics.
|
|
INTERESTING FACT: A 10-foot radius globe is left where the
|
|
T-Runner was at the moment they Rewinded. Anyone looking at
|
|
this globe can watch the T-Runner going through time. In the
|
|
case of a Fulfillment, the globe either expands to a 100-foot
|
|
radius or fills the nearest flat object (a window, a wall, etc.,
|
|
but the total area must be no less than 1000 square feet. This
|
|
globe will also stretch into several random dimensions during a
|
|
Fulfillment.)
|
|
|
|
FULFILLMENT: Sometime during the Time Runner's life, something
|
|
terible happens to someone in the T-Runner's abscence. This is
|
|
inevitable and cannot be stopped. Sometimes the victim is known
|
|
by the T-Runner, sometimes not. However, correcting this
|
|
incident is the T-Runner's job and that T-Runner's job alone; it
|
|
is their destiny. The T-Runner does not know what this destiny
|
|
is, but there are signs.
|
|
|
|
1) If the T-Runner does not know the surviving victim (assuming
|
|
there are any) they will meet soon after the incident and become
|
|
friends.
|
|
|
|
2) If the T-Runner knows the victim, the two will become very
|
|
close friends, or closer than before if they are already
|
|
friends. In some cases, the T-Runner has been known to fall in
|
|
love with the victim.
|
|
|
|
3) The T-Runner has a desire, though not an obsessive one, to
|
|
correct the incident.
|
|
|
|
Fulfilling this destiny gives great power to a T-Runner,
|
|
including:
|
|
|
|
1) Add 3 to all attributes permanently
|
|
|
|
2) Normal penalties for a Rewind are not suffered for this
|
|
incident. However, the ability to Rewind is PERMANENTLY lost.
|
|
|
|
3) Immediately and permanently gain 100 extra PPE
|
|
|
|
4) gains 1 new psionic immediately and from then on gains 1
|
|
every level (NO healing powers allowed, unless...)
|
|
|
|
5) Roll 1d100 once and apply the result rolled
|
|
|
|
01-20 Instill supernatural strength
|
|
|
|
21-40 Gain the ability to use HEALING powers! This applies to
|
|
the psionic immediately gained as well
|
|
|
|
41-60 SDC is dropped and becomes MDC. However, Psi-Armor must
|
|
now be active for any other psionic to work. Also gain 50 ISP.
|
|
|
|
61-80 Gain 5 levels of experience
|
|
|
|
81-00 gain the ability to use ANY spells!
|
|
|
|
Needless to say, a T-Runner can only be fulfilled once, though
|
|
even a Level 1 T-Runner may Rewind if it is for a Fulfillment.
|
|
Also, a T-Runner can not Rewind into another T-Runner's destiny
|
|
(though the T-Runner will know that he or she has tried to
|
|
Rewind into another T-Runner's destined incident and the Rewind
|
|
penalties are not suffered for a failed Rewind.)
|
|
|
|
Oh, one last thing. As soon as a T-Runner is Fulfilled, they
|
|
are elevated into a new level of respect. A Level 15 T-Runner
|
|
will show the utmost respect to and even obey the orders of a
|
|
Level 1 Fulfilled T-Tunner (or F-T-Runner, in T-Runner jargon.)
|
|
|
|
MONEY: 1d6x100 credits
|
|
|
|
GEAR: Nothing of measureable worth except for 1 weapon of choice
|
|
and a martial arts uniform. As with the Psi-Runner, often has
|
|
numerous mementos of family and friends.
|
|
|
|
ENHANCEMENTS: NONE. Not even tattoos unless fulfilled, and even
|
|
then only if the Runner can use healing powers or any spells.
|
|
|
|
FRIENDS: Will give good creatures the benefit of the doubt, but
|
|
is wary of everyone and will not completely trust a person until
|
|
they are well known or can prove themselves trustwothy.
|
|
|
|
ENEMIES: The Splugorth, the Coalition, any evil creature, and
|
|
anyone who harms a member of the T-Runner's family or a friend
|
|
of the T-Runner (the T-Runner will almost automatically attack
|
|
and kill such a person if the two meet again.)
|
|
|
|
Use the Dragon XP table
|
|
|
|
|
|
|
|
BREEZE CHILD RCC
|
|
|
|
This is the fourth of the Elemental Children. Uses the Earth
|
|
Child XP table.
|
|
|
|
REQUIREMENTS:
|
|
|
|
ME and PE 10+, Spd 13+
|
|
|
|
RCC SKILLS:
|
|
|
|
2 languages at 96%
|
|
|
|
Literacy in one of these languages at 85%
|
|
|
|
All Pilot skills relating to aircraft (+20%)
|
|
|
|
Detect Concealment
|
|
|
|
First Aid
|
|
|
|
Weight Lifting
|
|
|
|
2 WPs of choice
|
|
|
|
OTHER SKILLS:
|
|
|
|
Select 10 other skills from the following list.
|
|
|
|
Domestic: Any
|
|
|
|
Espionage: Any
|
|
|
|
Physical: Any
|
|
|
|
Pilot: Any
|
|
|
|
Rogue: Any
|
|
|
|
Science: Any
|
|
|
|
Technical: Any
|
|
|
|
If a category does not appear in this list, the Breeze Child
|
|
does not select from that category.
|
|
|
|
MAGIC:
|
|
|
|
None
|
|
|
|
PSIONICS:
|
|
|
|
Levitation only. 30 ISP, minor psionic
|
|
|
|
POWER:
|
|
|
|
Transform into air.
|
|
|
|
AIR POWERS:
|
|
|
|
INVISIBLE. This applies ONLY to normal sight. See aura, see
|
|
the invisible, and radar will all pick him up. Also, if a room
|
|
is filled with anything, the Breeze Child will appear as an area
|
|
of freah air or an air bubble.
|
|
|
|
SEE THE INVISIBLE. Same as spell.
|
|
|
|
Others can actually breathe the Breeze Child when there is no
|
|
air. This can be done for up to an hour; any longer kills the
|
|
Breeze Child with no hope of recovery.
|
|
|
|
WIND RUSH. The Breeze Child can control the winds within a
|
|
1-mile radius, from as little as a gentle breeze (1 mph) to a
|
|
devastating hurricane (300 mph)
|
|
|
|
FLY AS THE EAGLE. Same as spell, indefinite duration, max speed
|
|
of 500 mph
|
|
|
|
MONEY:
|
|
|
|
2d6x10
|
|
|
|
EQUIPMENT:
|
|
|
|
Same as Star Child.
|
|
|
|
CYBERNETICS:
|
|
|
|
The Breeze Child CAN get them, but they'll fall off as soon as
|
|
he turns to air. The place where the implant was does not heal,
|
|
so VERY gruesome situations result when he turns back to normal
|
|
form.
|
|
|
|
FRIENDS:
|
|
|
|
They like Star Children. Do not get along well with Earth
|
|
Children, but if hard pressed, they'll tolerate each other for a
|
|
little while.
|
|
|
|
|
|
|
|
GAXX RCC
|
|
|
|
(NOTE: This RCC is taken from an AD&D artifact, the RING OF GAXX)
|
|
|
|
About 50 years ago, a group of aliens tried to visit RIFTS Earth
|
|
on a mission of peace. Unfortunately, whatever it is that keeps
|
|
ships from entering or leaving RIFTS Earth demolished the ship,
|
|
but not before leaving its mark. 300 plain-looking rings the
|
|
ship was carrying fell to Earth, scattering into various
|
|
regions. Thus the Gaxx RCC was born.
|
|
|
|
REQUIREMENTS:
|
|
|
|
None that apply to attributes. However, the character must
|
|
possess one of the rings. This ring may be found or bought
|
|
(price: 5000 credits for someone who does not know what it can
|
|
do. Anyone who knows what it can do will refuse to sell it.
|
|
Remember, there are only 300 rings in the world.)
|
|
|
|
ATTRIBUTES:
|
|
|
|
In human form, attributes are normal. In Gaxx form:
|
|
|
|
-2 to IQ
|
|
|
|
-2 to MA
|
|
|
|
+4 to ME
|
|
|
|
+2 to PP
|
|
|
|
+8 to PS and is supernatural (ONLY in Gaxx form)
|
|
|
|
+12 to PE (supernatural only in Gaxx form)
|
|
|
|
-10 to PB (Need I say the transformed Gaxx is REALLY an ugly
|
|
thing to see)
|
|
|
|
+ 15 to Spd
|
|
|
|
HORROR FACTOR: 4 to anyone who sees the ring, 10 in Gaxx form,
|
|
15 during transformation
|
|
|
|
ALIGNMENT: Any
|
|
|
|
SDC/HP: 5d6 of each. Add 2d6 per level (counts only in human
|
|
form)
|
|
|
|
PSIONICS: Any resistances and imperviousnesses, See Aura,
|
|
Bio-Regeneration (self only), and Mind Block AD. ISP 50, add 5
|
|
per level. NOTE: A Gaxx can be any OCC in human form, but that
|
|
OCC's abilities, including psionics listed here, can ONLY be
|
|
used in human form.
|
|
|
|
MAGIC: None. Zip. Nada. Get the picture? This means NO magic
|
|
OCC's PERIOD. EXCEPTION: The ring has its own powers (see
|
|
below). PPE 3d6 permanent
|
|
|
|
POWERS:
|
|
|
|
In Human Form: Immune to Horror Factor, Cannot become a Vampire,
|
|
Gaxx transformation, the ring's other powers.
|
|
|
|
In Gaxx form: 100 MDC (if drained, reverts to human form with
|
|
3d6 damage direct to HP and cannot transform for a week),
|
|
equivalent of Infra-Ultra eyes (works only in the dark,
|
|
otherwise normal vision), physical attacks as described below,
|
|
does not breathe, and all powers that it has in human form
|
|
except for ring's other powers
|
|
|
|
LIMITATIONS:
|
|
|
|
Symbiotic relationship with ring: If the ring is removed and not
|
|
put back on within 3 days, the owner of the ring DIES with no
|
|
hope of ressurection. Also the owner loses 1/3 of his HP per
|
|
FULL day spent without the ring (several hours without it will
|
|
cause no damage.) This bond does not form until 4 full days are
|
|
spent with the ring.
|
|
|
|
In Gaxx form, daylight becomes painful (-2 to hit, anything
|
|
brighter means -6 to hit, a Globe of Daylight means -10 to hit!)
|
|
|
|
Gaxx transformation only lasts 5d6 hours MAXIMUM. Character
|
|
automatically reverts to human form afterwards.
|
|
|
|
At Level 5 MUST roll 1 frenzy from Crazy table. During this
|
|
frenzy, the character automatically transforms into the Gaxx.
|
|
|
|
SKILLS:
|
|
|
|
As per human OCC. All skills may be used in Gaxx form, but at a
|
|
-10% penalty (this includes languages. If a language check
|
|
fails, the transformed Gaxx simply cannot make the correct
|
|
sounds. It has no effect on fluency.)
|
|
|
|
RING POWERS:
|
|
|
|
First, there is the Gaxx transformation, which may be used 3
|
|
times a day. All other powers may only be used in human form.
|
|
Also, the wearer of the ring lives four times as long as normal
|
|
humans; 240 to 400 years old, aging at the rate of one year
|
|
every four (a 60-year old Gaxx will look like thay are 15)
|
|
|
|
STONE SATELLITE: Gravel flies up and spins around the Gaxx,
|
|
doing 2d6 SDC to anyone within 3 feet and giving attackers a -2
|
|
to hit. Lasts 5 meelees, usable 2 times per day.
|
|
|
|
May cast Invisibility: Simple once per day.
|
|
|
|
Can heal 5d6 SDC/MDC twice per day (the Gaxx or someone else can
|
|
be affected)
|
|
|
|
Can cure normal diseases three times per day (may not affect the
|
|
Gaxx.)
|
|
|
|
Cast Superhuman speed once per day
|
|
|
|
Cast Fly as the Eagle twice per day
|
|
|
|
Cast Fire Bolt once per day
|
|
|
|
Laser Beam (2d6 MD, range 100 feet) 5 times a day
|
|
|
|
Cast a spell so that undead may not come within 50 fet of the
|
|
user (duration 15 minutes, usable once per week ).
|
|
|
|
HTH ATTACKS: Begin with four, add 2 every 5 levels!
|
|
|
|
NOTE: In Gaxx form, no WP's may be used and an additional -2 to
|
|
hit applies to any weapons the Gaxx uses in Gaxx form. Weapons
|
|
may be used normally in human form.
|
|
|
|
PHYSICAL ATTACKS:
|
|
|
|
In both forms, the same attacks are possible in Gaxx form as in
|
|
human form (punches, kicks, and whatever attacks skills give the
|
|
character) with no penalty (in Gaxx form damage becomes MDC.)
|
|
In Gaxx form however, add:
|
|
|
|
Horn: 1d4x10 SDC
|
|
|
|
Power Horn (2 attacks): 1d4 MDC
|
|
|
|
Bite: 1d6x10 SDC
|
|
|
|
Power Bite (3 attacks) 1d6 MDC
|
|
|
|
Super Bite (all attacks): 1d6x10 MDC plus save vs. lethal poison
|
|
or lose an additional 1d10 MDC. NOTE: In cases where blood can
|
|
do damage (as in Aliens) the Gaxx takes double damage and in the
|
|
case of SDC attacks, the damage is MDC. Also, the Gaxx venom
|
|
(what causes the additional MDC loss) does not affect creatures
|
|
in armor or Power Armor.
|
|
|
|
Charge Attack (all attacks for 2 melees) 1d6x10 MDC to anything
|
|
that can move and double damage to anything that can't (trees,
|
|
buildings, etc.; the target must be rooted to the ground for the
|
|
effect to take place.)
|
|
|
|
APPEARANCE:
|
|
|
|
In human form: normal
|
|
|
|
In Gaxx form: Body is covered in thick gray scales. Add 3 feet
|
|
to height. 6-inch horns grow from the forehead and develops
|
|
fanst that are twice as long as a Vampire's.
|
|
|
|
ENHANCEMENTS:If you even try, you'll kill the Gaxx. This means
|
|
that a character cannot start out with enhancements to begin as
|
|
a Gaxx and one who finds a ring later is in serious trouble
|
|
(though the ring will not kill them until the symbiotic bond is
|
|
formed.) Tattoos are allowed, but with so little PPE, what's
|
|
the point?
|
|
|
|
GEAR: As for human OCC plus RING OF GAXX.
|
|
|
|
MONEY: As per human OCC
|
|
|
|
Use the Dragon XP table for human OCC (human OCC and Gaxx RCC
|
|
increase at the same time)
|
|
|
|
|
|
|
|
Once again, I give credit to TSR for designing the RING OF GAXX.
|
|
Please, I don't want to make them mad at me, so don't go
|
|
passing these off as your own inventions, OK?
|
|
|
|
|
|
|
|
HSIAN (shee-AN)
|
|
|
|
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.)
|
|
|
|
|
|
|
|
|
|
|
|
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 from pain, disable
|
|
flight until new feathers grow.) If it actually gets tattoos,
|
|
it does not need to touch the tattoo to activate it (having to
|
|
touch it would lead to disastrous, if not hilarious, crashes in
|
|
the air)
|
|
|
|
GEAR: A month's supply of Hsiao Food, 1 weapon of choice, a
|
|
special saddle in case it wants to give someone a ride, and a
|
|
set of any light armor (modified for use by Hsiao's, AR 15,
|
|
costs 5 times what the same kind of armor would cost for a
|
|
human.)
|
|
|
|
MONEY: 1d20x1000 credits, but Hsiao's are very charitable
|
|
|
|
ALLIES: Anything good
|
|
|
|
ENEMIES: Everything else
|
|
|
|
SPECIAL NOTE: In some areas, Hsiao's are hunted down. Their
|
|
meat is incredibly nourishing (1 meal gives sustenance for 2
|
|
days) and it never spoils. The feathers (a Hsiao may freely
|
|
give up to 5 feathers a month without any penalty) makes a
|
|
powerful healing potion, full SDC or MDC is recovered, diseases
|
|
are urged, poison neutralized, and just about anything else
|
|
possible. 3 feathers are needed to make the potion.
|
|
|
|
Uses the Dragon XP table.
|
|
|
|
|
|
|
|
KINETIX RCC
|
|
|
|
These guys are basically large MDC energy spheres. They have
|
|
awesome psionics, but not much of anything else.
|
|
|
|
REQUIREMENTS:
|
|
|
|
IQ 17 and a will to play a character with no physical
|
|
attributes. Only 1% are evil or selfish. Of those who are
|
|
good, 70% are Scrupulous
|
|
|
|
ATTRIBUTES:
|
|
|
|
IQ 5d6, MA 4d6, ME 3d6+4, Spd 10d6 flying, PB 1d6
|
|
|
|
AWE FACTOR: 13
|
|
|
|
MDC: 1d6x10, add 3d6 per level
|
|
|
|
MAGIC:
|
|
|
|
All spell magic from Levels 1-4 plus 1 of choice. PPE 4d6x10,
|
|
add 1d6x2 per level.
|
|
|
|
PSIONICS:
|
|
|
|
All kinds of -kinesis, See Aura, and Psi-Sword. ISP 300, add 20
|
|
per level. Needless to say, Psi-Stalkers LOVE these guys for
|
|
all their power. Ley lines affect magic and psionics normally.
|
|
Master psionic.
|
|
|
|
BONUS:
|
|
|
|
Never scared by horror factors
|
|
|
|
Cannot become a vampire (they have no teeth; how could they
|
|
bite?)
|
|
|
|
SKILLS:
|
|
|
|
Speaks 5 languages of choice at 98%, literate in all of these at
|
|
86%
|
|
|
|
WP Sword
|
|
|
|
OTHER SKILLS:
|
|
|
|
Select 2 from any category except Physical and Military. Add 1
|
|
every 5 levels
|
|
|
|
GEAR:
|
|
|
|
None. Could care less about money
|
|
|
|
CYBERNETICS:
|
|
|
|
On an energy being? Please!
|
|
|
|
POWERS:
|
|
|
|
Other than all their knowledge, Kinetixes can fire 6 energy
|
|
blasts (Any amount of damage, up to 1d6 MD per 2 levels and
|
|
another 1d6 at Level 15) per melee or 1 magic or psionic.
|
|
|
|
|
|
|
|
MEKNOID RCC
|
|
|
|
Meknoids are a rare race of humanoid Bot-type creatures. They
|
|
basically look like 3-dimensional, human-shaped circuit boards.
|
|
Because of their name, they are often mistaken for mechanoids,
|
|
which is unfortunate, for the Meknoids were created by the
|
|
Kittani to destroy mechanoids.
|
|
|
|
ALIGNMENT:
|
|
|
|
Any good or selfish, NEVER evil, not even Aberrant
|
|
|
|
ABILITIES:
|
|
|
|
I.Q. 4d6, M.A. 3d6+6, M.E. 5d6, P.S. 2d6+4, P.E. NA, P.P. 3d6+2,
|
|
P.B. 4d6 to Techno-Wizards and Operators, 2d6 to all others,
|
|
Spd. 2d12
|
|
|
|
Add 1d6 to rolls of 16, 17, 18 for PHYSICAL ATTRIBUTES
|
|
ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
!!!!!!!!!!!!!
|
|
|
|
P.S. is supernatural, inflicting Mega-Damage
|
|
|
|
HIT POINTS:
|
|
|
|
Unlike most MDC beings, Meknoids have hit points. Roll 1d6x100.
|
|
|
|
MDC:
|
|
|
|
Modest MDC being; 3d12. Add 2 MDC per level of experience.
|
|
|
|
HORROR FACTOR:
|
|
|
|
12 to mechanoids
|
|
|
|
MAGIC:
|
|
|
|
Knows Call Lightning and Impervious to Energy, no others, never
|
|
gets others. 5d6 permanent PPE.
|
|
|
|
PSIONICS
|
|
|
|
Has Electrokinesis and Telemechanics. 80 ISP, does not change
|
|
with level.
|
|
|
|
AVERAGE LIFESPAN:
|
|
|
|
Unknown. Every 20 years, the nuclear system must be replaced by
|
|
a Kittani. May not use Techno-Wizardry unless they become a
|
|
Techno-wizard device. I'll explain that later.
|
|
|
|
HABITAT:
|
|
|
|
Any, but afraid of magnets. A toy magnet inflicts 2d6 MD,
|
|
ultra-powerful magnets spell INSTANT death. May be
|
|
"resurrected" by a Kittani, but reduce all mental attributes by
|
|
2. GMs, I leave it up to you to decide MD for magnets.
|
|
|
|
FRIENDS:
|
|
|
|
Get along well with all races. Well, almost.
|
|
|
|
ENEMIES:
|
|
|
|
HATED by mechanoids. The Coalition will pay 20,000,000 credits
|
|
for a Meknoid to use as a slave.
|
|
|
|
SKILLS:
|
|
|
|
Atlantean+1 more language(98%, literate in both at 86%);
|
|
Gymnastics; Espionage; Advanced Math at 98%; Streetwise (+20% in
|
|
Kittani territory); WP: Energy Pistol, Energy Rifle, 3 more of
|
|
choice; Demoltitons; Computer hacking, repair, and programming
|
|
(all at +30%!); Robot Combat: Basic; Pilot Hovercraft; Hand to
|
|
Hand: Martial Arts (NOTE: Against Mechanoids, Hand to Hand
|
|
combat is equal to Assassin)
|
|
|
|
Select 8 other skills, limited to the following:
|
|
|
|
Communication: Any (+10% to laser)
|
|
|
|
Domestic: Any
|
|
|
|
Electrical: Any (+50%)
|
|
|
|
Espionage: Escape artist only
|
|
|
|
Mechanical: None
|
|
|
|
Medical: Any except M.D. and M.D. Cybernetics
|
|
|
|
Military: None
|
|
|
|
Physical: Any except wrestling
|
|
|
|
Pilot: Any
|
|
|
|
Pilot Related: None
|
|
|
|
Rogue: None
|
|
|
|
Science: Any
|
|
|
|
Technical: Any (+20% to languages)
|
|
|
|
|
|
|
|
Secondary Skills:
|
|
|
|
Choose 5 secondary skills from the previous list without benifit
|
|
of plusses.
|
|
|
|
Choose 1 more at Levels 2, 4, 8, and 15.
|
|
|
|
|
|
|
|
POWERS:
|
|
|
|
|
|
|
|
IMPERVIOUS TO ENERGY: Even MD energy weapons inflict half
|
|
damage. IMPORTANT: No healing magic or psionics will heal a
|
|
Meknoid, but a Call Lightning HEALS 2D6 MD!
|
|
|
|
ISP: None, canstant
|
|
|
|
|
|
|
|
OVERLOAD: the Meknoid can overload its systems and transfer the
|
|
energy to a Mega-Damage energy burst. Range: Must touch the
|
|
subject, like a mega-damage hand buzzer.
|
|
|
|
ISP: None, but the Overload does hurt the Meknoid. Costs 1 MDC
|
|
for every 2 MDC inflicted
|
|
|
|
|
|
|
|
MECHANO-BOND: Exactly like the Heroes Unlimited power of the
|
|
same name. Allows the Meknoid to plug into the machine and
|
|
learn everything the machine knows
|
|
|
|
ISP: 10
|
|
|
|
|
|
|
|
REGENERATIVE MINI-ROBOTS: A psionic IRMSS kit, basically. Heals
|
|
2d6 MD.
|
|
|
|
ISP: 30
|
|
|
|
|
|
|
|
TECHNO-WIZARD CONVERSION: Just what it sounds like. Allows a
|
|
Meknoid to use Techno-Wizardry, but Call Lightning no longer
|
|
heals. Ley line energy now heals MDC as it restores PPE, but
|
|
the Meknoid must recharge every so often by walking into a nexus
|
|
point.
|
|
|
|
Charge duration depends on when the nexus was entered.
|
|
|
|
Normal: 1 month
|
|
|
|
Noon or Midnight: 3 months
|
|
|
|
Vernal/Atumnal Equinox: 6 months
|
|
|
|
Solstice-Morning: 2 years
|
|
|
|
Solstice-Dusk: 1 year
|
|
|
|
Partial solar eclipse: 5 years
|
|
|
|
Total solar eclipse: 10 YEARS!
|
|
|
|
At Super Nexuses, duration of charge is doubled
|
|
|
|
PPE Cost: 4000!
|
|
|
|
Spells needed: Call lightning, energy bolt, energy field,
|
|
impervious to energy, and fire bolt, all cast six times at 8th
|
|
level strength or higher.
|
|
|
|
Material requirements: Diamond worth at least a million credits.
|
|
|
|
Cost of Conversion: 500 million credits.
|
|
|
|
NOTE: "TW-Meknoids" are easily distinguished from their regular
|
|
cousins because of the huge diamond in the TW-Meknoid's forehead.
|
|
|
|
|
|
|
|
SUPER OVERLOAD: This truly awesome power inflicts immense
|
|
damage, but only at the cost of the Meknoid's life. The Meknoid
|
|
may still be resurrected by a Kittani, however.The power causes
|
|
a massive electrical surge within a 2000-foot radius. NOTE:
|
|
TW-Meknoids CANNOT use this power. Damage is as follows:
|
|
|
|
NOTE: All damage equals the Meknoid's remaining MDC times a
|
|
certain number.
|
|
|
|
Touching the Meknoid: INSTANT VAPORIZATION!
|
|
|
|
1 foot from the Meknoid: MDCx10,000
|
|
|
|
10 feet: MDCx1000
|
|
|
|
100 feet: MDCx100
|
|
|
|
1000 feet:MDCx10
|
|
|
|
2000 feet: MDC
|
|
|
|
CYBERNETICS: Incompatible, but has equivalents of:
|
|
|
|
Headjack
|
|
|
|
Sensor Hand
|
|
|
|
Multi-Optic Eye
|
|
|
|
STANDARD GEAR:
|
|
|
|
Energy pistol, Energy rifle, modified RMK kit, and full wet suit.
|
|
|
|
CREDITS: 1d4x100 and NO black market items
|
|
|
|
WEAKNESSES: In addition to magnets, Meknoids can also be really
|
|
hurt by:
|
|
|
|
Copper-double damage and loses one attack that melee. SDC
|
|
attacks inflict 1 MD
|
|
|
|
Water-normal water causes loss of ALL attacks that melee and
|
|
does 1d4x10 damage DIRECT TO HIT POINTS. Salt water causes
|
|
double all ill effects.
|
|
|
|
|
|
|
|
PSI-RUNNER RCC
|
|
|
|
Often simply referred to as "P-Runners,"These guys are a lot
|
|
like superheroes. Actually, this is an RCC only because of the
|
|
fact that they are powerful psionics. NOTE: "-Runner" with no
|
|
prefix means that it applies to Psi-Runners, Mago-Runners, Time
|
|
Runners, and Cyber-Runners.
|
|
|
|
First things first though...
|
|
|
|
NEW PSIONIC
|
|
|
|
Psi-Armor
|
|
|
|
CATEGORY: Super
|
|
|
|
ISP: 10 per minute
|
|
|
|
DURATION: 5 minutes (20 melees) per level maximum
|
|
|
|
MDC: 100
|
|
|
|
This power strengthens the user's aura to the point where it
|
|
becomes MDC armor (equivalent to 11 pounds, full mobility, 20%
|
|
prowl penalty), similar to an Immortal's aura. All called shots
|
|
will hit the armor with one exception: the head is left
|
|
unprotected and can be hit, though the would-be killer is at -10
|
|
to hit. Other psionic powers may be used in conjunction with
|
|
this power. One thing though: the armor may appear as any kind
|
|
of armor, but there is always a large blue gem that glows with a
|
|
bright light, hence the prowl penalty.
|
|
|
|
|
|
|
|
PSI-RUNNER RCC
|
|
|
|
ALIGNMENT: Must start out good or unprincipled (most are
|
|
unprincipled) but can turn bad like anyone else.
|
|
|
|
REQUIREMENTS: ME 17, IQ 15
|
|
|
|
BONUSES:
|
|
|
|
+3 to ME (no, this can NOT be used to push the ME to 17. This
|
|
is AFTER the roll.)
|
|
|
|
+2 to PP and Spd
|
|
|
|
MAGIC: A strict no-no for Psi-Runners. PPE 6d6
|
|
|
|
PSIONICS: Psi-Armor, Psi-Sword (1d6 MD until Level 3, then go as
|
|
a Mind Melter,) Telepathy, and 1 each from Sensitive, Physical,
|
|
and Super. Gains psionics per level the same way as a Mind
|
|
Melter, but may NOT get healing psionics. ISP 1d20x10, gains
|
|
1d20 every level! Master psionic.
|
|
|
|
SKILLS: Speaks 2 languages of choice (literate in one at 96%,
|
|
the other one at only 60%)
|
|
|
|
WP Sword
|
|
|
|
WP 1 ancient, 1 modern
|
|
|
|
Computer Program
|
|
|
|
Acrobatics
|
|
|
|
Running
|
|
|
|
HTH Expert (upped to Martial Arts at the cost of 1 other skill)
|
|
|
|
Cook
|
|
|
|
Sing (often used to calm hysterical people down; can even calm a
|
|
Crazy's frenzy, but the chances are slim, 3% per level)
|
|
|
|
OTHER SKILLS:
|
|
|
|
Select 5 other skills. May not get Computer Hack, any Medical
|
|
other than first aid, or Piloting: Robots and PA (HIGHLY
|
|
dishonorable, even the most evil Psi-Runner will not use it) but
|
|
can get any other skills. Choose another skill at levels 5, 7,
|
|
and 10. All skills start al the base skill level
|
|
|
|
ENHANCEMENTS: Can get tattoos, but NONE that cause healing (rose
|
|
or phoenix.) Getting a rose tattoo will permanently halve the
|
|
P-Runner's ISP and is completely useless, a phoenix will kill
|
|
the unfortunate Psi-Runner with no hope of ressurection unless
|
|
the tattoo is removed (might I add that the tattoo causes the
|
|
Psi-Armor to kick in permanently, even after the Psi-Runner is
|
|
dead? If all its MDC is drained, you have 5 minutes to remove
|
|
the tattoo before the armor returns with full MDC. No one knows
|
|
why this happens, but it only affects -Runners.) No other
|
|
enhancements.
|
|
|
|
FRIENDS: If it's good, it's a friend.
|
|
|
|
ENEMIES: Anything evil or the Splugorth in any case. Most also
|
|
hate the Coalition. Will also sometimes challenge a Mind Melter
|
|
just for the heck of it.
|
|
|
|
MONEY: 2d4x100 credits, 2d4x1000 in black market saleable items.
|
|
|
|
GEAR: Not much! several sets to travelling clothes, CD player,
|
|
1 weapon of choice, and an assortment of small items (usually
|
|
things to remember the 'Runner's family and friends by, but can
|
|
be anything except armor and weapons.)
|
|
|
|
IMPORTANT NOTE: Even evil P-Runners will NOT betray a friend,
|
|
not a real one anyway. If any P-Runner hears that a friend or
|
|
family member is in trouble, they MUST help. To do otherwise is
|
|
even more of a dishonor than using Power Armor, and if any
|
|
P-Runner is dishonored IN ANY WAY, all other -Runnners in the
|
|
Megaverse will know who was dishonored and why, and will usually
|
|
attack that person on sight. Even an evil P-Runner will not
|
|
dare incur the wrath of every single one of his colleagues in
|
|
the entire Megaverse.
|
|
|
|
|
|
|
|
Wave Child RCC
|
|
|
|
Wave Children are similar to Earth and Star Children, but their
|
|
powers are attuned to water. Use the Earth Child Experience
|
|
table.
|
|
|
|
REQUIREMENTS:
|
|
|
|
IQ of 10 or above, PE of 14 or above
|
|
|
|
Hit Points: 3d6. Add 1d6 per level
|
|
|
|
SDC: 1d6x10
|
|
|
|
RCC SKILLS:
|
|
|
|
Speaks English/American and one more language at 96%
|
|
|
|
Literacy in either language (NOT both) at 86%
|
|
|
|
All espionage skills
|
|
|
|
WP Energy Rifle
|
|
|
|
Streetwise
|
|
|
|
Swimming (+50%)
|
|
|
|
Chemistry
|
|
|
|
Hand to Hand: Martial Arts
|
|
|
|
NO RCC RELATED SKILLS
|
|
|
|
Select 5 Secondary skills from any list. Add 1 every third
|
|
level of experience.
|
|
|
|
MAGIC:
|
|
|
|
None
|
|
|
|
PSIONICS:
|
|
|
|
Hydrokinesis, choose 3 from Physical. ISP 3d6, add 1d6 per
|
|
level. Major psionic.
|
|
|
|
POWERS:
|
|
|
|
See Underwater (Constant)
|
|
|
|
WATER TRANSFORMATION POWERS:
|
|
|
|
Impervious to kinetic attacks: Bullets (including rail guns) and
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physical attacks inflict no damage. Lasers inflict full damage.
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Fire inflicts DOUBLE DAMAGE! THIS INCLUDES PLASMA WEAPONS!
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Mega-Damage: 10 MDC per level. All MDC is healed by diving into
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|
fresh water. Regenerates 10 MDC per minute.
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Ooze: The Wave Child can ooze through cracks, keyholes, etc.
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In wave form, Hydrokinesis costs half normal ISP.
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Water Phase: Similar to Ley Line Phasing, but with water. The
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Wave Child can step into a body of fresh water and instantly
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transport himself to another point on that body of water.
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Sorry, salt water does not work.
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Water Meld: Same as Shadow Meld, but with water. Again, salt
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water won't work.
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FRIENDS:
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Earth and Star Children, anyone these two can get along with.
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ENEMIES:
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None, but tend to avoid Bursters and fire dragons.
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MONEY:
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1d6x10 credits
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CYBERNETICS:
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A no-no. Besides, they'll fall off as soon as the Wave Child
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turns to water. The ONLY exception is bio-system prosthetics.
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Oh, by the way, the place where the cybernetic was attached will
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|
not heal. This won't affect a Wave Child in water form, but it
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can be REALLY depressing when he changes back!
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EQUIPMENT:
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Starts with the same equipment as a vagabond.
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RUNE WEAPON RCC
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Actually, this is a lot like a Bot. The character literally is
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transformed into a rune weapon! This RCC is way powerful, with
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serious limitations. For one thing, the character mist be Level
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15 to make the transformation.
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REQUIREMENTS:
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ME 20 or higher
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ATTRIBUTES:
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Unchanged, but drop PS, PE, PP, and Spd. You' re a weapon; you
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don't need them anymore!
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ALIGNMENT:
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Roll 1d100. On a 1-50, the character reverts to Principled. On
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a 51-00, alignment is unchanged
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HP/SDC: DROP! Impervious to everything except the Magic
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Cauldron of Destruction (which they cannot escape from, which
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makes these cauldrons a SERIOUS threat.)
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MAGIC:
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Same as before. Rituals and circles may not be performed unless
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the owner is controlled. PPE: Same as before.
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PSIONICS:
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Only these may be kept, assuming the character had these:
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Psi-Sword (now equal to a CyberKnight's), any kind of -kinesis,
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healing touch, any sensitive, and induce sleep. All psionics
|
|
now function at the level of the USER, not the player. ISP same
|
|
as before.
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NOTE: May be commanded to use magic or psionics. The weapon MAY
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NOT RESIST THIS COMMAND!
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POWERS:
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At Level 15, automatically has indestructibility and MIND
|
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CONTROL, as well as any magic and psionics posessed before.
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MIND CONTROL: The weapon may control its user at certain times.
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This may happen when:
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1) the weapon is first handled
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2) someone who the weapon thinks is more worthy comes along
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3) These weapons are intelligent, and may get into arguments.
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|
This is their way of winning.
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|
To check for control, add up the weapon's IQ, MA, and ME. The
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|
user must beat this number on 3d20 or be controlled. While
|
|
under the control, the user will do ANYTHING the weapon
|
|
commands. In fact, many a sword has used this to get a few more
|
|
jewels on its hilt (each 10,000 credits worth of jewels
|
|
increases the weapon's PB by 2) Every 2 levels, the sword may
|
|
gain a new power, although Principled swords may not soul-drink.
|
|
This starts at level 16.
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STANDARD DAMAGE:
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|
Double normal damage, then convert it to MD. Add 1 die every 4
|
|
levels. If a rune gun (like that one that looks like a dragon
|
|
in the shape of a pistol) is created, the weapon starts shooting
|
|
2d6 MD pulses of force. It may shoot other things later on
|
|
(fire, ice, etc.) but each new projectile counts as a power.
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LIMITATIONS:
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The weapon may not move under its own power (duh.)
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The weapon only gets XP for killing things, and then only if it
|
|
deals the death blow (it only has to strike the death blow,
|
|
otherwise anything else can attack whatever the weapon must
|
|
kill. NOTE: The weapon gets NO XP for soul-drinking!
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If the weapon should happen to get stuck in a cauldron of
|
|
destruction, it may NOT try to get out. Roll percentile dice
|
|
every 10 minutes. On a 1-10, someone walks by, but runs away.
|
|
On a 00, someone pulls the weapon out of the cauldron. NOTE:
|
|
for every hour spent in the cauldron, the weapon loses a level
|
|
of XP. Increase the chance of being rescued by 2% every time
|
|
someone walks by. If the weapon in in the cauldron less than an
|
|
hour, no damage is done. Otherwise, round fractions up.
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|
May not use skills. Totally dependent on its user in this
|
|
field. If the user is controlled, the weapon may use its skills
|
|
through the user, but not the user's skills.
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|
AVERAGE LIFE SPAN: Indefinite
|
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|
OCC/RCC: Any OCC or RCC may be a rune weapon, so long as it was
|
|
15th level in that OCC or RCC when it was transformed.
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|
GEAR: None
|
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|
|
ENHANCEMENTS: On a weapon? I don't think so!
|
|
|
|
Uses the Ancient Chiang-Ku experience table
|
|
|
|
(levels 16-26.) After this, the weapon must double their XP to
|
|
get to the next level. May rise as high as it can, until it
|
|
gets all the powers (which takes a while.) After this, raise
|
|
the MD of the weapon 1 die every level.
|
|
|
|
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|
NOTE: These weapons are INCREDIBLY rare! Currently, there are
|
|
known to be:
|
|
|
|
3 swords (one each in North America, Ireland, and Phoenix)
|
|
|
|
1 staff (in the NGR somewhere)
|
|
|
|
1 axe (Triax found it, but they can't seem to find a way to
|
|
duplicate it; they think it's some kind of technology)
|
|
|
|
1 sharpened boomerang (where else-it's in Australia)
|
|
|
|
5 daggers (scattered all over the place)
|
|
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|
|
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|
|
NEW PSIONICS
|
|
|
|
These psionics are to be used by anyone who can use Super
|
|
Psionics ONLY! Unless otherwise stated, only these characters
|
|
may use these. If "Rules" is ststed under Who Can Use, only the
|
|
psionics who can use Super psionics may use these. EXCEPTION: A
|
|
Kinetix RCC may use any and all of these.
|
|
|
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|
|
AEROKINESIS
|
|
|
|
ISP cost-30
|
|
|
|
DURATION-special
|
|
|
|
Powers of Air:
|
|
|
|
Vacuum- The psionic may suck all the air out of a 30'x30'x30'
|
|
area. The air can be held back for 5 melees per level, killing
|
|
a humanoid in 20 melees. NOTE: good or unprincipled characters
|
|
will almost never use this power. It is devastating to Breeze
|
|
Children, causing 2d4 damage PER MELEE direct to HP. This will
|
|
ONLY happen if the Breeze Child is currently in air form; he or
|
|
she will not be affected by this in humanoid form.
|
|
|
|
Create Air-On the other side, the psionic may create air,
|
|
filling a 30'x30'x30' cube. This will simply cause a large air
|
|
bubble underwater, but anything weighing less than 4000 pounds
|
|
(this is TOTAL weight, a 3081 lb object and a 20lb object will
|
|
not both be lifted) will be carried to the surface; a potential
|
|
lifesaver.
|
|
|
|
Wind Rush-Here, the psionic can regulate the speed of wind to as
|
|
fast or as slow as he or she wants for 1 melee per level. This
|
|
can power all sorts of craft-a few psionics have used it to
|
|
power TK-gliders.
|
|
|
|
|
|
|
|
PHOTOKINESIS
|
|
|
|
ISP COST-30
|
|
|
|
DURATION-up to 4 melees per level
|
|
|
|
The psionic can control the light, intensity, formation, etc. of
|
|
light as he pleases, with two limitations. First, it caanot
|
|
make things invisible (it can make something look like something
|
|
else, however) and it cannot duplicate a BLINDING FLASH spell.
|
|
It also cannot create light-there must be a source to draw upon.
|
|
There is a loophole; the psionic may take light from outside
|
|
and "carry" it into a house or cave. Great against vampires.
|
|
|
|
|
|
|
|
AUDIOKINESIS
|
|
|
|
ISP COST-30 (starting to see a pattern here?)
|
|
|
|
DURATION-Up to 5 melees per level
|
|
|
|
The psionic can control sound, with two exceptions: it can't
|
|
cancel out sound (minimum of 1 decibel) and it cannot deafen a
|
|
person either. This is great for anyone being chased who comes
|
|
to a fork in the path, especially when combined with
|
|
photokinesis: the psionic may split the light going out from him
|
|
in half (now appearing to be 2 semi-transparent versions of
|
|
himself) and send the sound in the direction of the fake version
|
|
of himself.
|
|
|
|
|
|
|
|
AFTERWORD
|
|
|
|
I doubt I'll be creating any new RIFTS stuff for a while. I'm
|
|
out of ideas, and it's time for some other guys to keep us all
|
|
informed about the ongoings in the RIFTS Megaverse. Bye for now!
|
|
|
|
|
|
|
|
A Huge Collection of RIFTS stuff by DaBeechMan.
|
|
|
|
E-mail me with any questions. Enjoy!
|
|
|
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