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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,
|
||
it's for show)
|
||
|
||
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
|
||
|
||
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.
|
||
|
||
CYBER-RUNNER
|
||
|
||
ALIGNMENT: The C-Runner will have eight personalities, one of
|
||
each alignment. To see which one comes out at any one time,
|
||
roll 1d20. On a 1-19, the diabolic personalitiy will surface,
|
||
On a 20, roll 1d8 and consult the table
|
||
|
||
SURFACING PERSONALITY TABLE
|
||
|
||
1=Diabolic
|
||
|
||
2=Abberrant
|
||
|
||
3=Miscreant
|
||
|
||
4=Anarchist
|
||
|
||
5=Unprincipled
|
||
|
||
6=Scrupulous
|
||
|
||
7=Principled
|
||
|
||
8=Diabolic
|
||
|
||
The number that is rolled corresponds to the personality that
|
||
surfaces. Note that only the Diabolic and Miscreant
|
||
personalities can use the CR powers, but each personality is
|
||
only aware of the other (the Diabolic personality will NOT let
|
||
the Miscreant personality out because "he's a wuss." The
|
||
Miscreant personality considers the Diabolic personality out
|
||
because "that guy's crazy.") The other personalities, however,
|
||
are aware of all the other personalities and usually (50% likely
|
||
for anarchist, automatic for others) will feel guilty for the
|
||
havoc the evil personalities bring about. NONE of these
|
||
personalities will let the Diabolic or Miscreant personalities
|
||
surface if they can help it.
|
||
|
||
REQUIERMENTS: none
|
||
|
||
BONUSES: +3 to all attributes
|
||
|
||
PSIONICS: Psi-Sword, Psi-Armor, Bio-Manipulation, all kinds of
|
||
-kinesis, Hypnotic Suggestion, Telepathy, and Death Trance.
|
||
Permanent ISP 500
|
||
|
||
MAGIC: None. PPE 6d6
|
||
|
||
SKILLS: As for former OCC, but gains Pilot Robots & PA (what's
|
||
honor to a CR?)
|
||
|
||
MONEY: These guys are greedy beyond all human belief. Often,
|
||
the typical CR (which, I will stress again, is a VILLAIN and
|
||
should NEVER be used as a player character,) has at least 20
|
||
million credits and 100 million in black market items.
|
||
|
||
GEAR: Varies from CR to CR, but ALWAYS has:
|
||
|
||
a suit of power armor, various kinds of rune weapons, usually
|
||
several robots, and a whole lot of other valuable stuff.
|
||
|
||
FRIENDS: Evil personalities: Splugorth and Coalition
|
||
|
||
Other personalities: Anything else (note that Abberrant counts
|
||
as an "other" personality)
|
||
|
||
ENEMIES: Evil personalities: Anything that could be considered a
|
||
friend of the other personalities
|
||
|
||
Other personalities: Splugorth and Coalition
|
||
|
||
ENHANCEMENTS: Any
|
||
|
||
|
||
|
||
ETERNAL KNIGHT OCC
|
||
|
||
Anyone who's read the section in the RIFTS ENGLAND book on the
|
||
Eternal City knows about the Eternal Knights. For those of you
|
||
who haven't read about them, the 500 Eternal Knights are
|
||
"official champions of the city." The trouble is, the book
|
||
never rounded out the Eternal Knights by telling us what exactly
|
||
they were, so they have often been assumed to be ordinary
|
||
knights with a name for their organization. However, Mrrlyn's
|
||
spies recently found out that the Eternal Knights are more.
|
||
Much more.
|
||
|
||
|
||
|
||
ETERNAL KNIGHT OCC
|
||
|
||
|
||
|
||
REQUIREMENTS: PS 15, IQ 15, PE 17
|
||
|
||
ALIGNMENT: Principled, Scrupulous or Unprincipled. Most are
|
||
Scrupulous.
|
||
|
||
MAGIC: Knows none at start, but may learn 1 spell per level.
|
||
May not learn spell magic above level 5 or any temporal or
|
||
warlock spells. PPE 4d6, add 1d6 per level
|
||
|
||
PSIONICS:An Eternal Knight has the power to send brief
|
||
telepathic messages in the form of an image to another Eternal
|
||
Knight or the King, who also has this power (very effective
|
||
distress call.) This power costs 5 ISP and has an unlimited
|
||
range (with the exception that the sender and reciever must be
|
||
on the same dimension.) ISP 3d6 (a roll below 5 is adjusted to
|
||
5,) minor psionic.
|
||
|
||
OCC SKILLS:
|
||
|
||
Land Navigation +10%
|
||
|
||
Wilderness Survival +15%
|
||
|
||
Paramedic
|
||
|
||
Speaks and reads Euro, +20% for both. Speaks 2 other languages
|
||
at +20%. Reads one of these languages at normal proficiency.
|
||
|
||
Acrobatics
|
||
|
||
Gymnastics
|
||
|
||
Escape Aritst +10%
|
||
|
||
WP Sword
|
||
|
||
WP 2 ancient, 3 modern
|
||
|
||
Horsemanship
|
||
|
||
HTH Expert. Can be upped to Martial Arts at the cost of 1 other
|
||
skills
|
||
|
||
Select 4 other skills, add 1 at levels 3, 7, 11, 15, and then 1
|
||
more every million XP.
|
||
|
||
Communication: Any
|
||
|
||
Domestic: Any
|
||
|
||
Electrical: Basic
|
||
|
||
Espionage: Any +10%
|
||
|
||
Mechanical: Auto
|
||
|
||
Medical: None
|
||
|
||
Military: None
|
||
|
||
Physical: Any
|
||
|
||
Pilot: Any except tank or spacecraft. VERY few get Robots & PA
|
||
(dishonorable except in cases of extreme emergency)
|
||
|
||
Pilot Related: Any
|
||
|
||
Rogue: Any + 20%
|
||
|
||
Science: Any, but must be chosen at Level 1. May not be added
|
||
later.
|
||
|
||
Technical: Same story as Science.
|
||
|
||
WP: Any
|
||
|
||
Wilderness: Any
|
||
|
||
Choose 3 secondary skills without bonuses.
|
||
|
||
OCC BONUSES: Add 30 SDC in addition to the 1d4x10 used for men
|
||
of arms.
|
||
|
||
+2 to initiative
|
||
|
||
+4 to save vs horror factor
|
||
|
||
lives 4 times as long as normal humans, 240 to 400 years. How
|
||
this is accomplished is not known (only the king of the Eternal
|
||
City and perhaps the Eternal Knights know, and no one is
|
||
telling.)
|
||
|
||
ENHANCEMENTS: May be gained, but if they are gained the Eternal
|
||
Knight loses the longevity that gives the Eternal Knights their
|
||
name. This can be very depressing if the knight is more than
|
||
the age at which a human knight would retire or worse, older
|
||
than a normal human lives.
|
||
|
||
GEAR: first-aid kit, camping gear, 150 ft.rope, a grappling
|
||
hook, an IRMSS kit in case of emergency, 2 weeks' worth of
|
||
rations, and 3 weapons of choice. The exact weapons can vary
|
||
from Eternal Knight to Eternal Knight, but most have at least 1
|
||
ancient weapon or a high-tech version of one (like a
|
||
vibro-blade) and an energy pistol with another "signature
|
||
weapon." TW weapons are popular. Also starts out with MDC
|
||
armor of any type (sorry, no power armor.)
|
||
|
||
MONEY: The Eternal City pays the Eternal Knights well, 3000
|
||
credits per month. Starts with 2 months' pay.
|
||
|
||
|
||
|
||
IMPORTANT: Always remember that all the Eternal Knights are
|
||
employed by the Eternal City as an elite fighting force. An
|
||
Eternal Knight is a member of this force FOR LIFE, as a rogue
|
||
Eternal Knight is hunted down and killed for fear of the secret
|
||
of their longevity being revealed. However, every 4 years the
|
||
Eternal Knight gets a yeear "off" to adventure, as the Eternal
|
||
City knows that adventuring is good for the knights and can be
|
||
used as training. If this entire year is not used, the time can
|
||
be saved up. There is a catch: If a war breaks out, all 500
|
||
Eternal Knights must fight; those on vacation are called back
|
||
(see the Psionics section.)
|
||
|
||
Uses the Royal Knight XP table
|
||
|
||
|
||
|
||
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
|
||
physical attacks inflict no damage. Lasers inflict full damage.
|
||
Fire inflicts DOUBLE DAMAGE! THIS INCLUDES PLASMA WEAPONS!
|
||
|
||
Mega-Damage: 10 MDC per level. All MDC is healed by diving into
|
||
fresh water. Regenerates 10 MDC per minute.
|
||
|
||
Ooze: The Wave Child can ooze through cracks, keyholes, etc.
|
||
|
||
In wave form, Hydrokinesis costs half normal ISP.
|
||
|
||
Water Phase: Similar to Ley Line Phasing, but with water. The
|
||
Wave Child can step into a body of fresh water and instantly
|
||
transport himself to another point on that body of water.
|
||
Sorry, salt water does not work.
|
||
|
||
Water Meld: Same as Shadow Meld, but with water. Again, salt
|
||
water won't work.
|
||
|
||
FRIENDS:
|
||
|
||
Earth and Star Children, anyone these two can get along with.
|
||
|
||
ENEMIES:
|
||
|
||
None, but tend to avoid Bursters and fire dragons.
|
||
|
||
MONEY:
|
||
|
||
1d6x10 credits
|
||
|
||
CYBERNETICS:
|
||
|
||
A no-no. Besides, they'll fall off as soon as the Wave Child
|
||
turns to water. The ONLY exception is bio-system prosthetics.
|
||
Oh, by the way, the place where the cybernetic was attached will
|
||
not heal. This won't affect a Wave Child in water form, but it
|
||
can be REALLY depressing when he changes back!
|
||
|
||
EQUIPMENT:
|
||
|
||
Starts with the same equipment as a vagabond.
|
||
|
||
|
||
|
||
RUNE WEAPON RCC
|
||
|
||
Actually, this is a lot like a Bot. The character literally is
|
||
transformed into a rune weapon! This RCC is way powerful, with
|
||
serious limitations. For one thing, the character mist be Level
|
||
15 to make the transformation.
|
||
|
||
|
||
|
||
REQUIREMENTS:
|
||
|
||
ME 20 or higher
|
||
|
||
ATTRIBUTES:
|
||
|
||
Unchanged, but drop PS, PE, PP, and Spd. You' re a weapon; you
|
||
don't need them anymore!
|
||
|
||
ALIGNMENT:
|
||
|
||
Roll 1d100. On a 1-50, the character reverts to Principled. On
|
||
a 51-00, alignment is unchanged
|
||
|
||
HP/SDC: DROP! Impervious to everything except the Magic
|
||
Cauldron of Destruction (which they cannot escape from, which
|
||
makes these cauldrons a SERIOUS threat.)
|
||
|
||
MAGIC:
|
||
|
||
Same as before. Rituals and circles may not be performed unless
|
||
the owner is controlled. PPE: Same as before.
|
||
|
||
PSIONICS:
|
||
|
||
Only these may be kept, assuming the character had these:
|
||
|
||
Psi-Sword (now equal to a CyberKnight's), any kind of -kinesis,
|
||
healing touch, any sensitive, and induce sleep. All psionics
|
||
now function at the level of the USER, not the player. ISP same
|
||
as before.
|
||
|
||
NOTE: May be commanded to use magic or psionics. The weapon MAY
|
||
NOT RESIST THIS COMMAND!
|
||
|
||
POWERS:
|
||
|
||
At Level 15, automatically has indestructibility and MIND
|
||
CONTROL, as well as any magic and psionics posessed before.
|
||
|
||
MIND CONTROL: The weapon may control its user at certain times.
|
||
This may happen when:
|
||
|
||
1) the weapon is first handled
|
||
|
||
2) someone who the weapon thinks is more worthy comes along
|
||
|
||
3) These weapons are intelligent, and may get into arguments.
|
||
This is their way of winning.
|
||
|
||
To check for control, add up the weapon's IQ, MA, and ME. The
|
||
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.
|
||
|
||
|
||
|
||
STANDARD DAMAGE:
|
||
|
||
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.
|
||
|
||
|
||
|
||
LIMITATIONS:
|
||
|
||
The weapon may not move under its own power (duh.)
|
||
|
||
|
||
|
||
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!
|
||
|
||
|
||
|
||
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.
|
||
|
||
|
||
|
||
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.
|
||
|
||
|
||
|
||
AVERAGE LIFE SPAN: Indefinite
|
||
|
||
|
||
|
||
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.
|
||
|
||
|
||
|
||
GEAR: None
|
||
|
||
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.
|
||
|
||
|
||
|
||
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)
|
||
|
||
|
||
|
||
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.
|
||
|
||
|
||
|
||
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!
|
||
|
||
|