RIFTS: DaBeechMan Complete (in other words, a whole bunch of RIFTS stuff by DaBeechMan.) Author's Note This is my last RIFTS venture for the time being. If anyone wants to know the reason why, ask Steven Spielberg why he went on hiatus after Schindler's List, it's for the same reason. Hope you like it! HALF-RACES Thece PC races are half-human, half-DeeBee. They do not possess all the abilities of their DeeBee parents, although they may take any OCC like their human parents. NOTE: There can be NO half-supernatural creatures, including half-dragons. REQUIREMENTS: As for DeeBee parent ATTRIBUTES: Same as for humans, 3d6 plus 1d6 if the roll is over 16. Roll 1d100 if the parent has supernatural strength. On a 1-10, the child has supernatural abilities too. OCC/RCC If the DeeBee parent has psionics, a psionic RCC may be chosen. If the DeeBee parent can learn magic, so can the child. ANY Man of Arms OCC may be chosen. NOTE: If the DeeBee parent has no psionics or magic, neither does the child POWERS: To see if the child has any of the abilities of the DeeBee parent, roll 1d100. 0-25: none 26-75: one 76-90: two 91-00: three If powers are present, the child may choose that many powers from their parent's abilities. NOTE: The child MUST stay relatively human looking, so extra arms, metamorphosis, etc. are NOT allowed. If the chld tries to get MDC, they only get the SDC equivalent. In the case of insect DeeBees, wings and antennae ARE allowed, but usually at a -2 to PB for each type (in some cases, wings and antennae can ADD to PB, but this is quite rare. Roll 1d100. On a 00, the wings/antennae add to PB. Otherwise they subtract. MDC/SDC/HP: Same as DeeBee parent, but MDC becomes SDC. In the case of MDC parents, the child's HP is rolled according to their OCC or RCC. ENHANCEMENTS: As for DeeBee parent AND as for OCC/RCC LIFESPAN: Half DeeBee parent's lifespan MONEY: As for OCC/RCC PLUS 200 credits (gift from DeeBee parent) SKILLS: As for DeeBee parent. OCC/RCC skills may be chosen as secondary of other skills. HORROR FACTOR: 3/4 that of DeeBee parent, rounding fractions down. This applies only if the child has DeeBee abilities Uses the XP table of the DeeBee parent If I've left anything out, assume that it goes by HUMAN rules. NEW CAMELOT REBELLION Here are the six commanders of the New Camelot Rebellion, a group dedicated to fighting Zazshan. These are just the leaders; anyone can join. Here's a little history: The NCR was formed two years ago when a young but powerful Line Walker named Randy Lee stumbled into a strange cave. Inside, he found out the truth about the Nog Henge Druids; namely that they're all Chiang-Ku. The Nog Henge told him the shocking truth about Mrrlyn: that he's really the alien intelligence, Zazshan. Since then, Randy has found out that the same thing about Mrrlyn holds true for Guinevere and the Lady of the Lake, although he will not risk telling the Nog Henge this. Few people actually believe that Mrrlyn is Zazshan, and Randy will not say a word about Guinevere or the Lady, changing the subject as soon as either of them comes up in a conversation. Mrrlyn considers him a small nuisance (he almost killed Randy once; he's confident he can kill him if he dares attack him again) and Ar'thuu will not let him into the castle. What Mrrlyn does not know is that now, Randy severely outpowers him, and he's bringing equally powerful friends this time. He will attack for the final time in 2d4 months. RANDY LEE Randy is an incredibly bright, strong-willed young lad who will pursue his foes to the ends of the earth if he needs to. He is hopelessly in love with Syrinx (she's my next character, the feeling is mutual) and is sometimes a little overprotective of her. If any harm ever came to her, he would probably level everything in sight in his rage. If she were killed. you don't even want to know. TRUE NAME: Randy Edward Lee ALIGNMENT: Scrupulous ATTRIBUTES: IQ 28, ME 20, MA 19, PP 15, PS 15, PB 12, PE 25, Spd 14 XP: Level 15 Line Walker PPE: 500 ISP: none MAGIC: All spells, D-phase, and Lightning Bolt Tattoo SKILLS OF NOTE: Hand to Hand: Martial Arts, WP Sword, WP Blunt, Prowl, Streetwise, Computer Hacking, speaks English, Dragonese, and Japanese at 98%, literate in all three at 80%, Gymnastics, Boxing, Body Building, WP Energy Pistol, WP Energy Rifle, WP Energy Heavy (starting to see a little pattern?), Paramedic, and Pilot HoverCycle. BODY ARMOR: Crusader, 55 MDC FAVORITE WEAPONS: Carries a Triax laser pistol (2d4 MD). Otherwise, he relies on magic. What he does not know is this: Remember how Mrrlyn has two more Caliber-X's? He happens to be able to use one of them, if he can get his hands on the right one. For that matter, Syrinx can use that same one. NOTE: When he was 10, Randy's left arm was crushed by a Coalition Sky Cycle (needless to say, he now hates the Coalition, especially the Emperor's son, who was piloting the Cycle.) He has a bio-system arm now, and it is a new, experimental arm that uses a metal bone structure. The arm looks normal, but it has a power and a catch: It will simply not break, but all electricity-based attacks are +2 to strike and damage against him, in addition to any other bonuses. OTHER BELONGINGS: He has a whole lot of talismans and other PPE batteries that he always carries. Unfortunately, this means that if any harm whatsoever comes to Syrinx, in addition to Randy's rage, there will also be at least a PPE explosion (5d6 MD, 1000-ft radius) and if it occurs on a ley line, the power is so great that there is a 1-70% chance of a ley line storm erupting. Needless to say, it's best to have the players protect Syrinx as much as they can, just in case Mrrlyn breaks through Randy's defenses. He's also got a HoverCycle. SYRINX HIRO Here is the second of 6 in the New Camelot Rebellion. She is second in command and somewhat overprotective of her friends. EXTREMELY IMPORTANT: Syrinx was killed during the NCR's final battle with Zazshan. This is important. DO NOT FORGET THIS! As for what I said about Randy getting mad: Treat him as a Crazy in a frenzy, but double all bonuses, penalties, and duration. Syrinx Hiro The stunning Syrinx Hiro is roughly the same age as Randy. The two have known each other since they were children. She shares a permanent telepathic link with him, and either she or Randy can extend the link to any number of other people, but only for 14 hours at a time. TRUE NAME: Syrinx Cassandra Hiro ALIGNMENT: Principled ATTRIBUTES: IQ 20, MA 15, ME 25, PP 14, PS 12, PB 30, Spd 18 EXPERIENCE LEVEL: 13th level mystic MAGIC: DMs, I leave it up to you to give her the spells. She does not like summmoning and only sometimes uses offense, but she loves protection and healing. She has the Eye of Knowledge Tattoo (speak all languages at 98% and literate at 80%) PPE 150 PSIONICS: Induce Sleep, Healing Touch, Bio-Regeneration, Psychic Surgery, See Aura, Sense Evil, Telepathy, Sense Magic, and Hypnotic Suggestion. ISP 100, major psionic SKILLS OF NOTE: Band to Hand: Basic, Gymnastics, Acrobatics, WP Knife, WP Sword, WP Chain, WP Energy Pistol, Sing (professional; she often uses this in conjunction with her Hypnotic Suggestion,) General Athletics, Escape Artist, Computer Hacking, pilot HoverCycle, and has somehow picked up Mystic Herbology (no one knows how.) All are at Level 13 proficiency, except for Mystic Herbology, which is at only Level 10. ARMOR: Crusader, 55 MDC WEAPONS: Triax Laser Pistol (2d4 MD,) broadsword, small knife, HoverCycle, and, once again, if she can get her hands on Mrrlyn's version of Caliber-X, she can use it (she does not know this.) HP/SDC: 102 of each Clara Prosek Clara will fight to save the world from Zazshan, but she has another goal in sight once that is done: the destruction of the Coalition. Kicked out of Chi-Town at the age of ten because of her psionics, she now seeks revenge on her father, Karl Prosek, and her brother. She knows one thing about her father that, if she told anyone, would destroy the Coalition: he has the power of Mentally Possess Others at NO ISP cost, unlimited range (if he has possessed that person before) and indefinite duration. Syrinx and Clutch (see below) have been controlled this way before, and so they suffer a +4 penalty to save vs. this power if Karl uses it. Randy will agree to an attack, but only once Zazshan is defeated. TRUE NAME:Clara Prosek ALIGNMENT:Unprincipled ATTRIBUTES:IQ 25, MA 14, ME 20, PP 14, PS 10, PE 12, PB 15, Spd14 EXPERIENCE: Level 15 Mind Melter MAGIC: I don't think so! PSIONICS: All super and healing, see aura, sense evil, alter aura, and detect psionics. ISP 200, master psionic SKILLS OF NOTE: Speaks American and Euro at 96%, WP Knife, EP Energy Pistol, Cook, Pilot HoverCycle, Acrobatics, HTH Expert, Acrobatics, Athletics General, and Computer Hacker GEAR: Crusader armor, Triax laser pistol (it's time I told you that everyone in the NCR carries these, so I won't mention it anymore,) Vibro-Claws, and 100' rope and grappling hook, HoverCycle. HP/SDC: 50/150 Saki Osaka This guy is the fighter of the group. He is the least powerful in terms of magic and psionics, but wait till you see him fight! TRUE NAME: Saki Osaka ALIGNMENT: Scrupulous XP: Lexel 15 Glitter Boy ATTRIBUTES: IQ 16, ME 17, MA 13, PP 15, PS 24, PE 20, PB 17, SPD 16 MAGIC: None PSIONICS: See Aura and Sense Evil. ISP 55, minor psionic SKILLS: HTH Martial Arts, all standard Glitter Boy skills, Escape Artist, WP Energy Pistol, and pilot HoverCycle (once again, all the commanders get a HoverCycle) GEAR: Glitter Boy Armor (both personal and power) with full load of ammo (see note below,) several extra Eclips for his Triak pistol. Everything else if provided by the NCR, since he's their star fighter. NOTE: His Glitter Boy armor has See the Invisible built in. Clutch N. Killum A former agent of Zazshan, Clutch could never remember her true name after Syrinx freed her from his control several years back. The name she uses was a nickname Zazshan gave her. TRUE NAME: Unknown XP: Level 14 Shifter (currently has a hawk for a familiar) ATTRIBUTES: IQ 24, ME 20, MA 13, PP 14, PS 13, PE 15, PB 20, SPD 14 ALIGNMENT: Once miscreant, now unprincipled PSIONICS: None MAGIC: None; she has spent her career honing her Shifter skills, which function at twice what they should (double EVERYTHING!) SKILLS: Standard for Shifter, plus HTH Martial Arts, intelligence, computer hacking, pilot HoverCycle, WP Knife, WP Energy Pistol, and streetwise. GEAR: that wierd metal rod all Shifters have, PlasticMan armor, and knife. Argo Actually, these are the first 2 syllables of his name, the whole thing's too big to write, much less say, so he's nicknamed "Argo" TRUE NAME: Sorry, it would take up the rest of this document! (Actually, it would even in this format) ALIGNMENT: Principled XP: Level 13 Cyber-Ranger ATTRIBUTES: IQ 28, ME 15, MA 15, PP 12, PS 18, PE 28, PB 16, SPD 30 MAGIC: As a True Atlantean, he has the Marks of Heritage. PPE 50 PSIONICS: Alter Aura, Impervious to Fire, Impervious to Cold, Impervious to Poison, Resist Fatigue, Healing Touch, Bio-Regeneration, Resist Hunger, Resist Thirst, and Deaden Pain. ISP 110, Major Psionic. CYBER-RANGER POWERS: Psi-Bow, 32 MDC, and Enhanced Senses SKILLS: Speaks/Reads Atlantean at 96%, also speaks American and Euro at 96%, HTH Martial Arts, WP E-pistol, WP Sword/Knife/Paired, no others (spent his time developing his third power) GEAR: Crusader armor, all standard gear. NOTE ON NCR: Currently has a 50,000,000 credit supply account which anyone may use once they have Randy's permission. ROSA LANG Rosa and Randy have known each other since they were eleven. Abducted at age 13 by Bres the Beautiful (who she managed to escape from,) she is now a powerful dryad. She bears an uncanny resemblance to Syrinx (NOTE: One good way to bring her in is for everyone to mistake her for Syrinx; remember, bring her in ONLY after Zazshan is defeated.) TRUE NAME: Rosa Lang ALIGNMENT: Unprincipled ATTRIBUTES: IQ 22, MA 15, ME 20, PS 14, PP 20, PE 12, PB 30, Spd 15 SDC 120, 80 HP XP: Level 13 dryad PPE 166, no ISP SKILLS OF NOTE: Speaks English, Gobblely, Dragonese, and Euro, Holistic Medicine, Mystic Herbology, ID Plants/Fruits, Botany, Biology, Pathology, Chemistry, Basic Math, Wilderness Survival, Land Navigation, Preserve Food, WP Knife, WP Energy Pistol, WP Sword, WP Energy Rifle, HTH: Expert, Streetwise, literate in English, First Aid, Cook, Horsemanship, Athletics General (these are at Laval 14 proficiency plus bonuses,) Escape Artist and Hunting at Level 11 proficiency plus bonuses, Pilot HoverCycle at Level 6, and literate in Euro and Dragonese at Level 3 proficiency. AGE: 18 APPEARANCE: The only way to tell her from Syrinx is that Syrinx's eyes are blue while Rosa's are green. They look exactly alike in all other aspects. POWERS: Create herbs, wands, and staves, +6 to save vs faerie magic and foods/drinks, +5 to save vs poisons and onwanted potions/foods. +2 to save vs other magic and +1 to save vs horror factor MONEY: 2 million credits GEAR: Ash wand (heal 1d6 SDC three times per day,) Staff of Strength, 6 Ash leaf compresses (heals 1d4 HP and covers up scars, each is usable four times,) 2 Mind's Eye potions (instill powers of See the Invisible, See Aura, Sixth Sense, and Clairvoyance for 2d4 melees,) 4 Horsetail Potions (breathe w/o air for 20 minutes,) 4 magic oak leaves (chameleon power for 10 minutes), lesser rune sword (2d6 MD, soul-drinks and elemental powers of fire,) med kit, several knives, Wilk's Laser pistol, laser scalpel, small shovel and hand pick for digging up herbs, lighter, flashlight, air filter, blanket of healing (from Millenium Tree,) and Crusader armor (55 MDC.) CYBERNETICS: None. Does not want any. KEN LEE Randy Lee's older brother was killed in a crossfire between two gangs three years ago. He later rose as an Immortal (the OCC's in the Character Information Library somewhere or I can Email it to you) He is currently working with the Coalition (who has absolutely no idea of his innortality.) He showed a hatred towards Rosa in his former life; that hatred still exists, but no one knows why it does. TURE NAME: Ken Lee ALIGNMENT: Miscreant ATTRIBUTES: IQ 25, MA 23, ME 15, PS 24 Supernatural, PP 23, PP 24, PE 24, PB 18, Spd 18 MDC: 240 PPE 144, ISP 12, no magic or psionics HORROR FACTOR: 10, but only if his immortality is discovered. Randy will notice something wrong, but he does not know the truth. POWERS: Energy Aura: This makes him immortal. All MDC is drawn towards the aura, so all MDC must be depleted before he can be killed. If his neck is not then severed (sword, laser shot, whatever) he will come back to life within the hour with full MDC. Cannot become a Vampire Cannot have his PPE drawn out Attuned to a broadsword. The sword inflicts 4d6 MD. +3 to all saving throws Heals 3d4 MDC per melee Can sense other Immortals XP: Equal to 3rd level Royal Knight and Immortal SKILLS: Land navigation, Wildernedd Survival, Horsemanship, Paramedic, Basic Math, Speaks/Reads English/American, Speaks Dragonese and Euro (illeterate in both,) Sing, Dance, WP Sword, WP Knife, WP Targeting, WP Energy Pistol, WP Energy Rifle, HTH Martial Arts, Gymnastics, Pilot HoverCycle, Streetwise, Hunitng, Boxing, Escape Artist, Auto Mechanics, WP Energy Heavy, Computer Hack, Computer Program (his hobby is creating computer viruses; perhaps a way to find him?) Pilot Automobile, Pilot APC. AGE: 21, appears 18 APPEARANCE: He looks a lot like Randy, but there are three ways to tell them apart. First, Randy's are steel gray, Ken's are brown. Second, Ken has a scar on his neck from an earlier battle, and third, Randy should still be rather depressed over Syrinx's demise, Ken knows nothing of this and will probably laugh if he hears of the incident. MONEY: 20,000 credits 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!