THE GREAT NET Semi - Official OCC & RCC Handbook

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T H E G R E A T N E T

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| [_] / | | | |______ | | \ \_____\|
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| ___ | | | | | | | \______ |
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|___| |___| |_____| |____| |____| \___________/

O.C.C. / R.C.C HANDBOOK semi-official v1.5

no longer maintained by Morpheus ([email protected])

Rifts(R), Megaverse(R) and Palladium Books(R) are registered trademarks owned by Kevin
Siembieda Other titles are trademarks owned by Kevin Siembieda.
=====================================================================

EDITOR'S NOTE:

This net book is a compilation of files found on the internet, all I did was throw it together into
one big file and give it a name. I did not have some of the authors names in the files I
downloaded, if you know the correct author, let me know and I'll be sure to credit them in the
next version.
- Morpheus ([email protected])

Sixteen of these new O.C.C.s and R.C.C.s were designed by Michael J. Best
([email protected]) and compiled, edited and posted to the Internet by Jason Stephenson
([email protected]).

6 of these O.C.C.s and R.C.C.s are from coalition_data.txt by [email protected] the rest of the
material in the file is located in Appendix A. Though I've reformatted this file to fit into this
book, and done some formatting changes to the tables, no data has been omited from the original
file.

5 of these O.C.C.'s are courtesy of Jason Bridgman submitted directly to myself.

Editor's ranting about format:

=====================================================================
Table Of Contents [103 O.C.C's and R.C.C's]

* Adept O.C.C.............................................Matthew L Jinkerson


* Anti-Magics R.C.C.................................................Dan Hicks
* Asternog R.C.C..................................................Shawn Woods
* @ Beat Cop O.C.C.............................................Matthew C Cutter
* Beyond Cyber Knights...........................................DaBeechMan
* Borowitz Giants..................................................Dustin M
* Bio-Organic Centaur R.C.C........................................David Rich
* Caller O.C.C...............................................Beecher Greenman
* Cambion R.C.C................................................Jason Bridgman
* & Coalition Centurion O.C.C..........................................Demoniac
* & Coalition Commando O.C.C...........................................Demoniac
* Coalition Death Knight O.C.C......................................Mike Best
* & Coalition Entertainment Specialist O.C.C............................Demoniac
* & Coalition Inquisitor O.C.C.........................................Demoniac
* Coalition Psi Sam O.C.C......................................Author Unknown
* Combat Mage O.C.C.................................................Mike Best
* Combat Psionic O.C.C..............................................Mike Best
* Crimson Warrior...............................................John Willis
* Crystal Dragon Hatchlings R.C.C.................................John Willis
* Cyber-Faerie...............................................Carl Blackstrom
* Cyber-Ranger O.C.C................................................Mike Best
* Cyber-Runner O.C.C...............................................DaBeechMan
* Cyber-Warrior O.C.C...............................................Mike Best
* Daemonite R.C.C..............................................Author Unknown
* Dark Elf R.C.C..................................................Gil Jyhaud?
* Darter R.C.C......................................................Mike Best
* Death Dragon R.C.C.....................................................Sean
* Death Seeker O.C.C.................................................Morpheus
* @ Detective O.C.C............................................Matthew C Cutter
* Diabolist O.C.C...............................................The Alchemist
* Dragon Rider R.C.C................................. ...........Kelsey Seale
* & Duster O.C.C.......................................................Demoniac
* + Ean / Rune Lord R.C.C........................................Jason Bridgman
* Enhanced Bio-control and Response Soldier EBRS O.C.C...............Mike Best
* Eternal Knight O.C.C.............................................DaBeechMan
* Faerie Dragon R.C.C...............................................F M Brown
* Fighter Pilot O.C.C..........................................Jason Bridgman
* Genetic Cleanser R.C.C.........................................Brian Player
* Genetically Engineered Neoteric Humans G.E.N.S..R.C.C........Steve Lombardi
* Genetically Enhanced Man G.E.M. O.C.C............................The Reaper
* Genetically Enhanced Unarmed Combat Soldier GEUCS O.C.C...........Mike Best
* The Gifted Ones R.C.C........................................Author Unknown
* Grendel O.C.C......................................................Gargoyle
* Gunslinger O.C.C...................................................Gargoyle
* Gur-Na-Ton R.C.C..................................................Mike Best
* Halfling R.C.C.................................................Dan MacQueen
* Healer O.C.C......................................................Mike Best
* Hexon O.C.C........................................................D B Chow
* Highlander R.C.C......................................Barrett William Nuzum
* Hsian R.C.C......................................................DaBeechMan
* Hsiao R.C.C..................................................Author Unknown
* Icer R.C.C........................................................Mike Best
* Immortal R.C.C........................................................Mondo
* Impaler R.C.C....................................................DaBeechMan
* Inquisitor-Redeemer O.C.C..........................................D B Chow
* Invisible Person O.C.C..............................................E/Z INC
* Ironoid .RC.C.....................................................Mike Best
* Jabbs R.C.C.....................................................George Bird
* Jedi O.C.C...........................................................IcyMan
* Jedi Knight O.C.C....................................................Matrix
* % Kaazar O.C.C.................................................Jason Bridgman
* % Keltar Engineer O.C.C........................................Jason Bridgman
* % Keltar Priestess/Psychic O.C.C...............................Jason Bridgman
* % Keltar Warrior O.C.C..........................................Jason Bridgman
* % Keltarian Officer/Bounty Hunter O.C.C........................Jason Bridgman
* Kherubim R.C.C...............................................Author Unknown
* Lightning Dragon R.C.C............................................Mike Best
* Linebacker R.C.C.................................................DaBeechMan
* Mago-Runner....................................................DaBeechMan
* Martial Warrior O.C.C.........................................Chris Watkins
* Marauder R.C.C...............................................Author Unknown
* Mechanoid Hunter R.C.C.......................................Author Unknown
* Metal-morph R.C.C.............................................Author Unknown
* Mind Crusher R.C.C..............................................John Willis
* Mogara R.C.C.......................................................Dustin M
* Mok R.C.C.....................................................Tony Figueroa
* Morian's Gargoyles R.C.C........................................Len Maxwell
* Mystic Knight O.C.C..........................................Jason Bridgman
* Mystic Willow R.C.C..........................................Author Unknown
* Nexian R.C.C.................................................Jason Bridgman
* Plague Monk O.C.C..................................................D B Chow
* Predator: Alien R.C.C............................................Baldmeistr
* Psi Pilot O.C.C..............................................Jason Bridgman
* Rising Knight O.C.C..................................................Splynn
* Robot Master O.C.C...................................................Killah
* + Rune Caster O.C.C............................................Jason Bridgman
* Rune Weapon R.C.C................................................DaBeechMan
* Shocker R.C.C.....................................................Mike Best
* Silver Ball R.C.C.................................................Mike Best
* Smurf Faerie R.C.C.........................................Jason Stephenson
* Spiker R.C.C......................................................Mike Best
* Spirit R.C.C..................................................Chris Watkins
* Statisti R.C.C.....................................................Dustin M
* Summoner O.C.C ..............................................Author Unknown
* Swat Team O.C.C............................................Matthew C Cutter
* Tattooed Weapon Master O.C.C.................................Brad Skibinsky
* Treant R.C.C....................................................George Bird
* Turtextron R.C.C..................................................Mike Best
* Vampire Hunter O.C.C...............................................Morpheus
* Wildrunner R.C.C...................................................Demoniac
* Woowari R.C.C......................................................Dustin M
* Yautja Hunter R.C.C................................................Dustin M
* Yi-Xian C.C.C.....................................................Nighthawk
*
* Appendix A - Coalition data for use with Demoniac's O.C.C.'s and R.C.C.'s by Demoniac
* Appendix B - The Keltarian Race by Jason Bridgman
* Appendix C - Rune Magic for use with Jason Bridgman's rune O.C.C.'s
* Appendix D - The "official" O.C.C./R.C.C. submission form by Kevin Eav & Morpheus
-----------------------------------------------------------------------------
& - These O/R.C.C.'s are from a larger file additional material is found in Appendix A

% - These O.C.C.'s are specific to the Keltarian Race: See Appendix B

@ - These are S.D.C. O.C.C.'s created for other Palladium games, but useable in
RIFTS

+ - Rune Magic: See Appendix C

And now on with the show....


=====================================================================
Adept O.C.C. by Matthew L Jinkerson ([email protected])
As a result of one of my players taking a firm grip into the magical aspect of MAGE, I developed
a new magic O.C.C. more suitable for what he requested. In the course of development I tried
very hard to create a new mage aspect without going beyond the bounds of equality among the
initial three magic character classes. If for your game you wish to make changes to this O.C.C.
or have any questions, feel free to make those changes, or write me at: [email protected].

Experience points/level: Same table as a Mystic O.C.C.

P.P.E.: P.E.+(2D4*10)+2D6 per level.

2 Languages +15%
Wilderness Survival +10%
Pilot: Hover Craft +5%
Lore: Demons & Monsters +10%
Math: Basic +10%, Literate +10%

Plus 7 other skills (req. 1 science, 1 technical) available areas are: communication (radio only),
Electronics (Basic), Medical (first aid), Physical (except Wrestling and Gymnastics.), Pilot +5%,
Pilot related +3%, Rogue, Science +10%, Technical +5%, WP (any), Wilderness +5%. Plus
select five secondary skills (without plus).

Powers: 2D4 spells initially.

Sense ley line and magic energy - This power is somewhat similar to the psi-stalker and mutant
dogs. The line walker can see and feel the presence of magic. Sense ley line nexus - The walker
is able to feel whether there is a ley line within the area of his sensing abilities, 10 miles (16 km)
per level of experience, and can tell whether it is near or far. He can also follow the feeling to
locate the ley line at a skill level of 30% +5% per each additional level of experience.

Sense a rift - The mage will automatically feel the sensation of a rift opening anywhere within a
50 mile area (80 km) +10 miles (16 km) per each additional level of experience. Although he
cannot tell exactly where this rift is, the walker will know whether it is near of far and whether it
is big or small. Sense magic in use - The expenditure of magic in the form of a spell, rifting, or
techno-wizardry can be felt, up to 100 feet (30.5 m) away per every level of experience. The
Adept will not know the location nor be able to trace it, but he will feel its energy and know that
magic is being used in the area of his sensing range.

True Sorcery - This unique magic user invents new spells as he/she needs them. Creating spells
that may or not be similar to those spells listed in the books, if not similar, the GM will have to
deterime the P.P.E. required, range, damage (if any) and description for the spell.
Step 1: Character determines the desired effect that he or she wishes to accomplish.
Step 2: The GM determines what power, spell, etc... best accomplishes the desired effect, and
assigns rank (level) to the given power (record and save for future reference).
Step 3: Character rolls dice to determine the length of time needed to invent the spell.
The creation time of the spell is directly related to the level of the spell wished to be created.
Creation time is 2D4 melees + 2*(level of the spell) melees extra. For example if an Adept
wished to create a spell of 5th level it could take anywhere from 12-18 melees depending on the
roll. When the Adept begins the creation, he/she goes into a meditative trance. While in this
state the character cannot take any other action other than a slow walk (no dodge, parry, etc...).
However, the Adept is aware of his surroundings and can cancel the meditation at any time,
resuming action normally. If the meditation is broken at any time the Adept shall have to resume
his meditation from the beginning, as the spell is not imprinted upon the Adept's memory until
the end of the meditation. This does allow the Adept to create new spells as he/she needs them,
provided all spells have not yet been chosen, but finding the time to do so in combat can be
tricky.
Step 4: The Adept casts the newly acquired spell for the first time ever. This initial casting
requires two times the normal amount of time to cast the spell. If the Adept chooses he/she can
negate the penalty of the double time in casting the spell, by expending 10 P.P.E. extra for the
first spell. All spell casts after the initial time can be accomplished at the normal rate of time.
Normal casting time for spells: Levels 1-6: 2 spells per melee. Levels 7-10: 1 spell per melee.
Levels 11-15: 1 spell every 2 melees.
Step 5: Add the spell to the Adept's personal list of spells for future reference which can now be
called upon like any ordinary spell cast by most magic users.
Limitations:
1. The character can never learn magic like a normal mage, instead he/she must develop a
similiar one.
2. These spells are all personal, they cannot be taught to other magic users.
3. Can only create 2 spells a week plus one per each level of experience.
4. Can only create 4 spells per each level of experience plus one for each level of the Adept, per
year. For example if a 1st level Adept had not advanced for two years he/she could have up to
10 +2D4 spells available to him or her.

Bonuses to Save: +2 vs Horror Factor

Weapons: Standard
Other Equipment: Standard
Vehicles: Standard
Credits: Standard

=====================================================================

Anti-Magics: An R.C.C. for Rifts by Dan Hicks


These beings are similar, in that they are able to simply negate magic!

Alignments: Any
Attributes: All 3D6
O.C.C.'s: No practitioners of magic, tend towards fighters
XP Table: Use dragon experience table
Hit Points: Standard S.D.C.: Normal as per O.C.C.
Horror Factor: 13 to creatures of magic when they realize what they're fighting
P.P.E.: 3D4*10+40 to start, +1D4*10 per level
Natural Abilities: Unless noted, these powers cost no P.P.E. to use.

Negate Magic: The Anti-Magic can negate magic at a rate of 1 of his P.P.E. to 4 outside P.P.E.

Impervious to Hostile Magic: Just like it sounds, hostile magic directed at the character either
fizzes out, misses or some else happens

Negate I.S.P.. : The Anti-Magic can negate I.S.P.. at the same rate as P.P.E. (see above)

Negate Magical Creatures: By directing his P.P.E. towards a magical creature he is touching,
the Anti-Magic can do 3D6 damage/ P.P.E. point/round to a supernatural creature, such as
vampires, were beasts, dragons, faeries.
Generally anything which can't survive without magic is affected by this.

Change Magical M.D.C. to S.D.C.: Any magical attacks which do M.D., such as a dragon's
punch, a rune sword, is done in S.D. to the Anti-Magic.

Negate Magical Attacks: This is like #1, #2 and #4. Any attack which couldn't exist without
magic but isn't physical, dissipates upon hitting the Anti-Magic, doing no damage.

Example: A dragon breathes fire at an Anti-Magic and his friends behind him. The fire
strikes the Anti-Magic and dissipates, doing no damage to anyone.
Example 2: A basilisk tries to petrify an Anti-Magic. The beams strike and dissipate,
doing no damage.

Attacks per Melee: As per combat


Damage From Special Attacks: See abilities
Average Life Span: 90 years
Value: 80 billions of credits
Habitat: Anywhere
Language(s): Any as per O.C.C.
Enemies: Supernatural beings
Allies: Weak humans
Size: human
Weight: human
Notes: This is my first R.C.C. If you have any questions or comments, please feel free to send
them to [email protected]. Also, don't tell people you made this. After all, this is my first.

=====================================================================

Asternogs R.C.C.
Born of the stars, these beings of pure cosmic energy, no fear, no emotions, and have no
friends. One continual message, passed down throughout their existence, gives them reason to
live, DOMINATION!!!

Asternogs or Asteronians, as sometimes called, feed off of the energy radiating from
the stars of the universe. They reproduce sexually and offspring are placed in the interior of a
star. There they grow and mature until they unleash themselves on the universe. Domination of
all beings seems to be their main instinct and they rarely have any feelings toward any other
being. Usually they travel alone searching for prey to either conquer or digest. Food is there
only means of survival, and somehow it uses the gases from the breakdown of food particles and
gives their bodies any particular gas needed to function. They need to feed every human week
and any living or non-living tissue can be consumed.
Their appearance is very intimidating. The average Asternog stands 10 feet 6 inches. They
can fly at velocities of up to 1,000 mph and sometimes faster when pissed off. Their physical
build is that like a humans, they have two arms and two legs. The head is large with one eye in
both the front and the back. Ears are relatively small but still have remarkable hearing skills.
Their skin is green for males and blue color for females. Both sexes are equally powerful but the
females seem to be a bit stronger overall. And fight ferociously.

Attributes: IQ 6, MA 5, ME 4, PS 7, PE 5, PB 1, SPD 6 (or 7 if female).


P.P.E.: 5D6x10
Mega-Damage/Hit Points: 1D6x100 + 10 M.D. points
Armor Rating: Skin is M.D. substance and is impervious to all normal weapons.
Magic and Psionics inflict 75% effect.
Natural Abilities: Fly 1000m/h, see invisible, and bio-regeneration 1D6x10
M.D, hit points every three minutes.
Eye Incinerator beam: 6D6 MD, range: 1000 feet.
Atom dismantler: 6D10 + 10 MD, range: 80 feet. Note: (When used, the dismantler collects all
stored power from own body losing amount of damage inflicted)
Claws: 3D6 MD
Bite: 4D6 MD
Photon Detonator: 5D10 MD Note 1: (When attached to target it explodes after 3 melee
rounds) Note 2 : (When the bomb is on its specific target the target character can attempt to
disarm it by rolling a 20 sided dice.)
1-7 Disarm successfully
8-10 Disarm but lose 10 MD points
11-14 Lose 1D4x10 MD points
15-19 Disarm successfully
20 Bomb goes off and loses 2x MD points inflicted

Psionics: Master Psionic: player can choose up to ten psychic powers from any category. Select
an additional five at 5th level and 10th level.
I.S.P..:2D10x10
Magic Knowledge: Full understanding of magic. Can sense ley lines & nexus points; range: 100
miles.
Spells: Can learn all spells by usual means beginning at 1st level.
Combat Abilities: Equal to hand-to-hand basic, + 2 melee attack.
Average Life Span: 40,000 years.

Shawn Woods
=====================================================================

BEAT COP O.C.C


Requirements: ME 9, MA 9, PS 12, PE 10

O.C.C Skills:
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%

Skill Programs:
Medical Program - Biology, Criminal Sciences/Forensics, (Chemistry, & Chemistry:
Analytical prerequisites not necessary) Paramedic, Pathology. +20% to all skills
Police Program - WP Auto Pistol, WP Shotgun, Hand-to-Hand: Basic, Radio: Basic, Pilot:
Auto. (+20%)
Select 1 other skill program, excluding Military, Espionage, Pilot: Advanced, or Stage Magic.
+20% to all skills.

Secondary Skills: 10, +2 at 3, 6, 9, 12, 15 OR


Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%
Biology (+20%)
Criminal Sciences/Forensics (Chemistry, & Chemistry: Analytical prerequisites not necessary)
(+20%)
Paramedic (+20%)
Pathology (+20%)
Radio: Basic (+20%)
Pilot: Auto (+20%)
WP Auto Pistol
WP Shotgun
Hand-to-Hand: Basic

Other Skills: 5
Communications: Any (+5%)
Domestic: Any
Espionage: Any (+10%)
Electrical: Basic Electronics
Mechanical: Basic, Auto Mechanics, Locksmith (+5% on Locksmith, Mechanical Engineer
prerequisite not needed)
Military: None
Medical: None (see skill programs)
Physical: Any
Pilot: Any ground, air, sea. No Power Armor, Robots, or spacecraft.
Pilot Related: Any
Science: Chemistry, Chemistry: Analytical, Math: Advanced, Psychology (+10%)
Technical: Any (+5%)
WP: Any

Secondary Skills: 10, +2 at 3, 6, 9, 12, 15

S.D.C.: 3d6
XP: Use the Nega-Psychic from Beyond the Supernatural
=====================================================================

Beyond Cyber-Knights O.C.C's


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: + 1 to all mental attributes, + 3 to all physical attributes 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-systems, 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 M.D.C. 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 attributes 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 spell s he/she wants.

Gains 2D20 P.P.E. immediately and 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 I.S.P. 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, + 1d6 MD at Levels 17, 19, 22, 24, & 26.

Can use the psionic Healing Touch the same as the psionic power WITHOUT using I.S.P.. This
may only be done once per 24 hours, and it temporarily drains1d4 S.D.C. 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 I.S.P. 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.

The Cyber Avenger gains the ability to incite fear in any creature (horror factor 19) once per 24
hours. Like the Cyber-Paladin, this action drains 1d4 S.D.C. 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 P.P.E..
PSIONICS: 2 Super psionics (once again, not Psi-Sword) and 5 from any other category. Gains
2d20 I.S.P., master psionic, +4 to save vs psionics
POWERS:
Can use both the Psi-weapons of any Cyber-O.C.C. (except for the Paladin and Avenger's
weapons; those weapons are unique to those O.C.C.'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
2) Gains Nightvision 50 feet

A Beyond Level 15 O.C.C. by DaBeechMan E-mail me with any questions. Enjoy the bonuses.
Choose an additional 2 at level
=====================================================================

BIO-ORGANIC CENTAUR R.C.C


(Note: The Races from Jolsun are very powerful, but they work!)

Alignment: Any, but typically good or selfish.

Attributes: I.Q. 3d6+2, M.E. 4d6, M.A. 3d6+4, P.S. 16/28(base), P.P. 12/14(base), P.B.
20(base), Spd. 132(base), +3d6 discretionary points to divide between P.S., P.P., and P.B..

Points must be divvied by each individual score in the cases of P.S. and P.P. the first is the upper
humanoid torso, the latter for the equine portion.
For each point not spent in this manner the player may opt to spend it on a 1d4x10 per point
basis(thus 2=2d4x10, 3=3d4x10 and so on.) Spd=Mph can be found on p.252 of the RIFTS
sourcebook.

Size: Approximately 7-8.5' from hooves to topknot and around 9-11' long.

Weight: Roughly 1 ton.

Description: A BIO-ORGANIC race that hails from a dimension called Jolsun that is near to all
others. Being this close had caused a lot of RIFTS that pulled samples of many races into it.
These races took this as a sign from their gods that this was their new home and to live with it.
Thus it began, the races had lived quite peacefully for a while and as usual the humans got bored
and started wars. The Elders saw this happen-stance and were shocked, yet sickly amused.
These Elders watched their people slay each other and began to take sides. Then a wise young
God named Auhms (pronounced all-ms), who was Lord of machines and Dwarves, introduced
BIO-ENGINEERING and enhancements. Soon everyone had been "enhanced" and peace
eventually restored with the Wisdom that sometime comes with advancement. (NOTE: Being
BIO-ORGANIC they may still reproduce)

Appearance: Think of a powerful robot horse that has a flesh humanoid body that attaches to the
neck of the horse at the waist of the afore mentioned humanoid torso.

M.D.C.: The Enhancements increased everything including their stamina, and the energies
involved make them Major Mega Damage Creatures.

Horse Body: 450


Torso: 320

Horror Factor: 12 (Awe do to extra-ordinary looks, wears off in 1d6 melees.)

Enemies: Non per se.

Allies: Anyone else in their Clan.

Special Abilities:
2(base) attacks for torso and 2(base) for horse.
Gallop double speed for P.S. in minutes.
Nightvision: 60'
Can carry P.S.(horse)x300 lbs on horseback.
Hooves front: 1d6 MD, Buck: 2d4x10,
Trample: Spd/3+1d4/level (Gallop for full efficiency!),
Charge: Weapon Dmg.x3 if piercing, x2 for slash and blunt.
Psi-Bow same as Psi-Sword (p.126) 10 I.S.P.. 2,000' range.
Eagle like vision.
Heals 3d6 MD Per Portion per day.
Metallic parts regenerate and powered by sustenance as is the rest of the body.
May use Rune Weapons, and Techno Wizardry.

Special Disadvantages: Size causes difficulty in hiding, Weight causes a -30% to Prowl, Must
take individual fighting styles for each half, Must have Robot Mechanics, Electronics, and an
MD in Cybernetics to conduct at least First Aid, unless of course they're from the same clan
then First Aid is all that is necessary.

Starting Equipment: 1 Backpack, 2 saddlebags, Tunic, 1 Weapon, Clan Medallion.

Money: 3,000 Credits

R.C.C. Skills:
Dollanthian (Jolsun's Common) (98%)
Knows two other languages (+15%)
Tracking (+20%)
Robot Electronics (+20%)
Robot Mechanics (+15%)
Land Navigation (+25%)
Horsemanship (100%) Well isn't it Ironic?
Torso: HAND TO HAND: Basic may be increased to ASSASSIN, or MARTIAL ARTS for
one "other " skill.
Horse: HAND TO HAND: Basic may be increased to ASSASSIN, or MARTIAL ARTS for
one "other " skill.
W.P. any three ancient
Secondary Skills: 6 "Other" skills from any category except Pilot. No Modern Weapons until
level advancements are made: 2 at levels 3, 5, 7, 9, 11, 13, & 15

Psionics: All BIO-ORGANIC CENTAURS are major psionics with 2 from Super (Except Psi-
Sword), Any 4 from the remaining categories. I.S.P..: M.E. + 2d4x10, then +1d8/level.

Saves as: Techno-Wizard


Spells: None
Cybernetics: Special (I shall send their types last.)
Experience Table: As a Techno-Wizard

Created by David Rich For comments, ideas, slams, & someone to talk to contact me at:
[email protected]

Borowitz Giants R.C.C.


The Borowitz are giant psychic humanoids from another world. Yet while they are
massive and powerfully built beings, they are not supernatural in nature.
Despite what most smaller folk may think, the Borowitz are not plodding, dim-witted
brutes. They are very intelligent and have keen minds, even though they are not very charismatic
and tend to speak brutishly. All Borowitz have an intrinsic love for games, both mental and
physical. Disputes even between mortal enemies are handled through gaming competition,
whether it be athletic, intellectual, or psychic. They often view other races as being "un-
civilized" because others are so quick to strike up arms against both friend and foe alike, when
the entire matter could be so easily settled in "Personal Gaming Competition."
Worshipping no gods, the Borowitz have an almost religious devotion toward their
Elders. Their society is organized around a family-unity type of structure. Each of the scores of
different Orders are led by a council of twelve Elders. Each Order is composed of dozens and
dozens of Clans, all of which headed by their council of Elders. By tradition, every Clan in the
Order has a specific occupation. Every Order has its own Clan of merchants, warriors,
engineers, etc. The bitterest of competitions arise from clans competing with similar
occupational clans in other orders. Every fifteen years, the occupational Clans from dozens of
Orders will hold great Olympic-style competitions, each trying to outdo the other.

Alignment: Any, however the vast majority are anarchist, unprincipled, and scrupulous.
Regardless of alignment, all Borowitz are 100% loyal to their Order.

Attributes: The number of dice rolled is as designated: I.Q. 3D6, M.E. 4D6, M.A. 2D6, P.S.
4D6+10, P.P. 3D6+2, P.E. 4D6, P.B. 2D6, Spd 3D6. Their P.S. and P.E. are considered to be at
the supernatural level on magic supercharged environments such as RIFTS Earth and
Wormwood.
Hit Points: P.E.*5 +2D6 per level of experience.
S.D.C.: 2D4*100 on RIFTS Earth plus those gained from O.C.C.s and physical skills, making
the giant an equivalent light mega-damage structure (every 100 S.D.C. equals one M.D.C.).
Horror Factor: 11
P.P.E.: 6D6
Natural Abilities: Exceptional long range vision, night vision 40ft, heals ten times as quickly as
normal, and is naturally resistant to both magic fire and magic cold (does half damage).
Additionally, these giants’ natural psychic abilities are made even more powerful on RIFTS
Earth.
Bonuses: +3 to save vs Horror Factor in addition to those gained from attributes, O.C.C., and
skill bonuses.
Damage: Restrained punch does 4D6 S.D.C. plus P.S. bonus, full strength strike does 2D6 M.D.,
power strike 4D6 M.D. (counts as two attacks), and a kick does 3D6 M.D.
Magic: By O.C.C. only.
Psionics: All Borowitz giants are considered major psychics. Select five Physical psionics and
any three additional psionics from the categories of Healing, Physical, and Sensitive. At levels
three, six, nine, twelve, and fifteen select one additional psionic from those categories. At levels
four, eight, and twelve select one super psionic.
O.C.C.: Virtually any O.C.C. (except Glitter Boy), including the CS Military (equivalents).
Skills of Note: Speaks and is literate in Borowitz, and Troll, and speaks Gobblely, all at 98%.
Knows one extra ancient W.P. in addition to O.C.C. skills. Also add +5% skill bonus to all
Wilderness skills due to their natural aptitude in that area.
Average Life Span: 250 years.
Habitat: Can be found anywhere. Considered a monster or D-Bee on RIFTS Earth.
Enemies: Generally indifferent to most, however they view most short folk with
disdain.
Allies: Non per se. May associate with anyone.
Physical Appearance: These beings are massively built humanoids. Their skin color varies in
shade from a dark golden honey to a light brown. Their limbs are unusually long, resulting in a
more gangly appearance. The most noticeable difference that separates them from most other
giants is the fact that they are not cannibals!
Size: 12ft (3.63m) plus 6D6 inches.
Weight: 400 to 900lbs (180 to 410kg).
Notes: Borowitz tend to be surprisingly civilized, although they are more aggressive toward
smaller or weaker beings. They have quickly adapted to RIFTS high technology and have a
passion for vibro-blades and other weapons that show the full extent of their skills.

Dustin M
[email protected]

=====================================================================

CALLER O.C.C
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
perceive 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 equaling 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.) P.P.E. 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 Aberrant Callers also have Healing Touch while evil or anarchist have
bio-manipulation. I.S.P. 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%
HAND TO HAND: 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 (Professional) (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.)

O.C.C. 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 get the Caller out, and it only works on things the creature
can break)
MILITARY: NONE
PHYSICAL: No types of fighting other than O.C.C. 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 P.P.E.: total possible damage in M.D.C. /2+M.D.C armor/10= P.P.E. cost to call the
creature 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. only need
a memento or a tattoo of the creature {more often a memento} . the monster if sentient must be
of that alignment or gave consent . they start with 3 animals ,1 monster and, 2 lesser monster
below . calls May have a familiar link like a Shifter . speaking of shifters a caller and a shifter
can open a rift to an unknown plane or planet [in case someone is making something on espers
and FF3] witch people other can people can go though. There's many creatures on this place
{plain or planet} that know about callers and are willing to help. [Note: there could be a natural
rift open to that place.]
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 Atlanteans.

ENHANCEMENTS: NO CYBERNETICS 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 black 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.)

XP: Xp of a shifter

Chocobo: Calls a Chocobo, who bites and kicks 1 person, doing 2D6 damage. 10m.d.armor
Costs 7 P.P.E. Level: 1
Mist: Calls a Mist Dragon, who blows a cold wind at 1 person doing 5D6 damage. 50m.d.armor
Costs 20 P.P.E. Level: 6

Titan: Calls Titan, quake 5d6 to 3 ground things , on water it can be used to make a tsunami
wave 1d4+1m.d. 100m.d.armor Costs 55 P.P.E.

Shiva: Shiva comes and casts a cold wind on up to 2 people. Does 6D6 damage 90m.d.armor
and costs 45P.P.E. Level: 7

Indra: Indra hits up to 4 people with lightning, doing 3d6 m.d. 90m.d.armor Costs 45 P.P.E.
Level: 7

Jinn: Jinn comes and creates a fire, doing 12d6m.d. 90m.d.armor Costs 45 P.P.E. Level: 7

Special Calls:
Asura: By defeating Asura, Queen of the Summoned Monsters, a Caller can call Asura for a
healing a group of nine on up to repairing 60m.d.armor. 200m.d.armor Costs 50 P.P.E.

Levia: By defeating Leviathan, King of the Summoned Monsters, a caller can call Leviathan,
who creates a huge wave doing 1D6x5 damage to 5 people. Costs 80 P.P.E.

Odin: By defeating Odin, a caller can call Odin 50% of the time, who comes and kills enemies
by cutting through them.200m.d.armor Costs 70 50+per extra enemy P.P.E.

Sylph: By doing a favor for the Sylph fairies, a Caller can call 3 Sylphs, who do 1D6x10 points
to 1 person and give the points back to 1 person. 50m.d.armor per sylph. 17 P.P.E.

Bahamut: By defeating Bahamut, the most powerful summoned monster, Caller can Call
Bahamut, who does 3d6x10 600m.d.armor.

An O.C.C. for RIFTS by Beecher Greenman E-mail me with any questions. Enjoy!

Cambion R.C.C
The Cambions are a human-like race from fairly deep within the Thundercloud galaxy. They are
the main force in a group of planets known as The Collective of Free Planets. The Cambion
home world is situated in a strange solar system.
The only thing that is contained in this solar system is the sun, Cam Solim, the planet Cambi
Prime with its five moons, and a spatial anomaly much like a black hole or worm hole. The hole,
which has been named the Vortex, is the only thing which orbits the sun. This means that the
planet of Cambi Prime orbits the Vortex! More precisely, the planet is caught in the Vortex, but
surprisingly seems to be stable and in no trouble of falling in. From the earliest records of the
Cambions it seems that the planet has always been there, or it has been there at least since the
Cambions arrived. The Cambions were probably humans once, but through millennia of living
on the edge of the vortex has altered them making slight differences. NOTE: Cambions make
up almost 45% of the Collective. See "The Collective" for more information.

Cambions are almost identical to humans in appearance, except their skin has a dusky grey tinge
and their ears have a slight point. Hair color is normally black, dark brown, or white, with other
colors existing but very rare(red hair is considered a bad omen, and usually colored).

Alignment: Any, but typically good.


Attributes: I.Q. 3d6+1, M.E. 3d6+3, M.A. 3d6, P.S. 3d6, P.P. 4d6+3, P.E. 3d6+1, P.B. 3d6,
Spd. 4d6
Size: Five to seven feet tall.
Weight: 100 to 250 pounds.
M.D.C.: By armor or magic only.
S.D.C./Hit Points: Standard+30, and double normal hit points.
Horror Factor: None.
P.P.E.: 4d6, unless magic O.C.C.
Average Life Span: 180 years.
Natural Abilities: Nightvision 40 ft and immune to radiation. Also have near perfect hand to
eye coordination when piloting vehicles, add +10% to any piloting skills.
Psionic Powers: Standard; basically the same as humans.
Magic Powers: Only if a magic O.C.C. is selected.
Combat: Normal; varies with skills.
Vulnerabilities/Penalties: None.
O.C.C.s: Virtually any! Most lean towards fighter pilots and other pilot classes. The Cambions
discovered magic about fifty years ago from a highly magical race that the FWDC discovered
(actually elves).
Cambions have taken well to magic, and are especially favored towards Techno-Wizardry.
The Cambions also have a special class, known as the psi-pilot. These are people with ambient
psionic powers, that develop a highly specialized form of telemechanics for the use of interacting
with vehicles. In the last 25 years the Cambions have shared this knowledge with other races,
and it has recently appeared among pilots in the CCW, making Turbo-Jockeys very jealous.
Alliances and Allies: The Cambions work well with all of the races in the collective, and are
also friendly with most of the races near the collective that were not destroyed by the insect-men.
They are also forming a treaty with the CCW, and are friendly with any race with a "goodly"
disposition.

=====================================================================

Coalition Centurion O.C.C.


The Coalition Centurion is a combat specialist who is trained to work with Inquisitors.
Primarily, they aid the with investigations, although they are also used as a highly visible police
force.
Centurions are an elite group, numbering even less than the Sea Wolf oceanic units.
They are usually arrogant and ruthless in fulfilling their duties, especially when dealing with
non-humans. Centurions will occasionally be deployed as members of regular fighting groups,
but will mostly serve with the Inquisitors.
Inside the Coalition States, the sight of a Centurion will often bring some fear and
uneasiness into the hearts of criminals. The sight of a Centurion is usually the first sign of a
major crackdown of Coalition law-enforcement. They are part of the Coalition police forces, but
are principally the enforcers of the will of the Inquisitors.
Centurions begin their career at the rank of Sergeant, although they are not bound to
obey orders from superior officers unless they have been assigned to a regular soldier's unit.
Although it is not a requirement, at least 55% of all Centurions are minor and major
psychics. Telepathic individuals are valued highly and placed with psychic sensitive Inquisitors.

Attribute Requirements: P.E., P.P., and I.Q. 12 or higher

O.C.C. Skills:
Radio: Basic (+15%)
Literacy (+15%)
Intelligence (+15%)
Robot Combat: Elite (with two separate robot/armor types)
Read Sensory Equipment (+15%)
Weapon Systems (+15%)
Prowl (+15%)
Detect Ambush (+15%)
Detect Concealment (+15%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert (can be changed to Assassin for 1 "other" skill)

O.C.C. Related Skills: in their duties, Centurions are given more leeway and access to
knowledge than most Coalition soldiers. Centurions may select 10 skills, of which 2 must be
Espionage and 2 must be either Science or Technical. Gain additional skills as follows: 2 at level
3, 2 at level 6, 2 at level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: any except Electrical Engineer
Espionage: any (+10%)
Mechanical: Automotive and Locksmith only
Medical: First Aid or Paramedic only
Military: any (+5%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any (+5%)
Science: any
Technical: any
Weapon Proficiencies: any
Wilderness: any (+5%)

Secondary Skills: The character may also select six secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parentheses. Also, skills are
limited (any, only, none) as previously indicated in the list.

Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and sidearm of choice
with five extra E-clips for each, six grenades, survival knife, distancing binoculars, robot medical
kit, pocket computer, utility belt, air filter and gas mask, walkie-talkie, uniform, combat boots,
canteen, and two additional energy or non-energy weapons of choice (may include a light rail
gun). Conventional military vehicle of choice (motorcycle, jeep, hovercycle, etc.) for daily use.
Centurions are also issued a standard Legionnaire's suit of power armor.

Equipment Available Upon Assignment: Centurions are allowed to commandeer any vehicle
in the execution of their duties, but they are typically assigned a modified Coalition Sky Cycle
which has 35% more armor, and have an integral jet pack on their body armor.

Money: Centurions are given a roof over their heads, food, clothing, and all other basics
provided as part of their pay, as well as access to all Coalition facilities. They also receive a
monthly salary of 2350 credits, beginning with one month's pay. Their quarters are identical to
those for military specialists.

Cybernetics: None to begin with, but implantation is not restricted.

Centurion experience table: same as CS Military Specialist

[email protected]
=====================================================================

Coalition Commando O.C.C.


The Coalition commando is a highly trained, combat-oriented specialist whose job is to
act as counter-insurgent and counter-terrorist. These soldiers are deployed under the command of
Coalition military specialists, and are used extensively as members of long-range patrols outside
the borders of the Coalition States. They are also deployed as members of reactionary units
within the Coalition States to quell uprisings or other threats to the Coalition States. Due to the
speed and efficiency that Coalition commandoes carry out their assigned tasks, they are known
as "Swifts" both within and without the Coalition States. All commandoes begin at the rank of
corporal.

Attribute Requirements: P.E., P.P., I.Q., and M.E. 10 or higher.

O.C.C. Skills:
Radio: Basic (+10%)
Literacy (+10%)
Intelligence (+10%)
Robot Combat: Elite
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Wilderness Survival (+15%)
Prowl (+15%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert (can be changed to Martial Arts or Assassin for 1 "other" skill)

O.C.C. Related Skills: Select 12 other skills. 2 must be Espionage, 2 must be Physical, and 2
must be Weapon Proficiencies. Gain additional skills as follows: 2 at level 3, 2 at level 6, 1 at
level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: Basic only
Espionage: any (+5%)
Mechanical: Automotive or Locksmith only
Medical: Paramedic only
Military: any (+5%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: Math, Chemistry, or Anthropology only
Technical: any
Weapon Proficiencies: any
Wilderness: any

Secondary Skills: The character may also select eight secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parantheses. Also, skills are
limited (any, only, none) as previously indicated in the list.

Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and energy sidearm of
choice, four extra E-clips for each, four grenades, survival knife, distancing binoculars, robot
medical kit, pocket computer, utility belt, air filter and gas mask, walkie-talkie, uniform, combat
boots, canteen, and additional non-energy weapon of choice. Conventional military vehicle of
choice (motorcycle, jeep, hovercycle, etc.) for daily use.

Equipment Available Upon Assignment: Vehicles include SAMAS power armor, Spider-Skull
Walker, Enforcer UAR-1, other robot vehicles, conventional military vehicles, hovercraft, jet
pack, tank, APC, and aircraft. Any weapon types, extra ammunition, surveillance equipment,
camera equipment, sensory equipment, optical enhancements, and food rations for weeks. Also
has access to vehicle and equipment repair. Note: All weapons and equipment are given out on
an as needed basis, with the commanding officer deciding whether or not the item(s) is really
necessary or not. If the officer doesn't like the character(s), the availability of items may be
extremely limited.

Money: The commando gets a roof over his head, food, clothing, and all other basics provided
free as part of his pay, as well as access to military facilities. Plus a monthly salary of 2000
credits, starting off with one month's pay. The quarters for the commando are the same as those
for the military specialist.

Cybernetics: None to start with, but implantation is not restricted.

Commando xp table: same as CS Military Specialist

[email protected]

=====================================================================
Coalition Deathknight O.C.C. (Elite Infantry)
During Prosek’s improvements in the army, he came up with an idea. Take the best
Raw recruits and put them through a year of training that would make hell look like fun. There is
an amazing 54% fatality rate in the training!
None the less, it has created the ultimate unit. Dedicated, trained, and most definitely lethal. If
that wasn't enough, they are given a DNA modifying virus that enhances their attributes (as if
they weren't high enough already).
Note that Prosek has made this O.C.C. available only to men. This is following with his
idolization of Hitler, who didn't like women in his spec ops units.
Note: Because this unit is new, no member is currently above 3rd level, and none are older than
19.

Attribute Requirements: IQ:14, ME: 17, PS: 17, PE: 20, PP: 17, SPD: 14

Training Bonuses: +3 PS, + 6 PE, +2 PP, +2 SPD, +40 S.D.C., +1 attack per melee, +2 save vs.
Horror Factor +1 roll with punch/impact, +1 dodge, +1 strike (Hand to hand and ranged
weapon), +3 save vs. psionics, +5 save vs. Mind Control, +1 save vs. Poisons

Gene Engineered bonuses: +4 PS, +4 PE, +2 PP, +4 SPD, +50 S.D.C., +1 attack per melee, can
lift 2x person of normal strength. Needs only 6 hours of sleep. Can stay alert and ready for up to
3 days.

P.P.E.: Standard
Magic: None
I.S.P.: 2d4

Psionics: Because of their unusually harsh and training, they have the natural ability to, twice
daily, do either Impervious to Cold, Impervious to Fire, Nightvision, or Summon Inner Strength.
They can also use the powers Resist Fatigue, Resist Hunger, and Resist Thirst indefinitely. These
are not true psionics, so they require no I.S.P. to do. It is possible because of the ultra-intense
nature of their training. All of these are the equivalent of a third level psionic.

Healing: Because of their DNA modification, they recover 2d6 S.D.C./HP every 2 hours.

Power Punch: The Power Punch of a Death Knight does 1d4-1 MD (if zero, its still the
equivalent of 50 S.D.C. damage)

Senses: The Deathknight has senses that are as good as a human can get. Even if they had an
impairment before, the DNA modification changed that. This is represented in their training
bonus.

O.C.C. Skills
Language: 2 of choice at 98%
Literacy: 1 of choice at 98%
Radio: Basic (+30%)
Basic Electronics (+30%)
Detect Ambush at 98%
Detect Concealment at 98%
Escape Artist (+10%)
Intelligence (+40%)
Sniper
Tracking (+20%)
Wilderness Survival at 98%
Basic Mechanics (+35%)
First Aid (upgradeable to paramedic at the cost of two O.C.C. related skills) (+30%)
Holistic Medicine (30%)
Demolitions at 98%
Demolitions Disposal at 98%
HAND TO HAND: Expert & Assassin!!! (gets the bonuses of both at the same level)
Athletics: General
Body Building and Weight Lifting
Boxing
Climbing (+20%)
Gymnastics (+10%)
Prowl (+60%)
Running
Swimming (+15%)
Scuba (+5%)
Wrestling
Drive: Automobile (+25%)
Drive: Tanks and APCs (+15%)
Read Sensory Equipment (+30%)
Math: Basic (+30%)
Computer Operation (+5%)
3 Ancient W.P. of choice
5 modern W.P.s of choice
Land Navigation (+25%)

O.C.C. related Skills (pick 5)


Communications: Any (+10%)
Domestic: Any
Electrical: Any (+10%)
Mechanical: Any (+10%)
Medical: None
Military: Any (+15%)
Physical: Any (+15%)
Pilot: Any BUT Robots & Power Armor or Robot Combat (both types)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Math Advanced (+20%), Biology, Chemistry
Technical: Any (+20% language/literacy, +5% others)
WP's: Any
Wilderness: Any (+15%)

Secondary Skills: Choose 2 from the list above without the bonuses. Choose an additional 2 at
levels 2, 6, 9, 13, and 15

Standard Equipment: 3 Energy Weapons (literally Anything the player wants) of choice with 5
clips for each, 1 vibro-weapon of choice, 1 ancient weapon of choice, 1 SD gun of choice with 3
clips. Suit of Death Knight Heavy Enhanced Armor (see below), Dress Fatigues (Patch is a Skull
with a Broadsword sheathed in energy pointing downward in front of skull), Camouflage
Fatigues, 2 pairs of boots, regular clothes, black 'Ninja' style outfit (complete with shoes) for
sneaking and prowling, Binoculars, Tinted Sunglasses, Gas Mask, Survival Knife, Pocket
Computer, walkie-talkie (2 mile sending range), two canteens, 14 MRE's (one days meal in
each), Vehicle of choice (can opt to share a Modified Iron Maiden APC with 3 other soldiers).

Equipment Available upon Assignment: Anything but Robots or Power Armor.

Money: Has all the same benefits as a Military Specialist O.C.C., but gets paid 3500 a month
salary. Has 1d4x1000 Credits to start with.

Cybernetics and Bionics: Player can have up to 2 bionic implants (excluding limbs, but
including hands), and/or 5 cybernetics implants.

Note: This is an EXTREMELY powerful O.C.C., and pound for pound they're probably the best
trained soldiers on the planet.

Experience Table
Level Experience
1 0-4500
2 4501-9000
3 9001-12,000
4 12,001-23,000
5 23,001-40,000
6 40,001-90,000
7 90,001-150,000
8 150,001-190,000
9 190,001-250,000
10 250,001-500,000
11 500,001-830,000
12 830,001-1,000,000
13 1,000,001-1,300,000
14 1,300,001-1,600,000
15 1,600,001-2,000,000

Deathknight Heavy Enhanced Armor: Realizing the Need to give


these new troops their own unique armor, Prosek allowed the creation of a suit of armor that
almost borders on being a full suit of Power Armor.
M.D.C.: 120
Weight: 75 lbs (supported by exoskeleton)
Fair Mobility: (-10% prowl)
Exoskeleton Bonuses: +6 PS, +10 Speed, +5 feet jumping distance (up & across), +5% climb,
reduces fatigue by 50%. Also Allows character to punch for 1d4 MD & Power Punch for 1d6
MD.
Penalty: Takes 2x longer to suit up.
Black Market Cost: NOT AVAILABLE!!! If for some reason it would be become available,
where talking 2 to 3 million because of its scarceness.
Colors: Solid Black

Note On DeathKnights: These characters, including PC's, are 100% LOYAL TO THE CS.
There are NO exceptions. You're probably saying "Why, surely one of them would want to
defect." Let me explain something. Neither myself nor any of you out there could possibly
understand the bond between DeathKnights. We have neither the honor, nor the experience
required to realize just how strong this bond is.
We're talking a bond that, in all likelihood, could transcend even Death itself. There is no such
thing as a traitor. This is, admittedly, part of their genetic code, but it goes beyond even that.
GM's take note, THERE ARE NO EXCEPTIONS! This means there alignment is ALWAYS
aberrant.

A O.C.C. and armor for RIFTS by Palladium Books Created and Written by Capt MJB (Mike
Best)

=====================================================================

Coalition Entertainment Specialist O.C.C.


Coalition entertainment specialists are a small and select group of people who couldn't
quite cut it as soldiers, but are still dedicated to the cause of the Coalition. Rather than not use
these men and women at all, someone had the bright idea of creating a new position for these
people.
Thus, Coalition recruits who are better suited for fun and games instead of combat are
intensely trained to become entertainment specialists. They are sent to remote outposts to help
bolster the morale of front-line personnel, and are occasionally sent to help "break the ice" when
the Coalition is negotiating to annex new areas.
The entertainment specialist has gained the nickname of "Gomer Boy" from fellow
Coalition troops, and this is the name that outsiders tend to refer to them with. Cruel officers will
sometimes assign a Gomer Boy to a SAMAS RPA Elite officer, just to see the Sam suffer under
the attention of the Gomer Boy.
Note that Gomer Boys can be either male or female, and are pretty much permanently
stuck at the rank of corporal, much to the dismay of the Coalition Grunts, who sometimes take
orders from the Gomer Boys.

Attribute Requirements: P.P. 10 or higher.

O.C.C. Skills:
Radio: Basic (+10%)
Pilot Hovercraft (+10%)
Robot Combat: Basic
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Running
Acrobatics
Juggling
Sleight Of Hand (+15%)
Disguise (+15%)
Imitate Voice (+15%)
W.P. Knife
W.P. Energy Pistol
Hand to Hand: Expert (can be changed to Martial Arts for 1 "other" skill)

O.C.C. Related Skills: Select 8 other skills. Gain additional skills as follows: 2 at level 3, 2 at
level 6, 1 at level 9, and 1 at level 12.
Communications: any (+5%)
Domestic: any
Electrical: Basic only
Espionage: any (+5%)
Mechanical: none
Medical: First Aid only
Military: any
Physical: any
Pilot: any
Pilot Related: any
Rogue: any (+5%)
Science: Math only
Technical: any
Weapon Proficiencies: any
Wilderness: Land Navigation only

Secondary Skills: The character may also select six secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parantheses. Also, skills are
limited (any, only, none) as previously indicated in the list.

Standard Equipment: Coalition "Dead Boy" body armor, Gomer Boy beanie helmet, various
inflatable things, various stage magic items, energy sidearm of choice, four extra E-clips,
survival knife, robot medical kit, pocket computer, utility belt, uniform, combat boots, canteen,
and additional non-energy weapon of choice. Gomer Boys invariably use a flashy, multi-colored,
garish-looking hovercycle that catches the eye of everyone and everything it passes. Usually has
a few wind-driven noisemakers attached as well, for that added touch of the absurd.

Equipment Available Upon Assignment: Vehicles include conventional military vehicles,


hovercraft, and jet packs. Most weapon types, extra ammunition, camera equipment, sensory
equipment, and food rations for weeks. Also has access to vehicle and equipment repair. Note:
All weapons and equipment are given out on an as needed basis, with the commanding officer
deciding whether or not the item(s) is really necessary or not. If the officer doesn't like the
character(s), the availability of items may be extremely limited.

Money: The entertainment specialist gets a roof over his head, food, clothing, and all other
basics provided free as part of his pay, as well as access to military facilities. Plus a monthly
salary of 1900 credits, starting off with one month's pay. The quarters for the entertainment
specialist are the same as those for the SAMAS officer.

Cybernetics: None to start with, but implantation is not restricted.

Entertainment Specialist experience table: same as CS Grunt

[email protected]
=====================================================================

Coalition Inquisitor O.C.C.


Within the ranks of the Coalition States is a secretive band of internal police known as
the Inquisitors. They are the shadowy figures in the background who appear from nowhere to
deal out justice to wrongdoers.
An inquisitor is an extremely well-trained and highly motivated individual who
operates slightly out of the normal chain of command. An inquisitor answers to no one in the
military hierarchy, and instead follows only the commands of the highest echelons. Likewise,
they cannot legally issue orders to the military, but their soft-spoken "advice" is usually followed
to the letter. However, they are commonly allowed to commandeer units up to squad size to aid
in the capture of criminals.
The inquisitors serve as a preventative measure against insurrection and unrest among
the populace, as opposed to the more reactionary stance of the military. Their mission is to
search out rebels and eliminate the threat they pose to the survival of the Coalition States, and
thus to the survival of the human race.
Inquisitors are not restricted in the methods that they may use to roust terrorists.
Indeed, they are highly rewarded for creativity in their pursuit of dangerous criminals. They also
command a special military cadre known as Centurions, who aid them in their investigations.
It is a unique phenomenon that the inquisitors actively recruit psychics. Their
paranormal abilities allow them to discover bad elements in Coalition society that much easier,
and add to the fear and mystique that accompanies their profession. As a result, 75% of all
Inquisitors are major psionics, and are so heavily indoctrinated into Coalition beliefs that they
would never consciously betray the Coalition.

Attribute Requirements: I.Q., and M.E. 14 or higher.

O.C.C. Skills:
Radio: Basic (+15%)
Cryptography (+15%)
Literacy (+15%)
Intelligence (+20%)
Interrogation (+20%)
Investigation (+20%)
Psychology (+20%)
Mathematics: Basic (+15%)
Escape Artist (+15%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Martial Arts (or Assassin, at player's choice)

O.C.C. Related Skills: Select 10 other skills, of which at least 2 must be Espionage. Gain
additional skills as follows: 3 at level 3, 2 at level 6, 1 at level 9, and 1 at level 12.
Communications: any
Domestic: any
Electrical: any
Espionage: any (+10%)
Mechanical: any
Medical: any
Military: any (+10%)
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: any (+5%)
Technical: any (+5%)
Weapon Proficiencies: any
Wilderness: any

Secondary Skills: The character may also select six secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parentheses. Also, skills are
limited (any, only, none) as previously indicated in the list.

Standard Equipment: Coalition "Dead Boy" body armor, energy rifle and energy sidearm of
choice, four extra E-clips for each, four grenades, survival knife, robot medical kit, pocket
computer, utility belt, air filter and gas mask, walkie-talkie, uniform, combat boots, canteen, and
additional non-energy weapon of choice. Also has full ceremonial Inquisitor outfit, including
unique personalized uniform, Inquisition staff, and a full range of interrogation devices. Has a
conventional military vehicle of choice (motorcycle, jeep, hovercycle, etc.) for daily use.

Other Available Equipment: Vehicles include power armor, robot vehicles, conventional
military vehicles, hovercraft, jet pack, tank, APC, and aircraft. Any weapon types, extra
ammunition, surveillance equipment, camera equipment, sensory equipment, optical
enhancements, and food rations for weeks. Also has access to vehicle and equipment repair.
Note: Due to their special status, inquisitors may commandeer virtually anything that aids in the
pursuit of terrorists.

Money: The inquisitor gets a roof over his head, food, clothing, and all other basics provided
free as part of his pay, as well as access to all Coalition facilities. Plus a monthly salary of 2500
credits, starting off with one month's pay. The quarters for the inquisitor are the same as those for
the military specialist.

Cybernetics: Any two cybernetic implants to begin, and additional cybernetics or bionics are not
restricted.

Inquisitor experience table: same as Techno-Wizard

[email protected]
=====================================================================

Coalition Psi-SAM O.C.C. (also known as Psykers)


Attribute Requirements: IQ:12, PP:10, ME:12

O.C.C. Skills:
Radio: Basic (+10%)
Pilot: Hovercraft (+15%)
Rob.Com:Elite:UAR-1
Pilot: Robots & Powered Armor (+20%)
Read Sensory Equip (+15%)
Weapons Systems (+15%)
Running
WP: Energy Rifle
WP: Energy Pistol
WP: Heavy Energy Weapon
HAND TO HAND: Martial Arts
Boxing

O.C.C. Related Skills: Select 7 at level 1, 2 at levels 3 & 6, 1 at levels 9 & 12


Communications: Any(+10%)
Domestic: Any (-5%)
Electric: Basic(+5%)
Espionage: Any
Mechanical: Basic % Auto(+10%)
Medical: First Aid
Military: Any(+5%)
Physical: Any
Pilot: Any(+15%)
Pilot Related: Any(+10%)
Rogue: Streetwise
Science: Math: Basic & Advanced
Technical: Any
WP: Any
Wilderness: Land Navigation & Hunting

Secondary Skills: Select 8

Standard Equipment: Same as SAM O.C.C., except UAR-Pysker replaces SAMAS Equipment
Available Upon Assignment: Same as SAM O.C.C.

Money: Same as SAM O.C.C.

Cybernetics: Not likely, prefer natural abilities.

Bonuses: +2 save vs. Psi., +1 save vs. Magic, +2 PE, +1D4 ME, +1D6 PP

PSIONICS: Roll
01-30: Minor Psionic: Select 2 from any one category except Super
-I.S.P.: 2D6 + ME + 1D6/level
31-40: Major Psionic: Select 6 from any three categories except Super
-I.S.P.: 4D6 + ME + 1D6+1/level
41-50: Major Psionic: Select 8 from any one category except Super
-I.S.P.: 4D6 + ME + 1D6+1/level
51-70: Master Psionic: Select 2 from any one category including Super
-I.S.P.: 4D6 + ME + 2D4/level
71-80: Master Psionic: Gets telemechanics at first level
-Select 1 additional power from any category at levels 3, 6, 9, 12 & 15
-I.S.P.: 10 + ME + 5/level
81-99: None: Roll again on this table at levels 2, 4, 6, 8, 10, 12, 14 & 15 until a psionic
type is acquired.
-Cannot pilot UAR-Pysker
-When character does get a psionics, multiply I.S.P. by 2 and select 1 (possibly
additional) Super power
00: Master Psionic: Select 2 from every category at level 1 including Super
-Select 1 from any category (except Super) at levels 3, 6, 9, 12 & 15
-Select 1 Super power at levels 4, 10 & 14

Combat Mage O.C.C.


Roll up stats as normal for a human. Humans are the only race allowed for this O.C.C.. The
Combat Mage is a man of magic O.C.C.. The combat mage must be male. Sort of like a Valkyrie
must be female. Remember to get your GM's approval before using this powerful O.C.C.. This
class can be of any alignment, but only rarely are they evil.

Requirements: IQ: 12, ME: 10, PS: 12, PP: 10, PE: 12, Spd: 8

Bonuses (Special):
+3 to save vs. Horror Factor at Level 1
+1 to save vs. Horror Factor at levels 3, 5, 8, and 12
+1 to ME +2 to PS +2 to PP +2 to PE +1 to SPD
+3d4x10 S.D.C.
+5 HP

Psionics: A Combat Mage has the following Psionics:


Healer: Bio-regeneration
Physical: Impervious to Fire, Impervious to Cold, Summon Inner Strength
Sensitive: Mind Block, See the Invisible
Plus, chose 2 more from the Physical category and 1 from the Healer category.

At Level 5, the Combat Mage gets the Psi Sword super psionic, but it costs 2x the normal
amount of I.S.P. and lasts for only 3 minutes per 4 levels of experience. At Level 7, the mage
gets the Psi-Shield ability, but it only lasts for 1 minute per 5 levels of experience and it only
ever has 45 M.D.C..

I.S.P.: 2d4x10+ME at level 1. Add 2 per additional level of experience. Saves as a Master
Psionic.

Magic: At first level, the character has 2d6x10+PE P.P.E.. Add 3d6 per level of experience. At
first level, the character has the following spells:
Thunder Clap, Fear, Befuddle, Turn Dead, Armor of Ithan, Energy Bolt, Invisibility:
Simple, and Fire Bolt.
Also chose 3 first level spells and 1 second level spell at first level.
At every Level, a character may chose as many spells as his new level. He may chose them
from the level 1 below his current experience level. For instance, see the following chart:
X.P Level # of Spells Max Level
2 2 1
3 3 2
4 4 3
and so on.

Other Bonuses:
+1 to save vs. Psionics at levels 2, 3, 5, 7, and 13
+1 to save vs. magic at levels 2, 4, 6, 7, 8, 10, 12, and 14
+1 to parry and dodge at levels 2 and 7
+1 attack at levels 3 and 10
+1 to HAND TO HAND damage at level 5

The Combat Mage and Vampires: A Combat Mage may never be turned into a vampire.
Vampire MD attacks to SD if they are in direct contact with the Combat Mage. This means vs.
Armor and M.D.C. protection spells and psionics, the attacks are still full MD, but against the
skin of the mage, they're only SD. Finally, by using all his melee attacks, a Mage can
permanently remove 1d6 HP/S.D.C. from a vampire. This damage is never healed back by the
vamp., and it can kill a vamp. If the vamps HP falls below -30, but it would take to long unless
the vamp. is properly restrained. On the same hand, if the vampire that the Mage harmed by this
method kills the Mage, it gains back all the previously permanently lost HP/SD

The Combat Mage and Dragons: When a Combat Mage is fighting a dragon, the dragon's MD
attacks on the mage's skin react just as the vampires MD attacks do, they convert to SD.

The Combat Mage and Other Supernatural Foes: When other supernatural foes but the above
2 fight a combat mage, they're attacks against the skin of the C. Mage are reduced by 1/2. The
are not converted to SD and the minimum for a MD attack is 1.

O.C.C. SKILLS
Radio: Basic (+10%)
2 Espionage of choice (+15%)
First Aid (+10%)
Demolitions (+20%)
2 Physical(+10% if applicable)
1 Pilot of choice, excluding Robot and Power Armor (+5%)
Math: Basic (+15%)
2 Languages (+45%)
1 Literacy (+20%)
2 WP Modern
2 WP Ancient
HAND TO HAND: Expert
O.C.C. Related Skills: Chose 5 from the following list. Chose an additional 2 at levels 3, 5, 7,
and 13:
All Domestic skills (+5%)
Basic Electronics (+5%)
Any Espionage (+10%)
Automotive mechanics (+5%)
Demolitions: Disposal (+10%)
Any Physical {+5% if applicable}
Pilot: Any but Robots or Power armor
Pilot Related: Any (+5% on Weapon Systems)
Any rogue (+5%)
Science: Any but Archaeology, Botany, and Chemistry: Analytical
Technical: Any (+5% on Lore’s)
WP: Any
Wilderness: Any (+5%)

Secondary Skills: Chose 3 from the above list, without bonuses. Chose 1 additional skill at
levels 2 and 8

Gear: Suit of Light mega damage armor. Energy Pistol with 3 clips. Ancient Style Knife, Sword,
Staff, or Club (S.D.C. ONLY). Canteen. A pair of sunglasses. Regular everyday clothes, a 2
piece suit, and a black ninja-type outfit complete with Tabi Boots for Prowling. A pair of combat
boots for everything else and a backpack.

Credits: 2d6x10

Cybernetics: Will never willingly get cybernetic or bionic implants. They are also rejected by
the body and fall off 2d6x10 hours after being implanted. If a stump is left, so be it.

Levels of Experience
1 0-3,500
2 3,501-5,000
3 5,001-9,000
4 9,001-30,000
5 30,001-50,000
6 50,001-90,000
7 90,001-140,000
8 140,001-190,000
9 190,001-250,000
10 250,001-350,000
11 350,001-500,000
12 500,001-700,000
13 700,001-1,000,000
14 1,000,001-2,000,000
15 2,000,001+
=====================================================================

Combat Psionic O.C.C.

Sort of like my combat mage, only this time it's a psionic. They tend to be heroic, with less
than 4% in all the Megaverse being evil.

Attribute Requirements: IQ 9, ME 13, PS 8, PP 7, PE 10, SPD 7

P.P.E.: 3d6

I.S.P.: 4d6x10+10 (add 10 per level of experience)

Regains 4 I.S.P. per hour of activity, 9 per hour of sleep/meditation

Bonuses:
+4 to save vs. Horror Factor
Considered to be a Master Psionic
+3 save vs. Psionics
+2 save vs. Magic
+2 save vs. Insanity
+1 save vs. Poisons
+1d4x5 S.D.C., +1 PS, +1 PE, +1 ME

Powers: See the Invisible is automatic (like a dragon)

Psionics: The following is a list of Psionics available to the character automatically:


Bio-Regeneration, Deaden Pain, Exorcism, Impervious to Cold, Impervious to Fire,
Levitation, Mind Block, Nightvision, Resist Fatigue, Summon Inner Strength, Telekinesis, Sixth
Sense, Bio-Manipulation, Mind Bolt (costs only 1/2 normal I.S.P.), Psi-Shield, Psi-Sword (treat
as if it were at third level up until 4th level), Telekinetic Force Field

Also Chose 1 additional power from all categories (including super) (That’s a total of 4 more
psionics)
Chose 1 additional Psionic from any category at levels 3, 5, 7, 8, 11, 13, and 15

Magic: None

Note: The Combat Psionic CANNOT be turned into a Vampire.

Standard Gear: Traveling Clothes (Blue Jeans, T-Shirt, Underwear, etc.), Combat style Boots,
Tinted Sunglasses, Canteen, backpack, 5 MRE's (each one has 1 days’ worth of food energy).

Standard Armor: Chose one armor from the following: Urban Warrior, Plastic Man, Huntsman.
Standard Weapons: Chose 1 Vibro Blade (including Neural Mace) of choice and 1 Ancient
S.D.C. weapon. Does not start with any MD blasters/Guns. Would rather use a Mind Bolt
anyway.

O.C.C. Skills
Chose 2 Languages each at 85%
Wilderness Survival (+15%)
First Aid (+5%)
Athletics: General
Chose 1 pilot (+5%) excluding Robots and PA
W.P. Sword
1 modern W.P. of choice
2 Ancient WPs of choice
HAND TO HAND: Basic (Can be upgraded to Expert at cost of 2 OTHER skills, assassin
and martial arts not possible)

Other Skills: Chose 4 from the following list. Chose 1 additional at levels 2, 4, 6, 9, 12, and 14.
Radio: Basic (+5%)
Domestic: Any
Basic Electronics(+5%)
Espionage: Any (+10%)
Military: Any (+10%)
Physical: Any (+5% when applicable)
Pilot: Any but Robots and PA
Pilot Related: Any
Rogue Skills: Any (+5%)
Math Basic
Technical: Any (+5% to Lore’s, Languages, and Literacies)
W.P.: Any
Wilderness: Any (+5% when applicable)

Secondary Skills: Chose 3 skills from the above list without the bonuses.

Uses the Dog Boy Experience table.

Crimson Warrior O.C.C.


Crimson Warriors are the elite shock troops of the city state of New Picton The power armor is a
holy relic, far superior in design to anything Triax or the CS have produced, and completely
irreplaceable. All known suits of CW armor are accounted for by NewPic. Renegades exist, but
these are rare and generally hunted down.
In general Crimson Warriors are much like GBs, except much more patriotic. They are proud,
brave and noble, the defenders of their people.
Alignment: Any but generally Good. NewPic military forces cannot have a criminal record so
most are good or Unprincipled.
Attribute Requirements: P.P. 12, I.Q. 10, P.E. 12 or better
Appearance: Crimson Warrior armor is described below. The pilots must be healthy and fit.
Enemies & Allies: Same as NewPic. They have neutral relations with the CS, friendly with Triax
and hate demonic legions like Atlantis
Starting Equipment: Crimson Warrior power armor with full weapons Any light body armor
Energy rifle and 4 E-Clips, 6 signal flares, survival knife, utility belt, air filter & gas mask,
walkie-talkie, three uniforms, dress uniform, boots, canteen, first aid kit, and personals.
Money: 2d6 x 1000 in credit. CWs get top money and luxuries.

O.C.C. Skills (with bonuses)


Languages ( English, Japanese ) +20%
Literacy ( English, Japanese ) +10%
Land Navigation +8%
Radio: Scramblers +10%
Demolitions & Disposal +15%
Robot Combat Basic
Robot Combat: Elite ( CW and one of choice )
Read Sensory Equipment
Weapons Systems
Intelligence
Boxing
Basic Electronics
W.P. Energy Rifle
Hand to Hand: Martial Arts

O.C.C. Related skills areas/Secondary skills areas Same as GB


O.C.C. related skills: 4
Secondary skills: 6
Cybernetics: Starts with a universal headjack. May get other cybernetics later, but avoids
Bionics, since Borgs can't be pilots.
Races available to: Humans, Elves, Dwarves, Halflings and any other mortal humanoids. No
race with natural magic.
Experience table: Same as GB
Jonathan Willis [email protected] Fidonet 3:771/850

Crimson Warrior Power Armor


---------------------------------
This type of power armor is depicted on the cover of Aliens Unlimited. It stands about 8 feet
tall, fairly short and squat compared to other Powered Armor. Its armor is a dark crimson color
(due to the construction, and this can't be painted over ) with four grey spheres on the chest, and
two grey cones protruding from the back.

Model Type: Gamma Technologies GT-4


Class: Heavy Assault Power Armor
Crew: One pilot

M.D.C. By Location:
Main Body - 820
Head - 350
Legs(2) - 350 each
Arms(2) - 300 each
Reinforced Pilots Compartment - 100
Phase Rifles(2) - 120 each
EMP Mines(4) - 60 each

Speed: Running 45 mph maximum Leaping or Flying is not possible

Statistical Data:
Height - 8 feet 4 inches ( 2.5m )
Width - 5 feet ( 1.5m )
Length - 6 feet ( 1.8m )
Weight - 1.4 tons fully loaded
Physical Strength - Equal to a P.S. of 35
Cargo - Space for all the pilots possessions, but little more.
Power Systems - Unknown, average energy life is unknown but greater than 20 years
Black Market Cost: Not available. If a CW armor was to become available It would go for 200
million or more, plus NewPic would go to great lengths to retrieve it.

Weapons Systems:
GT-4.1 Phase Rifles: These characteristic weapons of the CW armor fire high volt, phased
electro-lasers. Duplicating these weapons is the subject of much research at NewPic.
Primary Purpose: Assault and Anti-Armor
Secondary Purpose: Defense
Weight: Built into the armor
Mega-Damage: Inflicts 1d6 x 10 M.D. to mechanized opponents, plus pilots suffer 4d6 S.D.C.!
The electro-lasers are conducted straight through even M.D. insulation and protection.
Fires straight through force-fields ( magical, psionic or otherwise ) inflicting damage
only to the physical body.
Rate of Fire: Equal to the pilots hand to hand attacks. Bursts and sprays are not possible.
Maximum Effective Range: 4000 feet
Payload: Effectively Unlimited

EMP Mines:
The CW also carries a set of mines on the shoulders. These mines operate on a similar principal
to the phase rifles.
Mega-Damage: 1d6 M.D. plus pilots suffer 6d6 S.D.C. Same as Phase Rifles.
Blast Radius: 120 feet!

Hand to Hand Combat: Same as a GB.


Sensor Systems of Note: The CW uses a virtual reality interface. The pilot must have a
universal headjack, and once plugged in can use any of his normal senses, including touch, taste,
smell, sound and sight. Also get equivalent to multi-optics, radar, motion detection, and all the
normal robot features.

John Willis [email protected]

Crystal Dragon Hatchlings R.C.C.


Otherwise known as Diamond Dragons or Glitter Dragons, these magnificent beasts are
incredibly beautiful, and hunted for their priceless skin.
Crystal Dragons are fairly rare. They resemble normal dragons, except their skin is a brilliant
reflective surface like a diamond, giving them the benefits of Laser-Resistant armor. This skin is
usually white/translucent but can be blue, red, green, black and virtually any other non-metallic
color. Crystal Dragons aren't as tough as other species of dragon, but still very powerful on a
human scale.

Attributes: I.Q. 6 M.E. 5 M.A. 5 P.S. 3 P.P. 4 P.E. 4 P.B. 7 Spd. 5

P.P.E.: 1d4 x 10 + 20
Mega-Damage: 1d6 x 50
Armor Rating: Skin is a mega-damage substance that is impervious to normal weapons. Magic,
Psionics and most mega-damage weapons have full effect.
The shimmering skin of a Crystal Dragon is laser resistant, so lasers and any light based attacks
do half-damage.

Natural Abilities: Nightvision 90 ft, see the invisible, resistant to fire and cold, can bio-
regenerate 1d4 x 10 MD every 5 minutes, and is never blinded by light regardless of intensity.
Fly 50mph (80 kph) Wings are laser immune ( no damage from laser attacks ) and can be used
to parry such attacks ( +3 to parry )
Aura of Light; The dragon can generate a bright blindly white light around itself. No damage
( unless Vampire or similar, then 4d6 ) but opponents within 40ft are -8 to strike, parry and
dodge while the light is in effect and 1d4 melees afterwards. Opponents within 120ft are -4 to
strike, parry and dodge while the light is in effect.
Super-Nova; as a last resort the dragon can explode in an intense thermo-nuclear fireball,
inflicting 2d4 x 100 M.D.C. on everybody within 200 ft and 1d4 x 100 M.D.C. on the dragon
itself.

Psionics: Major Psionic, select any 8 powers from healing, physical or sensitive, and 2 super
psionic powers except Mind Wipe, Psi-Sword and Possess Others. I.S.P. 3d6 x 10

Magic: Full understanding of Magic, but can cast no spells until 3rd level.

Name: Jonathan Willis


Internet e-mail: [email protected]
Fidonet Netmail: 3:771/850
=====================================================================

Cyber-Faerie R.C.C.
Here is Doctor Articulus's (Rift's Sourcebook #1) newest creation's.
How he talked a band of faeries, close to 500, to be transformed into mystical cyborg's is
unknown. He was fascinated by using the faeries inherent P.P.E to power their mystical
cybernetic implant's. By sacrificing their magic powers and some of their natural powers the
faries have been changed into powerful, if small, cyborg's Even though most these faries enjoy
their new powers some have been having second thought's about their transformation and are
searching for Doctor Articulus to have him change them back. (these are the most common to be
found on Rift's Earth) Basically these faeries have been changed from happy go lucky pranksters
to serious little tank's.

M.D.C.:15x1d6 (note: to completely destroy must be taken to -50 or they will regenerate)

Alignment: Any But most are Unprincipled

Horror Factor:10 (by people who know faeries and see what these have become)<BR>

Size:5 to 9"
Weight:4 pounds
Age:Unknown (suspected immortal)

P.P.E: 1d6

Attributes: I.Q. 3d6, M.E. 3d6+6, M.A. 2d6, P.S. 2d6 (supernatural), P.P. 4d6+4, P.E. 3d6, P.B.
2d6, SPD. 3d6

Disposition: Are more serious than normal faeries, except when they are in the company of
normal faeries which is when they act extremely foolish.

Magic Powers:
Regenerates 1d4x10 M.D.C. every thirty minutes.
Limb's grow back in an hour
Chameleon at will for 1 hour per day
Globe of Daylight (equal to level) 4 times a day
Sense Magic (automatic)
Teleport: Lesser (equal to level) 2 times a day

Psionic Powers: None

Natural Powers: Flies at 2x SPD Attribute

Attacks per Melee: 4


Bonuses: +6 to dodge
+4 vs. all poisons
+4 save vs. psionics
+3 to roll with punch
Cybernetics: (All of these are magical and will regenerate of destroyed)
Sensor hand
Multi-optic Eye
Wrist or Palm Needle with faerie sleep serum (same as the faerie sleep arrow)
Magical Forearm Laser Blaster 2D6 M.D Range 200 ft (609m) 10 blasts recharges at
1 shot every 2 minutes

Weapons: Sometimes fairy bow or a specialty designed weapon.

Skills of note: Same as Vagabond O.C.C.

Description: Basically the look like a tiny cyborg with metal lace wing's

Use Vagabond Experience Table

Carl Backstrom [email protected]


=====================================================================

Cyber-Ranger O.C.C.
80 Years ago the Cyber Knights appeared. 60 Years ago the Cyber-Warriors appeared. A
mere 20 Years ago (Circa 83 P.A.) theCyber-Rangers appeared. A sort of super wilderness scout,
the Rangers are the stealth and senses of the Cyber trilogy. They are silent and can make normal
wilderness scouts seem as natural as Chi-Town.
Training: The Cyber-Rangers have probably the hardest training of any of the three Cyber
O.C.C’s. Their training begins at age 10, and continues until age 20. They must be taught by a
Cyber Ranger of at least 7th level. Word has it that Lord Coake himself encouraged this branch's
creation and helped in its separation from the Cyber-Knights. Use the Dragon Experience table.

Alignment: Any good or selfish.

Attribute Requirements: IQ 9, ME 12, PS 10, PP 6, PE 14, Spd 7

Psionic Powers: Roll a 1d10. On a 1-8 The character has no psionics (With the exception of the
choices provided later), only 1d6 I.S.P., and is considered a Minor Psionic. On a 9-0 (10) the
character is a Major Psionic and may chose 5 powers from the following list at level 1 and 2
more at levels 3 and 7:
Bio-Regeneration, Deaden Pain, Healing touch, Increased Healing, Alter Aura, Impervious to
Cold, Impervious to Fire Impervious to Poison/Toxin, Resist Fatigue, Resist Hunger, Resist
Thirst, See the Invisible, Sense Evil, Sense Magic, and Sixth Sense.
Powers: Chose 2 from the following 5:

1. Psi-Bow: A bow that shoots MD arrows up to 500 feet away. This


is like a Psi-Axe/Sword in that it can be used indefinitely and
costs no I.S.P./P.P.E.. It does 1d4 MD at level one, 1d6 at level 3, 2d6
at level 6, 3d6 at level 8, and 5d6 at level 13. Effective range
is 500 feet. If character chooses this, he automatically receives
WP Targeting.

2. M.D.C. Being: Drop all HP/S.D.C. and the character becomes a M.D.C.
being with 3d6+1 M.D.C.. Add 1d4 M.D.C. at levels 5, 8, and 1. All
Physical skill S.D.C. bonuses are DROPPED. They do not become M.D.C..

3. Enhanced Senses: Character automatically has Nightvision to


200 feet, see the invisible to 500 feet, sense magic, sense evil,
sixth sense, see aura, and can hear as well as a dog and smell as
well as a Crazy.

4. Super Stealth: The character can, 3 times a day with each


time lasting 2 hours, become totally Invisible to ALL methods of
detection. This means not even see the invisible will detect him.
He cannot be heard (unless he wants to be), and cannot be smelled.
He still appears on Radar, and can be felt and has weight.

5. Enhanced Abilities: Add 2D6 to PE, 2d4 to PS, 1d6 to PP,


1d4x10 to SPD, 1d4 to ME and IQ, 1d6 to HP, and 1d4x10 to S.D.C.
(These latter two become +2d6 M.D.C. if choice 2 is chosen).

Special Bonuses: Add a onetime bonus of 2d6 to PE and SPD, 2d4 to ME, 1d6 to PS and PP,
1d4 to IQ. Add 1 attack per melee. Add +3 to parry and Dodge. Add +4d6 to S.D.C..

Saving Throw Bonuses: +2 save vs. poisons, +1 save vs. insanity, +5 save vs. Horror Factor, +1
to save vs. Magic. Cannot be turned into a Vampire.

P.P.E.: Permanent 4d4

O.C.C. Skills
Language: 3 of choice (95%)
Literacy: Chose 1 from the above 3 languages (85%)
Cook (+5%)
Fishing (+15%)
Sewing (+5%)
Detect Ambush (+20%)
Detect Concealment (+20%)
Intelligence (+15%)
Tracking (+20%)
Wilderness Survival (+40%)
First Aid (+10%)
Holistic Medicine (+15%)
Athletics: General
Climbing (+20%)
Prowl (+30%)
Horsemanship (And riding animals in general) (+15%)
Math: Basic (+10%)
Lore: Demons and Monsters (+15%)
WP 3 ancient of choice
WP 1 modern of choice
Hunting
Identify Plants and Fruits (+30%)
Land Navigation (+50%)
Track Animals (+20%)
HAND TO HAND: Expert (Can be changed to Martial Arts at the cost of 3 Other Skills)

Other Skills: Chose 5 from the following list. Chose 1 more at levels 4, 5, 7, 9, 12, and 15
Radio: Basic (+5%)
Domestic: Any (+5%)
Espionage: Any (+10%)
Military: Any (+5%)
Physical: Any (+10% when applicable)
Pilot: Any but Robots and Power Armor & Tanks and APCs
Pilot Related: Any
Rogue Skills: Any but Hacking (+5%)
Science: Biology and Botany (+10%)
Technical: Any but the 2 Computers. (+10%)
WP: Any
Wilderness: Any (+15%)

Secondary Skills: chose 4 more from the above list without the bonuses.

Gear: One set of light or medium M.D.C. armor. One MD rifle with 3 clips. Vibro Knife.
Combat Fatigues and Combat Boots. Blue Jeans and T-Shirt. Backpack. Canteen. 1 Protein
Healing Salve. Do not like vehicles and prefer riding animals.

Money: 1d4x25 Credits

Cybernetics and Biosystems: CANNOT RECEIVE THEM. Some strange force will not let a
doctor implant a bio or cyber-system on a Cyber Ranger. The object being placed will not go
with in a ½ inch of the character. No matter how hard or fast it is being pushed/going. This does
not affect other characters cyber- or bio-systems. Only ones that are being put in the Ranger.
Code of Honor: Defend the Weak. Protect the Innocent. Help the Needy. Slay Evil. Protect
INNOCENT animals (this does not include intelligent species, they fall under the Help Needy
clause).

=====================================================================

CYBER-RUNNER O.C.C.
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
and anything that stands in their way. Their powers are gained by way of a techno-wizard
cybernetic implant so powerful that even the hyper-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=Aberrant
3=Miscreant
4=Anarchist
5=Unprincipled
6=Scrupulous
7=Principled
8=Diabolic
The number that is rolled corresponds to the personality that surfaces.
Note: 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 I.S.P. 500

MAGIC: None. P.P.E. 6d6


SKILLS: As for former O.C.C., 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 Aberrant 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

A villain for RIFTS by DaBeechMan Email me with your questions. Enjoy!

=====================================================================

Cyber-Warrior O.C.C.

About 80 years ago, the Cyber Knights emerged. What no one knew was, about 60 years
ago, an off shoot of the Cyber Knights occurred also. Called the Cyber-Warriors, they are similar
to the Cyber-Knights, but more concerned with raw combat. They were also mostly
Unprincipled. Their numbers remained few (less he 100) up until 5 years ago. Their numbers
have since tripled and are still growing (Only nowhere near as fast). The Cyber Warriors are all
good, but a good comparison between the Cyber Warriors and Cyber Knights would be the
Knights of Camelot and the Rival Cavaliers. The Warriors are a rowdy bunch who love a good
scrap and never back down. But their nowhere near as civilized or intelligent as the Cyber-
Knights.
Training: Unlike the Cyber-Knights, all the Cyber Warriors have do is train with a high
level Cyber Warrior for 2 years. He teaches them all they need to know. This warrior must be of
at least 5th level. The PC will always start at first level. Use the Cyber Knight Experience table.

Alignments: Any, but only .5% are ever evil. If evil, the character loses the Psi-Axe ability.

Attribute Requirement: PS 12, PP 6, PE 11, Spd 6.

Psionic Powers: Roll a 1d10. On a 1-9, the character has no psionic powers but the
Psi-Axe, and has only 1d4 I.S.P. and is considered a Minor Psionic.
On a 0 (10), the character gets the Psi-Axe AND chose 1 power from each of the categories (Not
including Super). I.S.P. is 1d4x10 +2 per level of experience and the character is considered a
Major Psionic.

Powers:
Psi-Axe: Similar to the Psi-Sword, the Psi Axe is more powerful. It follows the same rules of it
looks reflect its user. The starting MD is 2d6. Add 1d6 at levels 2, 3, 5, 7, 8, 10, 13, and 15.

Special Bonus: Add a one time bonus of plus 1d6 to PS, PE, and Spd. Add a 1d4 Bonus to PP
and ME. Add 2d4x10 to S.D.C. and 1d6 to HP. Add a +1 to roll with punch and a +5 to SD
damage from HAND TO HAND. Add a +1 save vs. Magic and Horror Factor. Heals 2x Normal
Human Speed.

P.P.E.: 4d6.

O.C.C. Skills
Language: 2 of choice at 80%
Radio: Basic (+10%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Wilderness Survival (+20%)
First Aid (+10%)
Demolitions (+15%)
Demolitions: Disposal (+15%)
Body Building and Weight Lifting
Boxing
Climbing (+15%)
Prowl (+15%)
Wrestling
Pilot: Chose 2 (+10%)
WP Axe (I am not sure which book this is in, but if you can't find it, use WP Blunt.)
WP 2 ancient of choice
WP 2 modern of choice
Lore: Demons and Monsters (+10%)
Land Navigation (+15%)
HAND TO HAND: Expert (Can be changed to Martial Arts at the cost of one Other Skill.)

Other Skills: Chose 4 at level one, and an additional 2 at levels 3, 5, 7, 8, 12, and 14.
Domestic: Any (+5%)
Basic Electronics
Espionage: Any (+5%)
Mechanical: Automotive Only (+5%)
Physical: Any (+10% when applicable)
Pilot: Any (+5%)
Pilot Related: Any
Rogue Skills: Any but Hacking (+5%)
Science: Math: Basic Only (+5%)
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)

Secondary Skills: Chose 5 skills from the above list without bonuses.

Gear: One set of M.D.C. armor (usually Heavy), One MD Rifle with 4 clips, A set of Dress
Clothing, Gas Mask, tinted sunglasses, 2 quart canteen, 2 Protein Healing Salves, Combat
Fatigues and Combat Boots. Has no vehicle to start with.

Money: Starts out with 1d4x100 Credits.

Cybernetics: Starts with Cyber Armor identical to Cyber-Knights and chose one type of cyber
eyes if you want. May get cybernetics later, but after three types (Not including Above eyes and
Armor) reduce P.P.E. and I.S.P. by half. Never below 1 and round up. Cannot receive Bionics.

Code of Honor: Follows the code of the Cyber Knight.

=====================================================================

Daemonite R.C.C.
The Daemonites are a race of evil alien creatures who came into
this world before the time of rifts. There was originally a mistake in
sending the Daemonites and Kherubim (their arch enemies) were sent to
earth. It was a small number of each race transported. Both integrated into
the earth society and prospered. The Kherubim had good intentions, while
the Daemonites sought to conquer the earth. They slowly built their numbers
and sought out a way to bring their kin to earth in order to conquer it.
The Daemonites were not very successful in their quest until the time of
rifts. The Daemonites are magical creatures who gained strength and
confidence with the rebirth of magic on the earth. With this new found
strength and power, the Daemonites set their plan in full gear. They
utilized their unique power to gain strong warriors and to discover ways to
find their home world.
The Daemonites continue to work to find their home world. When and
if they do, they will call forth all of their forces to conquer earth and
all the connecting realities through the rifts. The Daemonites are not
super powered or super strong creatures. It is there amazing ability that
sets them apart and their devotion to the cause that motivates the entire
race to succeed. The Daemonites can possess and take control of any being.
This process is painful and destructive for the victim, while quite
rewarding for the Daemonite. The Daemonite gains all the abilities and
skills of the victim while retaining its own psyche. The only ways to
remove the Daemonite are through exorcism, or by killing the Daemonite and
victim. The frightening part about the Daemonite's ability is that they may
possess any person that they want. They can possess the regular "Joe" or a
Splugorth. Any person that they possess is under their total control. The
only limitation is that they may possess only one being at a time. They
must also possess intelligent life forms. The Daemonite race as a whole has
a sick obsession with the conquering of worlds and the destruction of other
races or complete control over them (especially the Kherubim). Throughout
the world, Daemonites are driven by their obsession and live with no code;
merely to conquer.
*Information based on ideas and characters of Jim Lee's "Wild C.A.T.s,"
Image Comics

Typical Daemonite
All Daemonites fall into the same general class. There appears an
unspoken hierarchy of strength and intelligence who step up to lead the
mass destruction.
Alignment: All of evil alignment, possibly anarchist.
Attributes: IQ-3D6+2, ME-5D6+2, MA-3D6, PS-6D6+2 (supernatural), PP-4D6+4,
PE-4D6+6, PB-1D6, Spd-4D6
M.D.C.: 1D4x100
Horror Factor: 14
P.P.E.: 1D6x10
Weight: 250 to 400 lbs
Height: 8 to 10 feet
Average Level of Experience: 1D4+4
Natural Abilities: Possession- the Daemonite may possess any intelligent
creature. By doing so, it gains all the abilities and skills of that
creature. The Daemonite knows all magic, psionics, powers, etc. associated
with the victim. The Daemonite retains its own psyche and doesn't know the
memories of the victim, only his skills etc. The Daemonite can only be
removed through exorcism or by killing the victim and Daemonite together
(usually the Daemonite will abandon its host before it dies). Exorcism of
the Daemonite causes 5D6 M.D.C. damage to the creature and temporarily stuns
it (loses one attack, no initiative). Night vision- 400 ft. Note- The
creature's strength does not come physically, it is in its ability to take
over powerful beings and control them. Most often when left out of its
host, the Daemonite will run and fight at a later time, with a powerful
host.
Combat: Five physical attacks, or number of attacks of host body (only if
greater).
Damage: Claws do 3D6 MD, Bite does 2D6 MD, 5D6 on power punch, Critical
strike on a roll of 19, or 20.
Bonuses: +4 to dodge and parry, +2 to strike, +4 vs horror factor, +2 vs
psionics. Invulnerable to a vampire's bite, or other forms of
transformation.
Magic: P.P.E. 1D6x10, none.
Psionics: I.S.P. 1D4x10; Bio-Regenerate (self), Mind Block, Alter Aura, Sixth
Sense
R.C.C. Skills: Basic Math (30%), Radio Basic (+20%), Cook, Disguise (+10%),
Tracking (+15%), Intelligence (+10%), Prowl (+10%), Wilderness Survival
(+10%), plus select one piloting, two WP's, 1 Science, and two Physical.
Also any skills of the possessed victim.
Physical Appearance: A tall pinkish-gray humanoid. It is hunched over and
has an elongated head with large sharp teeth. Large hands with big claws on
each finger are connected to long strong arms. A small pair of arms is
located underneath the first pair. These are extra claws for damaging foes.
The two legs are thin and quick. Daemonites are very hideous looking. They
are seldom seen in their natural state, for they are usually in possession
of someone else's body. Seldom will wears body armor in natural state.
Average Life-Span: 3000+ years
Insanity: Multiple exorcisms can lead to insanity. Each time it takes
place, after the initial time, roll on the following table.
01-20 Frightened, will run from the chance of being exorcised, when it
feels its losing.
21-40 Frightened of psychics, will never possess one and will not ally with
one.
41-60 Never will possess someone again, would rather die.
61-80 Loves it, will almost invite exorcism upon itself.
81-00 Frightened of Daemonites, will hunt them down to kill them, still evil.

=====================================================================

DARK ELF R.C.C.


DARK ELVES DISCOVERY

Eons and Eons ago before the fall of the Old Ones, the animosity was beginning to be
felt. As a precautionary measure the old ones create a race of Half Elves. They were a Hybrid of
the first elfs and of Dragons, they appeared to be normal elves. They became the Avatars and
Knights of the Old Ones. They were the Purest of all the races. They knew they had power, but
they couldn't harness it because of their masters -- The Old Ones. As the Animosity and Tensions
grew, so did the daringness of the Dark Elves. Then without warning the Dark Elves turned their
backs on the Old Ones. They did this Hours before there slumber, it is rumored that the Dark
Elves may have been there true Killers. They will never talk about that time.
The years that followed proved to be the Golden Age for the Dark Elves. They Built
Mighty Empires and became a major force, but there numbers were small, only perhaps
100,000. Then came The Great Awaking when there Evil Finally Began To Leave Them, This
only Happened to Three-Quarters though, they called themselves the "Dea Simil'rians" which is
Translated to "High Elves". This started a great war Between the Mor'drow Simil'rians and The
Dea Simil'rians. This almost destroyed both races. The Mor'drow's have learned to accept the
Dwarven nations due to a certain trait they share with a majority of them, Elven Hatred.
Now The Mor'drow number may be as high as 15,000. But no matter how
many there are they are Evil.

Ala'raz Azure Tek'laus - Scribe of the Arcannus

Notes Taken By Ala'raz about 10 years ago in a dimension that was up For
Arcannus takeover.

Day 25 of Observation
I write from a Dimension we will call De'Alps it is a fairly advanced dimension. They
are composed of 7 Kingdoms all Under their own Kings, but they answer to a head of
Dimension, they call him De'alps Lucard Di' Dead' Dor. He is a powerful Priest and Mage of an
Unknown Religious order, it appears to be an off shoot of the Dragonwrite religion.

Day 35 of Observation
I write now from a hidden Elven alcove in a forest just 25 miles north of Lucard's
Palace. I was hunted down the last 7 days. Somehow or another Lord Lucard has a copy of my
first Note. My Inquiries to the Arcannus Circle still say the takeover is still going to happen.

Day 48 of Observation
Battle!!!!
The Invasion has started i now fear for my life knowing that within the first day of
battle the death count ratio is 10:1 favoring Lucard. This appears to be the first down fall of the
Arcannus.

Day 50 of Observation
After a Discussion with some of the rebels on our side i have come to the conclusion
that the Arcannus Must leave, I fear Lord Lucard and his Noble men are Dark Elves. My guide
Treador Kaldean was once a slave for Lucard he explains, "After some years i notices a change
in my master his evil ways have begun to show, an aura of Darkness fills his Black Marble
Palace."

Dark Elves
Alignment: 95% are evil, But any are acceptable
Attributes: I.Q. 4D6, M.E. 4D6+3, M.A. 3D6+3, P.S. 5D6, P.P. 4D6, P.E. 5D6, P.B. 4D6, SPD
4D6+2, All Attributes are Supernatural
M.D.C.: 3d6x10 + P.P.E., + Every level add 1d6x10 and any P.P.E. bonus. Plus any gained
from Magic or Skills.
P.P.E. Base: 4D6x10 + 1D4x10 per level, or if a Dark Elven Wizard 2D6x100 + 1D6x10.
I.S.P.. Base: 2dD4x10 + 2D6 per Level
Horror Factor: 12 radiate evil
Natural Abilities: See in absolute dark, See the Invisible, Ta-Itaik -- i
highly focuses outburst of P.P.E. similar to a Chi blast does damage equal to
P.P.E. expenditure x 10 (P.P.E. X 10) range is limited to 200 ft, they can
also defend at the same rate but they must declare amount before damage is
taken., Change form to regular elves, just a color change, may not use powers
in this form, absolute no detection of trueness in this form,
Shadow meld, They may also heal using P.P.E. at P.P.E. x 5.
Bonuses: +4 vs magic, +3 vs Elven Magic, Immune to Illusions, +6 vs
Horror Factor
O.C.C.: Any magic, Tattoos, no Rift Military O.C.C., any Psionic
Special Skills: Language: Mordrow 98%, Select two other languages and
Literacies at 98%, Lore: Demon +20%, W.P. Throwing Claw(use the Knive Table)
Equipment: Mesh Armor similar to the netting that the Predators wear, magically adds 200
M.D.C. to body, Cloak of Drudane 100M.D.C., Talisman of Moriquendi (shows clan), TK
Flame Pistol 1D4 x 10 2000ft rang take 20 to recharge, Any type of Sword usually a Katana or
Flamberge 1D6 x 10
Money: About 1D4 x 100,000 in Gold and another 3D6 x 10,000 in Gems

E-Mail Gil Jyhaud if you have any complaints, questions, additions or just plain old Info.

=====================================================================

Darter R.C.C.
The Darter race has earned it's name for 2 reasons. One is their incredible speed, which they
use in their chose roll as adventures, scouts, and messengers. 2 is the power that allows them to
shot MD darts from their hands (see powers later on).They look like bald humans with blue-
green, red, or silver skin. The one thing different is that their skin looks thicker and their arms
look weaker, Their legs, however, are always very muscular.

Alignment: Any, but most are good (40%), or selfish (35%).

Attributes: IQ 3D6+1, ME 6D6, MA 3D6, PS 1D6+2, PP 4D6, PE 4D6, PB 3D6, Spd 3d6x10

M.D.C.: 3D6 +1 per level of experience.

Magic: Character has 3d6+2 P.P.E. and may chose 2 spells from first or second level.

Psionics: Considered a Major Psionic. I.S.P. is 2d4x10. Psionics include: Deaden Pain,
Impervious to Cold, Impervious to Fire, Levitation, Nightvision,, Resist Fatigue, Resist Thirst,
Summon Inner Strength (S.D.C. bonus becomes M.D.C.), Astral Projection, Object Read, Sixth
Sense, Speed Reading, Total Recall.

Powers: Recovers 1d6 M.D.C. per 6 minutes, See the Invisible up to 200 feet away, Cannot be
turned into a vampire, Dart Launch: Once every other melee, the Darter can launch up to20 darts
from his hand traveling at high speed. Each dart does 1d4 MD. Multiply as needed. Range: 150
feet (+20 feet at levels 4 and 7), Bonus: +2 to strike.
Other Bonuses:
+3 TO SAVE VS. Horror Factor
+2 to save vs. magic
+2 to save vs. psionics
+3 save vs. Insanity
+1 to save vs. Poisons and other drugs
+4 to dodge
+2 to parry and roll with punch
+4 to initiative
+1 attack per melee

Habitat: Darters can live in temperatures up to 130 degrees and down to 10 degrees without
discomfort. They prefer dry, low altitude climates. They like temperatures from 70 to 90 degrees.
Needs to eat and drink only 1/3 what a normal human does. Prefers high protein foods.

Darters are sexual and mature just like humans. They even look similar to humans. Darters have
no home planet, and it is believed there are only around 1 million left in the Megaverse. There
are an estimated 600 living in the Rockies. Perhaps a total of up to 5,000 are on Earth, but
probably not more. Most are kindhearted and help a soul in need. It is believed the Darters may
have been created centuries ago by the true Atlanteans as one of their first attempts at modifying
humans.

Experience: Uses the Juicer experience table.

Average Life Span: 70 years


Size: Humans size
Weight: Humans weight

R.C.C. Skills
3 Languages of choice at 97%
Literate in the above languages 90%
Radio: Basic (+30%)
Sing (+10%)
Detect Ambush (+15%)
Intelligence (+20%)
Tracking (+10%)
Wilderness Survival (+10%)
Running
Climbing (+15%)
Swimming (+20%)
2 Pilot of choice (+5%)
Read Sensory Instruments
Math: Basic (+20%)
2 WPs of choice (Ancient or Modern)
Land Navigation (+20%)
HAND TO HAND: Basic (Can be changed to Expert only for 3 OTHER skills.)

Other Skills: Chose 5 from the list below. Chose an additional 1 at levels 3, 5, 7, 8, 10, 12, & 14
Communications: Any (+5%)
Domestic: Any
Basic Electronics
Espionage: Detect Concealment or Escape Artist (+5%)
Medical: First Aid or Paramedic (Paramedic costs 3 OTHER skills)
(+10%)
Physical: Any but Boxing, Wrestling, and Gymnastics (+10% when
applicable)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue Skills: Any
Science: Mathematics: Advanced, Biology, Chemistry, Botany, and
Astronomy (+5%)
Technical: Any (+5% on Lore, +15% on Languages)
WP: Any
Wilderness: Any (+5%)

Secondary skills: Chose 4 from the above list without the bonuses listed.

Gear: Light MD body armor of choice, light MD pistol of choice or vibro weapon (excluding
sword and claw{s}), Running Clothes (Sweat Pants, Sweatshirt, and Running shoes), Normal
clothes (Jeans, T- Shirt), Canteen, 3 food rations, light backpack (2 M.D.C.).

Money: 1d6x100 Credits.

Cybernetics: None. Cannot receive Cybernetics or Bionics of any sort.

=====================================================================

Death Dragon R.C.C.


by Sean ([email protected])

Attributes: IQ: 2D6+4, ME: 10D6, MA: 9D6, PS: 5D6, PP: 4D6, PE: 5D6, PB: ?, SPD: 7D6
PS is supernatural. 85 mph FLYING

P.P.E.: 1D6x10 (+3D6/level) I.S.P.: 1D10x10


M.D.C.: 1D4x100+100 Horror Factor: 20
Alignment: ANY but usually selfish or evil; some are good.

Natural Abilities:
1. Mesmerize: This power is sort of like the spell the King priest of Istar uses in the Dragonlance
Legends series. People remember the horror and fear of seeing the Dragon but won't remember
the exact details of the Dragon.
2. Death Sense: The Dragon is able to sense, through the use of P.P.E., where there is going to be
major amounts of deaths occurring.
This sense does not tell exactly where or when it is going to happen or who is going to die. It is
more like a force that pulls the Dragon to the place of oncoming death.
3. Soul Trap: This is not what the rumors make it out to be. Instead of entrapping the soul, it
absorbs the released P.P.E. that creatures emanate upon death. This is different than most other
creatures that use P.P.E. to function, instead of only using a small amount of that released energy
and having to use it right away, the Dragon will store all the released energy and can store for up
to 2 months. Their is a limit to how much P.P.E. the Dragon can store, the limit is 800 P.P.E..
There are two ways the Dragon can use this P.P.E.:
P.P.E. Discharge: This is the release of all the stored P.P.E. at one time. This discharge inflicts
1D6+10 M.D.C. to the Dragon itself. Once it leaves the Dragons body if forms an oddly shaped
50 foot ball of energy that can only go in a straight line for 2,000 feet:
1st 500ft. is 3d6x10 M.D.C. to anyone hit
2nd 500ft. is 2D6x10 M.D.C.
3rd 500ft. is 1d6x10 M.D.C.
4th 500ft. is 4d6 M.D.C.
P.P.E. Withdrawal: The scales can hold the P.P.E. for up to 2 months, and while this the Dragon
can use the P.P.E. anyway it wishes. Once a Dragon reaches 5th level it is able to manipulate
P.P.E. even better than before. It is able to mold P.P.E. into a solid object that resembles
anything the Dragon wants it to look like. The object can walk and do simple tasks. But the
creation is actually a shell of what it is made to resemble, it can't talk or think, and it shall die
out after a month. The Dragon has total control over his own creation. Cost to create one is 100
P.P.E..
4. Smoke of Anger: If the Dragon is running low on P.P.E. or hasn't come upon any deaths yet it
will probably resort to this attack in order get more P.P.E.. If a character fails a roll vs. spell at -
4 then they fall into a rage, attacking anything it sees except the Dragon. The smoke cloud is
actually a very fine mist that covers a 100ft radius for 1D6 rounds.
5. Feed off P.P.E.: When people die their P.P.E. is released from their body. P.P.E. is doubled at
time of death. The dragon is able to absorb any P.P.E. within a 100ft radius.

Death Dragons don't like ley lines or Nexus points. This is due to the fact that their scales
overload in their attempt to absorb all the P.P.E. If the Dragon is to close to a ley line (500 ft) it
will eventually die.1st minute: Dragon is slightly dizzy -2 to strike, parry, and dodge
2nd minute: Burning sensation on Dragons scales
3rd minute: Pain increasing Dragon takes 1D6x10 M.D.C.
4th minute: Pain intense take 3D6x10 M.D.C.
5th minute: Roll vs. unconsciousness take 3D10x10 M.D.C.
6th minute: Roll vs. Death take 6D10x10 M.D.C.
7th minute: Dragon explodes
If dragon dies at any stage his P.P.E. will be released at triple the range and damage of the P.P.E.
Discharge ability. Also blast is not in just one direction it occurs in all directions, there is no
chance to dodge this blast.
6. Nightvision with a range of 1000 ft.

Skills: Same as all other Dragons (see page 98 of Rifts book).

Psionics: Dragon considered a minor psionic due to their inability to manipulate their powers so
that they can gain powers. The powers that they had at birth are the only ones they can have.
Pick 7 from the following list:
Deaden Pain, Detect Psionics, Induce Sleep, Alter Aura, Mind Block, Telekinesis, Astral
Projection, Empathy, Clairvoyance, Mind Block, See Aura, Sense Magic, Sixth Sense,
Telepathy, Empathic Transmission, Hypnotic Suggestion.

Spells: At 1st level knows all 1st and 2nd level spells along with the following spells:
Energy Bolt, Paralysis: Lesser, Blind, Fire Bolt, Life Drain, Call Lightning, Agony, Fire Ball

At 2nd level can learn 10 new spells from 3rd and 4th level
At 4th level can learn 5 new spells from 3rd through 5th level
At 6th level can learn 3 new spells from 3rd through 7th level
At 8th level can learn 3 new spells from 3rd through 8th level
At 10th level can learn 2 new spells from 3rd through 9th level
11th through 15th level can learn 1 new spell between 3rd and 12th level.
Note: The Dragon ABSOLUTELY cannot learn any teleport spells or any spells that have to do
with rifts or dimensional travel.

Physical Description: Dragon is all black when fully charged with the exception of a white skull
shaped blotch on its chest. When either empty or not totally charged the color of dragon will be
different shades of gray.
Length: 25ft.
Height: 15ft.
Weight: 6 tons.
Wingspan: 70ft.

Physical Attacks: Bite: 1D6x10 M.D.C.


Punch: 5D6 M.D.C.
Tail: 2D6x10 M.D.C.
Stomp: 6D6 M.D.C.
Body Ram: 2D6x10 M.D.C.
Claws: 6D6 M.D.C.
Dragon considered an expert in HAND TO HAND combat with +1 to strike and +2
to parry and dodge.

Average Life Span: 10,000 YEARS. Achieves adulthood at 1,000 years of age.

Allies: None
Enemies: Fellow Dragon, besides that nothing considered a threat.

Background: The Death Dragons are the rarest and most mysterious of all Dragons known to
mankind. They have been seen only a few times in the last 5 years. When Death Dragons are
seen it is usually over a battlefield or over a town that will be destroyed. That is how Death
Dragons got their name. They seem to be harbingers of destruction; wherever they go death
seems to follow. This makes Death Dragons look like evil beasts that kill people and suck their
soul into a hellish imprisonment. These rumors are somewhat true, but due to people's fear have
grown out of proportion. It is not entirely impossible to hear tales of villages leaving at the sight
or rumor of a Death Dragons nearby. If you ever managed to talk to a Dragon about Death
Dragons, they seem indifferent and won't answer your question.
The Death Dragons are from the unknown planet Dragii. The planet is nearing extinction due to
the overpopulation of Death Dragons. Fortunately for the Death Dragons, a Shifter happened to
come across Dragii through a Create Rift spell. The Death Dragons killed the Shifter
immediately. The Death Dragons, using the last of their P.P.E., were able to keep the rift open
long enough for a few hundred to escape to Earth. The Dragons they left behind will probably
die within 50 years unless they are able to find a way to get off the planet.

=====================================================================

Death Seeker O.C.C.


by Morpheus ([email protected])

This is a special O.C.C. that replaces the former one, not by player choice but by the choice of
the GM (If you're a player and you really want to play one... you know how to bug the GM ;)

* Note this O.C.C.'s main purpose is for Role Playing, and redefines the course of a characters
development dramatically.

all skills, experience, cybernetic options etc.. remain the same however if the character does not
already have psionics the character gains minor psionics in the sensitive category. I.S.P. starts
out a ME + (3d6 X 10)

A Death Seeker is a character that has had a traumatic event happen to them during the course of
the game, ie: a lover murdered, their village torn to shreds while they were away etc.. The Death
Seeker then starts to see visions, and these visions reshape the characters life, maybe add powers,
but in any case the Death Seeker has a specific task to accomplish whether or not they realize it,
but the GM knows. Unfortunately for this character this task will mean certain (unavoidable?)
death to the character: this is known as the Death Bond.

The period of time between this event and the creation of the character can be determined by the
GM... it could happen at level 3 or level 13, the longer the period of time that elapses, and the
more the character develops the visions become clearer and the steps, people, and resources the
Seeker needs to accomplish this task become defined. A Seeker may need a specific character
to help accomplish his or her final task, in which case the seeker will first offer to help the other
character to accomplish their goals. Or the Seeker may need a specific Item that is across
dimensions.... etc... these are ways to incorporate the seeker into your campaign easily.

When a death seeker dies, the character is reincarnated. Time is not a factor for this
reincarnation, meaning that the "soul" of the character can travel into the past or the future. It is
entirely possible for the new character to be ready to join the party soon after the Seeker dies... It
also sets a stage for so many possible twists involving the seeker in his or her first form
interacting with the reincarnated one, in fact a seeker might be avenging the death of his or her
reincarnated form! The new character will have some memories of his or her past life as a
seeker, but new O.C.C.'s/R.C.C.'s are chosen for the reincarnation, and the character starts out at
a level between one and three. If the seeker had any special powers than those powers might be
transferred over to the reincarnated character.
* Note the Death Seeker only gets reincarnated IF he or she can accomplish the specific task they
need to do.

The Death Seeker gains the following powers:

1. Sense upcoming death


A death seeker is attuned to death so strongly that the seeker will know if someone in the
vicinity is going to die in the next hour. The Death Seeker however stays very calm about it,
feeling death is the normal ending of life and will in most cases do nothing to prevent the
occurrence from happening. This death that the Seeker feels is by no means assured, intervention
on the part of another party often throws the seekers sense off kilter, and the seeker does not
know who is going to die unless the Seeker has physical contact with that person.

2. Visions of tomorrow
A Death Seeker is sensitive to the mystical patterns in the universe many call fate. The
Seeker's dreams are tormented, yet always give the Seeker some cryptic information on the
forthcoming events of the next day. As time goes on the seeker learns to better interpret the
dreams but the dreams become more and more cryptic... with one exception. As the Seeker
approaches the time of the "proper" death those dreams become extremely clear. The Death
Seeker may se his or her death as it actually should happen, or they might see something
completely off, or anywhere in-between. They just clearly see how they want to die, it is their
subconscious effecting their visions that brings about this
amazing clarity.

3. Final Sacrifice
A Death Seeker may heal and revive a person who has been dead for less than 3 hours and has
at least 60% of their body left. The Seeker does this by transferring his or her own life energies
into the corpse, and this kills the Death Seeker. This may or may not be the Seekers proper
death, if it isn't the Seeker is reincarnated (and may rejoin the party...), but not free of the Death
Bond.

4. Fein Death (Meditation)


Seekers can control their bodies mentally so to all people examining the body are fooled into
thinking the Seeker is dead. This is a very relaxing state for the Seeker, and while in this state,
the Seeker heals at 3 times the normal rate, and is completely rested in 4 hours. The
disadvantage of this is the fact that the Seeker does not know what is being done with his
or her body and will not wake up until ready to do so. After 8 hours in this meditation, the
Seeker dreams heavily and comes out of meditation with a resolution or plan of action for
matters currently at hand.
5. Speak with the Dead
This power enables the Seeker to communicate with "spirits" of dead beings, however it
requires the Seeker to be at the location of the death, and for the seeker to meditate for 5 minutes
uninterrupted. This is dangerous for 2 reasons, the first one would be false information the spirit
gives to the seeker that might mislead and harm the seeker, and secondly a particularly powerful
spirit might possess the Seeker's body. The Seeker and the Spirit now fight for control of the
body... the rules for this are at the discretion of the GM... The spirit also might play a "parasite"
tagging along in the body, letting the Seeker do the acting, but during this time the spirit feels,
hears see's, and tastes just as the Seeker does.

DETECTIVE O.C.C.
Requirements: IQ 12, ME 11, PS 10, PE 10

O.C.C. Skills
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%

Skill Programs
Medical Program - Biology, Criminal Sciences/Forensics,
(Chemistry, & Chemistry: Analytical prerequisites not necessary)
Paramedic, Pathology. +25% to all skills
Journalistic/Investigation Program - Computer Operation,
Intelligence, Photography, Research, Writing (+25%)
Police Program - WP Auto Pistol or Revolver, WP Shotgun,
Hand-to-Hand: Basic, Radio: Basic, Pilot: Auto.
(+25%)
Select 1 other skill program, excluding Military, Pilot:
Advanced, or Stage Magic. +20% to all skills.

Secondary Skills: 10, +2 at 3, 6, 9, 12, 15

OR

Math: Basic 98%


Literacy (Native Language) 98%
Native Language 98%
Biology (+25%)
Criminal Sciences/Forensics (Chemistry, & Chemistry: Analytical prerequisites
not necessary)
Paramedic (+25%)
Pathology (+25%)
Radio: Basic (+25%)
Pilot: Auto (+25%)
WP Auto Pistol
WP Shotgun
Hand-to-Hand: Basic

Other Skills: 5
Communications: Any (+5%)
Domestic: Any
Espionage: Any (+15%)
Electrical: Basic Electronics
Mechanical: Basic, Auto Mechanics, Locksmith (+5% on Locksmith,
Mechanical Engineer prerequisite not needed)
Military: None
Medical: None (see skill programs)
Physical: Any
Pilot: Any ground, air, sea. No Power Armor, Robots, or spacecraft.
Pilot Related: Any
Science: Chemistry, Chemistry: Analytical, Math: Advanced, Psychology (+15%)
Technical: Any (+10%)
WP: Any

Secondary Skills: 10, +2 at 3, 6, 9, 12, 15

S.D.C.: 3d6
XP: Use the Parapsychologist from Beyond the Supernatural

=====================================================================

Diabolist O.C.C.

The Diabolist was originally a magic class from the Palladium dimension, brought to Earth
by dimensional travellers/magicians. The art of wards and runes is a secret to most, due to the
exhaustive study it requires and the mastery of magic forces it takes to use. But of late, several
Diabolists have begun to teach Earth natives the ancient art, and enough Earth-based Diabolists
have popped up to warrant the class usable by all (or, phrased differently, the class is an open
O.C.C.).

Diabolist Abilities

1. Can read runes. The Diabolist knows how to read and interpret runes of all make and form.
The rune language/symbology is a jealous secret, and carefully guarded. It will NEVER be
taught or shared with anybody who is not a Diabolist.
2. Knows all symbols, power words, and wards. This knowledge is essential for the functioning
of the Diabolist's wards. On Rifts Earth, the materials necessary for the creation are not really
required; it is the idea, power words, and the design of the ward that are important, the physical
composition only lends itself to remembering the exact workings. The Diabolist knows not only
how to create the ward/circle, but the power words for it, and the symbols used.
3. Deciphering Circles. The Diabolist is so skilled in magic wards and cryptography that he or
she can attempt to deduce the function of a magic circle when encountered. The Diabolist makes
notes about the design, materials, and other clues, and then studies it. When the Diabolist wishes
to discover if his knowledge is enough for a successful invocation, he must try it and then roll
under his percentage. If he fails, the P.P.E. vanishes (used up) and the player is knocked
unconscious for 1d4 hours. There is also a small explosion, which causes 4d6 S.D.C./H.P.
damage to the Diabolist and those around him in a 20 ft. radius.
The Diabolist's skill in deducing the function of a circle is 20% +5% per level of experience.
His skill in deducing the invocation necessary for the circle is 15% +5% per level of experience
(I.Q. bonus is applicable to both skills).
4. P.P.E.: 2d6 x 10 P.P.E. + P.E. and 2d6 additional P.P.E. points per level of experience.
5. Bonuses: +2 save vs. Horror Factor at level one, with an additional +1 at levels four and eight.
+1 to save versus magic at levels two, five, eight, eleven, and fourteen (includes all ward and
circle magic, as well)
6. Other bonuses: +10% to recognize magic items, +15% to recognize enchantment.

Diabolist O.C.C. Skills

Languages (native, 96%)


Languages (three additional, +30%)
Literacy (three, +40%)
Mathematics: Basic (+20%)
Forgery (+10%)
Cryptography (+10%)
Land Navigation (+5%)
Wilderness Survival (+5%)
Lore: Magic (+15%)
Lore: Demons & Monsters (+10%)

Hand to Hand: Basic can be selected at the cost of one "other" skill, Hand
to Hand: Expert as two, Hand to Hand: Martial Arts (or Assassin, if evil),
at a cost of three "other" skills.

O.C.C. Related Skills: Choose six from any available category below. Plus,
select two at level three, two at level seven, one at level ten, and one
at level thirteen. All new skills start at level one proficiency.

Communications: Radio Basic only (+5%)


Domestic: Any
Electrical: Basic only
Espionage: Intelligence only
Mechanical: Basic only
Medical: First Aid only (+5%)
Military: None
Physical: Any except acrobatics, boxing, and gymnastics
Pilot: Any (+2%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+10%)
Technical: Any (+15%)
W.P.: Any
Wilderness: Any (+2%)

Secondary Skills: The character can also select five secondary skills from those listed. These are
additional areas of knowledge that do not get the advantage of the bonus listed in parentheses ().
All secondary skills start at the base skill level.

Standard Equipment: Robe or cape, two sets of clothing, one set of travelling clothes, light
M.D.C. personalized armor, knapsack, backpack, 1d6 small sacks, 1d4 large sacks, a dozen
wooden stakes and mallets, canteen, binoculars, sunglasses/tinted goggles, air filter and gas
mask, flashlight, 200 feet of rope, pen and pencils, notepad, sketchpad, various other drawing
utensils (such as erasers, colored markers, paints), 35mm camera with 12 discs of film (48
exposures each disc), two blank books, and a portable hand-held computer (if proficient in it's
use).

Weapons include one energy rifle with 1d4 extra clips, one other energy weapon of choice (1d4
extra clips), survival knife, automatic pistol, and a hand axe.

The vehicle of choice of the Diabolist tends to be either a horse or motorcycle. Diabolists also
like TW items.

Money: The Diabolist starts off with 2d6 x 100 credits in cash, and has about 1d6 x 1000 credits
in saleable Black Market Items. Most of his/her money has been spent of art supplies and
paper/books.

Cybernetics: Starts with none and avoids them unless necessary for medical reasons (though not
every Diabolist is opposed to them). Bio-system replacements will be considered, if necessary.

CREATED <P>By: The Alchemist (12-17-94)


=====================================================================

Dragon Rider R.C.C.

Dragon Riders are a race of humanoids that have learned to mentally tame and control Dragons
for a short period of time. During the waning days of the second magic epoch, a pair of Chinese
magicians learned how to use their minds to control Dragons for a short period of time.
Persecuted for teaching their "Black Magic," the Chinese magicians fled through a dimensional
portal to a world filled with Dragons. The magicians also found a civilization of humans that
feared the Dragons because of their might and mysterious powers. The Chinese magicians then
felt it was their duty to train these people to be on more equal terms with the Dragons and so the
people of this planet were taught the way of the Dragon Rider. After a century of peace with
humans and Dragons living together, a horde of evil Dragons found their way to the planet of the
Dragon Riders and promptly invaded the once peaceful planet. It was during this invasion that
the Dragon Riders were formed into an army to combat evil; also, the properties of Dragon skin
were unlocked at this time and the powerful Dragon Rider Combat Armor was created. With the
coming of the Rifts, the Dragon Riders have found their way to earth and are continuing their
constant battle against evil.

Alignments: Any, but tends toward Principled & Scrupulous


Attribute Requirements: ME: 10, PS: 12
HP: Standard (PE +1D6 per level) S.D.C.: 3D4*10
P.P.E: 1D8 I.S.P.: ME+1d4*10 (+1D10/ level of experience); considered a major psionic.

Attributes:
IQ: 3D6+5 PP: 3D6
ME: 4D6+5 PE: 4D6
MA: 3D6 PB: 3D6
PS: 4D6 Spd: 3D6

Special Abilities:
Automatic telepathy & empathy with Dragons: 100ft range.
High Mental & Physical Endurance.
Impervious to a Dragon's Horror Factor.
Resistant to Dragon attacks (1/3 damage).
See aura of Dragon through Metamorphosis: 30% +5% per level of experience,
-20% to see Chiang-ku.
*Mentally control up to 4 Dragons for 1D8 days; Base Percentage: ME% +1/2 ME
per level of experience.

R.C.C. Skills:
Language & Literacy: Chinese(+20%)
2 additional languages(+10%)
Paramedic(+5%)
Escape Artist(+15%)
Tracking(+10%)
Wilderness Survival(+10%)
**Dragonship(+20%)
Land Navigation(+10%)
Acrobatics
Boxing
Three Ancient WP of choice
Hand to Hand Martial Arts

R.C.C. related skills:


Dragon Riders can pick 7 R.C.C. Related Skills from the following
categories at level one and one additional skill at levels 3, 6, 9,
12, and 15
Communications: Radio: Basic only
Domestic: any(+5%)
Electrical: none
Espionage: Any(15%)
Mechanical: none
Medical: Holistic Medicine only(+15%)
Military: none
Physical: any(+10%)
Pilot: any except Robot skills
Pilot Related: Navigation only
Rogue: Any except Computer Hacking(+5%)
Science: Math only
Technical: Any except computers(+15%)
WP: any except Heavy & Heavy Energy
Wilderness: Any(+20%)

Secondary skills:
Can select 6 Secondary skills from the above categories, but
without the benefit of bonuses; can pick one additional secondary
skill at levels 5, 10, and 12.
Available psionic categories: Select 4 psionic powers from the Physical and
Sensitive categories; add 1 power from either category at levels 5, 10, and
15
Saves as a Major Psionic;
+1 melee attack
+4 to save vs HF
+3 to save vs Magic

Weapons: Select three ancient weapons that are equal to the character's R.C.C. skill WP's and
one Light energy Rifle with 1D4+2 E-Clips.
Starting Equipment: Set of Clothing, Set of battle clothing, Tinted Goggles, one large sack, 2D4
small sacks, binoculars, Utility/ammo belt, Thermo-Optic sight, Flashlight, Portable Language
Translator, Pencils and Notebook, Canteen, Silver Cross, Dragon Rider Body Armor***
Money: 1D4*100 in credits; 3D4*1000 in Black Market Items
Appearance: Normal human
Average Lifespan: 100+ years
Enemies: Evil of any kind.
Allies: D-Bees, Champions of Good
Cybernetics: Will only take Bio-Systems to replace damaged parts.
Experience table: Use the Dragon R.C.C. EP table.

* GM rolls secretly as the player doesn't know how long his control will last.
** Dragonship is a skill exclusive to the Dragon Rider; use it when flying Dragons in Combat
and making critical maneuvers. Base percentage: 30% plus 5% per level of experience
***Dragon Rider Body Armor is armor that been created from the hide of a powerful Dragon,
instilling limited regeneration powers into the armor. M.D.C.: 135 Wgt:30lbs Regenerates 5D4
M.D.C. per hour Penalties: -30% to prowl

Kelsey Seale Dragon [email protected]


=====================================================================

Duster O.C.C.
Dusters are mystic warriors schooled in the traditional arts of assassination and
equipped with the weapons and techniques of the future. They also study mental discipline and
the development of the mind's hidden potential.
The Dusters originated as another step in the search for the perfect human warrior.
During the emergence of the Juicers and Crazies, certain factions of world governments became
interested in creating formidable human warriors without the need of artificial augmentation. The
forefront of this movement was ironically located in Japan, one of the most highly advanced
technical nations. Researchers discovered a combination of training techniques and disciplines
that produced a highly capable warrior, although one that was not as devastating as either the
Juicers or Crazies.
In the Time Before Rifts, some of the Dusters secreted themselves away and managed
to survive the waves of destruction that ravaged the Earth. The training is now passed on from
Duster to trainee, just like the martial arts of the ancient Orient. There are no known groups of
organized Dusters, although rumors of a monastery located in Japan are still heard from time to
time.
Instead of relying upon chemical treatment or cybernetic implantation, the Dusters
manifest their abilities through physical and mental training. From youth, Dusters constantly
engage in training, personally supervised by a Master (level 9 or higher). When a Duster trainee
is ready to venture forth on his own (achieving 1st level) he leaves his Master to seek his path in
the world. A Master will usually only train one student at a time, although they are able to train
two at once. Pairs which are trained at the same time tend to develop a complementary fighting
style, and will stay together after their training is finished. These rare Duster warriors are known
as Tai Dusters, and are almost never separated from their partner.
Dusters live according to their own personal code of ethics (generally determined by
alignment), and are not bound to follow the particular code used by their Masters, except by
choice. Some might choose to be wandering heroes of justice, mercenaries for hire, or anarchistic
killers.
Due to their intensive mystic training, Dusters have developed minor psionic abilities,
and the ability to use techno-wizardry items. As trained mystics, they are the only Men of Arms
whose P.P.E. actually increases as their level of inner consciousness rises.
The Coalition views the Duster caste of warriors as useful tools in their expansionist
policy. However, a Coalition Duster will never be completely trusted and will typically be
assigned to duty with a Psi-Stalker and Dog Pack.

Duster Powers
1. Enhanced endurance. Add 2d4 x 10 S.D.C., 3d6 hit points, and 1d4 to P.E. Can last
up to five times longer than normal human exhaustion levels.
2. Increased speed. Add 2d6 to Speed attribute.
3. Enhanced reflexes. The Duster's high level of combat training provides the following
bonuses. Bonuses: +2 to roll with punch, fall, or impact; +1 on initiative; +1d6 P.P.
4. Minor Psionics. Select any three psionic abilities from Physical or Healer categories.

Attribute Requirements: P.P. and M.E. 12 or higher.

P.P.E.: P.E. + 3d6. Add 1d4 per level of experience.

I.S.P..: 5d6 + M.E. attribute number is the base I.S.P.., plus 1d4+1 I.S.P.. per level of experience.

O.C.C. Skills:
Detect Ambush (+10%)
Escape Artist (+10%)
Acrobatics (+10%)
Climbing (+15%)
Prowl (+20%)
Land Navigation (+10%)
Speak Japanese and language of choice (98%)
W.P. Sword
W.P. Knife
W.P. Archery and Targeting
W.P. Modern (choice of two)
Hand to Hand: Martial Arts (or Assassin)

O.C.C. Related Skills: Select 8 other skills. Add 3 skills at level three, two at level six, one at
level nine, and one at level twelve.
Communications: any
Domestic: any (+5% to Dance)
Electrical: none
Espionage: any (+5%)
Mechanical: none
Medical: Holistic Medicine or First Aid only
Military: none
Physical: any (+5% where applicable)
Pilot: any
Pilot Related: any
Rogue: any (except Computer Hacking)
Science: Basic Math or Anthropology only
Technical: Art, Language, Literacy, and Lore only
Weapon Proficiencies: any
Wilderness: any

Secondary Skills: The character also gets to select six secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parentheses. Also, skills are
limited (any, only, none) as previously indicated in the list.
Standard Equipment: Set of wilderness style clothing suitable for combat. One suit of M.D.C.
armor, usually a lightweight and flexible model. Two Ancient weapons and one Modern weapon
(including Energy Weapon). Backpack, two sacks, utility belt, two canteens, four week's of
rations. Vehicle choices tend toward smaller and faster styles, ranging from horses to hover
cycles to wing boards.
Coalition Dusters have greater access to a wide variety of equipment which may be
issued according to the Duster's assignments. Standard equipment for a Coalition Duster will
include "Dead Boy" environmental armor, marked with the PSI insignia, and some sort of vibro-
weapon.
All Dusters prefer high-tech or magical versions of ancient weapons, especially vibro-
blades and flaming swords.

Money: Starts with 3d6 x 100 in credits, and 1d6 x 1000 in black market items. Tends to spend
on improving weaponry arsenal. A Coalition Duster will earn 1950 credits per month.

Cybernetics: Dusters will generally avoid cybernetic implantation except to replace missing body
parts, preferring to rely upon their training.

Special Note: Tai Dusters


Tai Dusters gain special bonuses to their offensive capabilities when fighting as a pair
(bonuses apply to both Dusters): one additional attack per melee, automatic dodge, and +2 to
strike.

Special Note: Martial Arts


A Duster or Tai Duster trained in a true monastic environment will receive the Hand to
Hand skill of Ninjitsu instead of HAND TO HAND: Martial Arts or Assassin. However, such
characters also forfeit their O.C.C. Related skills and Secondary skills when initially created, but
the five W.P. skills may be changed to any other skills allowable to the O.C.C. (gain W.P. skills
from studying Ninjitsu). Monastic Dusters also gain the specialized Martial Arts Powers inherent
to Ninjitsu.

Duster xp table: same as Mystic

[email protected]
=====================================================================

Ean/Rune Lord R.C.C.


Alignment: Any, but typically good or selfish.
Attributes: I.Q. 3d6+3, M.E. 3d6, M.A. 3d6, P.S. 3d6+1, P.P. 3d6, P.E. 4d6+3, P.B. 3d6, Spd.
3d6
Size: Same as humans (Six feet average).
Weight: Same as humans (160 lbs. average).
M.D.C.: Years of living in the Nexus has changed the Ean into mega-damage beings like
the natives of Wormwood (Note they are the exception to the rule that mega-damage beings
cannot be rune casters). M.D.C. is 4d6+ P.E. x 2 + 6 per level, in addition to any gained by
runes, if any.
S.D.C./Hit Points: N/A, they are now minor mega-damage beings.
Horror Factor: None.
P.P.E.: 1d6x10 for non-rune casters, 2d6x10+20+P.E.+20 per level for rune casters (the Rune
Lords).
Average Life Span: 250 years.
Natural Abilities: Natural mega-damage, plus see runes under magic.
Psionic Powers: Standard, basically same as humans.
Magic Powers: All Ean have runes inscribed on their bodies at birth including the heart rune and
the warning rune, may have as many as three more runes. Most (85%) also have the healer rune.
Rune casters have all of the standard abilities, but have four more rune spells/powers/body runes
at first level, and gain one additional rune at levels four, eight, twelve, and fifteen, in addition to
the standard runes.
Otherwise only if magic O.C.C. is taken.
Combat: Normal; varies with skills.
Vulnerabilities/Penalties: None.
O.C.C.s: Any but avoid technology. Very few, less than 100, have ever received
bionics, juicer, or crazy enhancements. Most common breakdown is as follows:
Rune Caster: 50%
Ley Line Walker: 15%
Temporal Wizard: 12%
Mind Melter: 10%
Mystic: 8%
Other Practitioners of magic: 3%
Other: 2%
Appearance: Appear completely human, except they often have unusual eye and hair colors, and
they have rune drawn all over their bodies.
Alliances and Allies: All forces of good are their allies, but even most of their allies do not
known that they possess the secrets of runes.
Enemies: All of the forces of evil, especially the Splugorth and other alien intelligences (they
remind them of the Old Ones).

=====================================================================

Enhanced Biocontrol and Response Soldier (EBRS)


Sort of a mix between the Juicer and the Crazy, the EBRS is a system installed in the
HUMAN brain that enhances the body's abilities by speeding up and organizing the messages
sent by the body's nervous center. It also controls cell growth, increasing the density of the skin
the person becomes light M.D.C.. Use the Techno-Wizard experience table.

Requirements: None

Drawbacks: The change is permanent, and after a month (when the skin starts to thicken and
density and becomes M.D.C.) reduce PB by 2. Removing the system will kill the person.
Powers
Heightened Attributes: Add 2d4 to PS. Minimum is 13. Increases willpower: add 1d4 to ME and
+1 save vs. insanity. Greater endurance and respiratory system: add 3d6 to PE and +1 save vs.
Poison Gases. Tougher Body: 1 month after the system is installed the skin becomes thick and
increases density. Drop ALL S.D.C.. Keep HP. S.D.C. becomes 2d4 M.D.C.. After one year, add
1d6 M.D.C.. After 5 years, add 2d4 M.D.C.. Improved Immunity: add +3 to save vs. Poisons and
Harmful Drugs, +5% vs. Coma and Death. Increased Speed: add 3d4 to Spd. Can leap 10 feet
across or 6 feet vertical. Double from a running start. Improved Reflexes: add 1d6 to PP.
minimum is 14. Add +1 to initiative. +3 to Dodge, +2 to Parry. +1 to Roll with punch/fall. Add 2
attacks per melee

Natural Psionic Powers


The device activates certain psionic powers within the character's mind, Chose 1 power from
each category except super. Automatically has Mind Block and Nightvision. I.S.P.: 2d6+ME add
1 at levels 3, 7, and 11. Saves as a minor psionic. +2 save vs. psionic. Regains 1 I.S.P. per 2
hours awake, 3 per hour asleep.

P.P.E.: 3d6

Other Bonuses
Can lift and carry 2x what a normal person of equivalent strength could. Needs only 3 hours of
sleep normally and can stay fully alert, with no penalties, for up to 5 days. Only needs 1/2 the
food and water a normal person does. The character NEVER feels pain and never falls
unconscious till he has less than 1/3 his HP (Round Up) left.

Healing: Until the character becomes partial M.D.C., healing is 3x normal. After 1 month, the
character heals 1d4 M.D.C./HP per 2 hours. After 2 years, the character heals 1d6 M.D.C./HP
per 15 minutes. The system can repair ANY body system, even brain cells, but takes a long time
to do some. Cannot restore entire brain. At least 2/3 of Brain must be left. Same with heart. At
least 3 chambers must be left to avoid death.

The character becomes immune to all NORMAL diseases. +6 to save vs. all diseases that are
extremely powerful, rare, or other worldly.

O.C.C. Skills
Chose 1 Language at 95%
Get literacy in the above language at 85%
Radio: Basic (+15%)
Wilderness Survival (+20%)
First Aid (+5%)
Athletics: General
Prowl (+10%)
Climbing (+10%)
Chose 1 pilot at +5%
Read Sensory Instruments (+5%)
Math: Basic (+5%)
1 ancient WP of choice
3 modern WPs of choice
Land Navigation (+10%)
HAND TO HAND: Expert (Can be changed to Martial Arts (or Assassin) at the cost of 2
OTHER skills)

Other Skills: Chose 6 other skills from the list below. Chose 2 more at levels 3, 5, 8, 11, and 14.
Communications: Any (+5%)
Domestic: Any
Basic Electronics
Espionage: Any (+10%)
Mechanical: Automotive Only
Military: Any (+15%)
Physical: Any (+5% when applicable)
Pilot: Any
Pilot Related: Any
Rogue Skills: Any (+5%)
Technical: Any (+5% to languages and literacy)
WP: Any
Wilderness: Any (+5%)

Secondary Skills: Chose 3 more skills from the list above without the bonuses.

Standard Armor: Character does NOT begin the game with armor. May buy it later.

Standard Weapons: Chose 1 energy rifle w/ 3 clips off ammo, chose 1 energy pistol with 3 clips
of ammo (The NG-Super and Coalition C-14 Fire Breather take up BOTH the above choices, but
you get 3 clips for both the weapon and the GL). Vibro-dagger. Chose 1 S.D.C. ancient weapon.

Standard Gear: Traveling Clothes (Jeans, T-Shirt, Sweatshirt, etc.), Combat style boots,
Backpack, Tinted Sunglasses, Canteen, 1 Protein Healing salve, Black ninja style outfit with
tabi-boots for prowling, Gas Mask, Pocket Night Viewer.

Cybernetics: CANNOT receive them. The system will slowly destroy them until they are
destroyed, then put the character into a coma until it can replace whatever system it expelled.

Money: Starts with 1d6x100 Credits. The EBRS soldier can get high pay in most armies.
1d4x10,000 credits a year to as high as 1d4x100,000 credits a year, although the latter is rare.
The Coalition has just recently discovered this, and has given EBRS's the same treatment as
Juicers and Crazies...DEATH ON SIGHT. There is no real way to identify an EBRSer because
the only physical difference is the thick skin, and even that isn't very weird.
=====================================================================
ETERNAL KNIGHT O.C.C.
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.

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. P.P.E. 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 I.S.P. and has an unlimited range (with the exception that the sender
and receiver must be on the same dimension.) I.S.P. 3d6 (a roll below 5 is adjusted to 5), minor
psionic.
O.C.C. 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 Artist +10%
WP Sword
WP 2 ancient, 3 modern
Horsemanship
HAND TO HAND 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.
O.C.C. BONUSES: Add 30 S.D.C. 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 M.D.C. 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

An O.C.C. for RIFTS by DaBeechMan. E-mail me with any questions.


=====================================================================

The Faerie Dragon R.C.C.


Background:

Somewhere in the vast Megaverse there was an alien intelligence that had acquired a race of
followers that had technologies that rivaled those of the Gene-Splicers. Non of his followers
were supernatural nor were they M.D.C., thus he had them use their technology to create a race
of warriors to fight for the intelligence. Using the genes from a few select supernatural creatures
such as dragons and fairies along with the genes from humans and a few other creatures the
faerie dragon was born. With the appearance of beautiful humans with wings of various shapes
and sometimes tails or body fur, they were immediately put to war. After the race had been at
war for some time the sought independence and thus they sent a group of 5 particularly powerful
faerie dragons to assassinate the intelligence. After 5 hours of nonstop battle the intelligence and
all but one of the 5 faerie dragons were dead!! Soon after liberating themselves the race began to
explore the Megaverse and all of its possibilities.

Attributes: IQ 5d6 ME 5d6 MA3d6 PS 6d6+20 PE 5d6 PP 4d6 PB 6d6 Spd 4d6+6 Flight
Spd =Spd*5

M.D.C.: (1d6+2) times 10 plus 1d4 per level


P.P.E.: 2d6*10 +1d6 every other level I.S.P.: see psionics
Horror factor: 1d6+8

Natural Abilities: winged flight, 90ft Nightvision, fire/cold resistant(takes 3/4 damage),
regenerate 1d4*10 M.D.C. per minute, Alter Physical Structure: pick from HU, teleport 100ft per
level 40%+2% per level, 2d6 fire breath, pick one other Major(2 minor) powers from HU, Males
can change shape into creatures 3 times their normal size for 24+1 hours per level within a 48
hour period, Females can pick one other Major(2 minor) powers from HU. Plus all have a new
power...

Bionic meld: Genetically and magically created to accept bionics fully without many major side
effects (do NOT lose any of their abilities even if full conversion borg, but for each implant roll
on the following chart (only roll once if full conversion)

1-10 gains all attributes of bionics added to his/her own!


11-85 no penalties or additions (attributes are the same as before operation)
86-94 Attributes are same as implants and abilities are halved in power and duration
95-00 character will die in 1d4 weeks. Note that all effects can be canceled if implants are
removed.

O.C.C.: can pick any O.C.C. par GMs rule (no CS or Glitterboy O.C.C.'s or such) Bonuses: +1
attack +2 vs magic, HF, and to roll

Psionics: roll %; 1-80 the character is a minor psychic with 10 minor abilities or two super(no
mix and matching: 5 minor 1 super), and has 3d4*10 plus 1d6 I.S.P. per level; 81-00 is a major
psychic with all sensitive, 5 physical, 4 healing, and 4 super, has 6d6*10 plus 10 I.S.P. per level.

Magic: all faerie dragon understand and know how to use magic an TK devices. Minor psychics
learn/figure out one spell of equal level each level of experience in addition to what they may
buy or find, while major psychics must purchase all of their spells.

Average life span: 1d6*10000 years Plus! Age as humans till 20 then stop aging till slain! Can
regenerate limbs in an hour and can only be killed by decapitation!

Size: same as humans


Weight: same as humans but +10 lbs due to wings
Appearance: Look like beautiful humanoids with wings, 30% chance of having draconic tail,
10% of having long silky fur except on face, hands, feet, stomach, crotch, and nipples. Eyes,
hair, and skin can be of any color!

Cybernetics and Bionics: even with their Bionic Meld few will become partial or full conversion
borgs.

note: only 10% of the faerie dragon population is male. All Faerie dragons are highly sexual as
well as bisexual!

[email protected]
=====================================================================

Fighter Pilot O.C.C.


The fighter pilot is the master of any type of flying vehicle, especially space fighters. They are
highly skilled in other vehicles as well, if they so choose. They are also highly skilled in using
and weapons on board a vehicle. Almost no one is a match for skill in a dog-fight with a fighter
pilot.

Attribute Requirements: I.Q. 10, M.E. 12, and P.P. 14 or higher.


O.C.C. Skills:
Language: Native language (98%)
Language: Select one additional (+30%)
Literacy: Native language (98%)
Radio: Basic (+10%)
Basic Math (+10%)
Pilot: Space Fighter (+30%)
Pilot: One air/space vehicle (+30%)
Pilot: Any two (+20%)
Fighter Combat Elite [one type] (+1 to all bonuses)
Fighter Combat Basic (+1 to all bonuses)
EVA (+10%)
Weapon Systems (+15%)
Read Sensory Equipment (+15%)
Computer Operation (+10%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts (or assassin) at the cost of 1 "other"
skill.
O.C.C. Related Skills: Select 8 other skills. Plus select two additional skills at levels four, seven,
and nine, and one at level twelve and fifteen.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: Wilderness survival only.
Mechanical: Automotive and basic only (+5%)
Medical: First aid only.
Military: Demolitions only (+5%)
Physical: Any, excluding acrobatics.
Pilot: Any (+15%)
Pilot Related: Any (+10%)
Rogue: Streetwise only.
Science: Any (+5% on math)
Technical: Any (+5%)
W.P.: Any
Wilderness: Land navigation and hunting only.
Secondary Skills: The character can select seven secondary skills from the previous list. These
are additional areas of knowledge that do not get the advantage of the bonus.
Standard Equipment: Space capable M.D.C. body armor suit, two energy weapons and an
S.D.C. weapon. Also has ammunition/E-clips for all weapons, knife, hand-help communicator,
as well as personal items.
Will always have access to some sort of fighter or ship (either owns one or is in military).
Money: 4d6x1000 for an independent or 1d6x100 for military pilot.
Cybernetics and Bionics: Starts with none, but may get cybernetics and/or bionic enhancements.

Fighter Pilot O.C.C.:


1 0,000-2,150
2 2,151-4,250
3 4,251-8,850
4 8,851-17,000
5 17,001-25,000
6 25,001-35,000
7 35,001-50,000
8 50,001-70,000
9 70,001-95,000
10 95,001-130,000
11 130,001-180,000
12 180,001-230,000
13 230,001-280,000
14 280,001-330,000
15 330,001-400,000

<P>By: Jason Bridgman [email protected]

=====================================================================

Genetic Cleanser R.C.C.


Another R.C.C. by Brian [email protected] [email protected]
Genetic Cleansers are the newest development from the lone star labs. The ultimate predators,
they have powers and abilities that make them the ultimate in genetically engineered beings.
Since the Genetic Cleansers are based on a human personality, there are rogue Genetic
Cleansers, if encountered they are executed on sight.
Currently there are only 5100 Genetic Cleansers in existence and they are used by the Coalition
States on search and destroy missions where D-bees, aliens, and mutants are involved. Chi-Town
has 1200 Genetic Cleansers. In Missouri, 400 Genetic Cleansers are stationed on the border
areas. Lone Star has 600 Genetic Cleansers with 30 more produced each month. Iron Heart and
Free Quebec are each home to 1000 Genetic Cleansers. The remaining 800 Genetic Cleansers are
divided between the area infested by Xiticix (600), where they may be encountered in groups of
4 or more, while the others are being routed to Tolkien (50) or scouring the North American
continent on various reconnaissance missions. There are presently 100 known rogues.

Requirements: ME, MA, PE of 14 or higher.

M.D.C.: 6d6x5
P.P.E.: None.
I.S.P.: 40 (Does not change.)
Psionics: Has the following powers at first level and never gains any new ones:

Alter Aura
Sense Magic
Presence Sense
Detect Psionics
Sense Evil
Mind Block
See Aura
See The Invisible

R.C.C. Powers
Metamorphosis: The Genetic Cleanser can change its appearance to resemble any living thing, a
fool proof imitation (90%).

Energy Absorption/Redirection: Can absorb any kind of energy (kinetic, laser, etc.) up to PEx5.
It then may use the energy to increase its PSx2, M.D.C.x2, sizex4 or reflect the energy back at
the attacker for 1/2 damage.

Intuition can tell when it is facing another Genetic Cleanser. It cannot be tricked by illusions, or
Metamorphosis.

Techno-Organic Body: Its body is both machine and meat; not like a borg but intertwined.

Mass Redemption: The Genetic Cleanser can absorb metal into its body to heal 5 M.D.C. a
pound or can add flesh by ingesting (sick but true) humans or human-like D-bees to regain 50
M.D.C. per person plus an extra 5' with each person and/or lb. of metal.
Super Endurance: Can go 5 weeks without eating/absorbing. after that looses 2 M.D.C. a day
without feeding, down to 2, after that it begins shrinking 1/4 ft a day until its 2 ft, then it goes
into a fury until it kills and/or absorbs any metal or flesh that is larger than 50 lb.

Weapon Meld: Genetic Cleansers can absorb weapons into them and use their abilities (NO
magical weapons). The weapon does 1d6 MD no matter what kind it is. The Genetic Cleanser
also provides the power and ammunition, losing 1' per 4 e-powered weapons.

Auto-Pilot: Since the Genetic Cleanser is techno-organic it can automatically pilot any vehicle,
alien or otherwise (90%).

Appearance: When not morphed they are a 6' fleshy/metal humanoid shape with yellow eyes, no
nose and no hair.

Flashback: If a Genetic Cleanser receives a considerable amount of damage (only has 5 M.D.C.
or less). Its flesh half takes over(brain) and it remembers who it was. at this point it will stop
fighting, Resume the shape of its original form and wander off to try and find the remains of its
life or do whatever it wants, these are the rogue type.

R.C.C. Skills
Basic radio +15%
Tracking +20%
Detect ambush
Escape artist
Intelligence +25%
Prowl
Concealment
Language: American 98%
Language: Spanish 98%
Language: any one 96%
lit American 98%
lit Spanish 90%
Track Animals
WP Select 4
HAND TO HAND Assassin

R.C.C. Related Skills: Select four other skills from the list below at first level, plus select one
more at levels 3, 6, 9, 12, & 15.
Espionage: Any (+10%)
Medical: First Aid only.
Physical: Any
Rogue: Any
WP: Any

Secondary Skills: Select 2 from the list above without the bonus listed in parenthesis at first level
plus an additional one at levels 4, 8, and 12.
Equipment: Usually doesn't carry any, it can make anything it needs from its body.
Weapons: Usually absorbs a large kind of weapon before departing on missions.
Money: Same as Coalition Borg.

Uses the Dragon experience table


=====================================================================

Genetically Engineered Neoteric Humans (G.E.N.S.)


by Steve Lombardi ([email protected])

This R.C.C. was originally designed for use in a campaign that took place in a slightly altered
universe than that of the Rifts RPG. In my campaign the characters originated in the underwater
colony of Clarke, on Jupiter's moon of Io. The city was located under the thick ice that covers the
entire surface of the moon. When the time of the Rifts occurred the colony seeing what was
happening to Earth and the colony on Mars, (see the Mutants in Orbit Sourcebook), decided that
a policy of isolation was safest (similar to what the orbital stations were doing). As observation
of Earth continued, and the invading hordes of D-bees was let loose on Earth the people of
Clarke began what was known as the GENS project.

The GENS project was intended to genetically engineer human beings into a more powerful form
to battle the inhuman invaders. During the 50 years of research the colony was visited by a
number of peaceful D-bees including Atlanteans and Wolfen. It was then decided that not all D-
bees were evil and that a number of them were friendly.

Suddenly on June 4th 2369, a lone Splugorth (see the Atlantis world book) and a small force of
Kydians arrived near the colony and ordered Clarke to surrender. Immediately the GENS were
let loose and the attack began. After a battle lasting seven hours the Splugorth and his minions
were destroyed. The battle killed about one-third of the population of the colony but the
effectiveness of the GENS was beyond all the colony could hope for.

After the battle a movement began in the colony to award the GENS for their heroic actions and
they were officially given citizenship and equal rights under the Constitution (the colony was
mainly a North American effort).

When the colony was finally repaired it was decided by the President and Congress of the colony
to begin to send GENS volunteers to Earth to begin to collect information about the Splugorth
and other evil invaders and begin the war to reclaim the home world.

Warning!!! - This R.C.C. is extremely powerful! I mean real powerful! It also has some extreme
penalties! Check with your GM before taking this character.

Character information common to all GENS.

Alignment: Principled and Scrupulous


Attributes: IQ 3d6+2, ME 5d6, MA 4d6, PS 5d6, PE 4d6+4, PB 4d6, Spd 5d6+4

M.D.C.: 35 plus 1d10 per level.


Horror Factor: 14

Weight: 150 lbs and up.


Height: Start at 5 feet 10 inches and plus 4d6 inches.
Age: They appear to be in their middle to late 20's. The natural life span of a GENS is Unknown
although it is most likely in the hundreds of years.
Sex: Either
Appearance: Appear Human with the following exceptions; Hair color can be anything from the
normal range in humans to metallic colors. Eyes are the same as Hair. (My character was had
Chrome Red eyes and Metallic Blue hair!)

Disposition: Usually quiet until the situation demands action. Then will speak or act with both
words and actions.

Skills: Same as Coalition Soldier (halve the Secondary Skills).

Magic: NONE!!! Absolutely no exceptions to this Rule! (see Special Rules)

Psionic Powers: Yes I.S.P.: 50 plus 1d6 per level.

The GENS has the following and CANNOT receive additional powers by any means:

Deaden Pain, Psychic Purification, Resist Fatigue, See the Invisible

Natural Abilities: Punch 1d8 M.D.C. Kick 1d10 M.D.C.


Infravision 100 feet
Natural (not supernatural) M.D.C. body
Extended Lifespan
Can Hold Breath Up to 25 minutes.
Cannot become a vampire

Special Rules
Magic: Because of the way that the GENS is designed the character has basically no natural way
to store P.P.E. magic. The Player cannot take a O.C.C. with magic and his P.P.E. cannot be
drawn out. There is no way around rule.

Bionics: The character can take any bionics that he/she wants.

Light: Because of the structure of the GENS eye. The character cannot take bright light. Even
normal daylight on Earth gives the player a -5 to hit any light brighter than that gives the player a
-7 to hit. You can usually tell a GENS because he never takes off his sunglasses.

Friends and Enemies: The GENS usually get along with almost any R.C.C. except for those that
serve the Splugorth. Indeed the GENS hate the Splugorth so much that they will usually go out
of their way to annoy a Splugorth. They will not attack a Splugorth unless they believe they have
a good chance of winning. (And usually a few nuclear warheads in his pocket!!) The GENS love
the Atlanteans and usually will help them with anything. Indeed it has been know that a few
GENS have started to hunt Sunaj Assassins. The GENS look at normal humans in a very special
way. They know without them they would not exist and so they treat humans like a kid brother,
always willing to give advice and take action on their behalf.

Well this is the first of a number of O.C.C.s and R.C.C.s that I have developed. If you like it
please drop me a message at America On-Line Call sign: StevenL184, (Internet:
[email protected]). Perhaps soon I will post some of the new spells, psionics and mecha that I
have developed. So please drop me a line and tell me how I am doing.
This is dedicated to the 10,000 Maniacs who's music has kept me sane. And Michael Best AOL
call sign Capt MJB, (but PLEASE fix your spell checker!!) whose own creations inspired me.

(EDITOR'S NOTE: I made a single addition to this R.C.C. to make it fit better within the logic
of the game. It can no longer pick an O.C.C., thus becoming a true R.C.C., and has its skill set
clearly defined.)

=====================================================================

Genetically Enhanced Man (G.E.M.) O.C.C.


The GEMÕs are a product of an unearthed Pre-Rifts Technology, discovered about 10
years ago but a small kingdom in the middle of what used to be Alaska. This technology was
used to engineer genetically perfect men and women for use in war. Now the kingdom sells the
transformation for 100000 credits and Military service for 3 years.
The Transformation is both painful and dangerous, only about 40% of the recipients
survive the process.
Major Powers- Choose 1 of the following powers:

1. Genetic Cyborg
The Characters entire body is transformed into an organic steel. The characters entire
body , tongue, eyes, teeth, in fact, every thing except the brain and nerves has its cellular
structure altered. This steel, while flexible for the most part, is a Mega Damage structure.
The character starts with a PS of 30 (not supernatural), and a speed of 132 (90mph).
The main body has a starting M.D.C. of 300 and regenerates at double the normal healing rate.
Starting Weapons include 1 forearm laser (left arm, uses regular E-clips) and 1 set of Vibro
blades (right forearm, retractable)
Adverse Effects cost:
Basic - 4
Extra Limbs:(Arm & hand, tentacles, etc.) - .5 ec
Effective Bionic Features - Multi optic eyes: .5 for a pair
-Lungs with all the options .5
- All others .25 each
Weapons- Each additional weapon - .5 each
Regeneration- 1d8*10 M.D.C./day & can regenerate a limb/weapon within 3 days. - 1.5
Extra M.D.C.- 1 per 100 M.D.C.
Extra PP- .5 for every +5 with a maximum of +20,(not to exceed 45 total)
Extra Speed- .5 for a speed of 176

2. Molecular/Atomic Transformation
The Character is given the ability to change their entire bodies shape and molecular
structure totally. In addition , they can shift atoms within their body thereby changing the entire
molecular structure of about 50% of their total body mass. This means that the character can
change them self into almost anything they wish. Basic mechanical items, Solid structures, etc
can be duplicated, but computers and the like are impossible. Unfortunately for the character,
they can be spotted by a careful scan. You see, the GEM must keep the brain , heart and
circulatory system going, otherwise they die. Also the character retains the same total mass, so
their ranges of sizes and shapes are severely limited.
Along with indoctrination on how to use their powers, they are also trained in how to
change their entire bodies into three M.D.C. forms, The first of these forms is Stone. In this form
the character can easily be mistaken for an earth elemental. Punches do 3d6 MD, Kicks do 4d6
MD. Speed is halved, weighs 2 times normal, and the character regenerates 1d4*10 MD per
minute. This form has an M.D.C. of 200 and can be maintained for 2 hour + 1 hour per level of
experience. At the end of that time ,or when the character wants to , the character reverts back to
his normal human form and cannot use his powers for half the time he was in it.

The second form is of M.D.C. steel. Punches do 4d6 MD, Kicks do 5d6 MD. Speed is
halved. The form regenerates 1d4*10 MD per minute and weighs 4 times normal. This form has
an M.D.C. of 300 but can only be maintained for 30 minutes + 10 minutes per EL before
reverting back to human form. After using this form , the character cannot use his powers for the
same amount of time that he was in it.
The third form is that of pure energy. This is by far the most deadly and draining of the
three. In this form , the GEMs entire body is converted into pure energy that is held together by
the force of the characters will. The M.D.C. of this body is only 125, but it is totally impervious
to lasers, plasma, and all other forms of energy/cold/heat. Particle beams will actually
add/regenerate this form on a point for point basis. All physical attacks only do 1/2 damage.
Punches do 6d6 MD, Kicks do 7d6 MD, Blasts of Energy do 1d6 MD +1d6 MD per EL. Time
limit in this form is 5 minutes + 1 minute per EL, and after the character reverts, he goes into a
coma for twice the amount of time as he was in the form.
If the M.D.C. of the characters form is depleted or taken below 0, then the character
instantly reverts to humanoid form. The shock of this instant transformation causes 1d10 HP
damage and a 1d6 hour coma.
Time to change a form is 1 action for the three, or 1 melee for any other. Reverting
back is instantaneous.
Adverse Effect Cost: 8
3 Superhuman Attributes
Similar to the Juicer but without the drugs and dependency. The entire body is altered
to press and exceed the limits of a normal human body. The G-Man adds 1d4*10 to PS and PE,
3d6*15 to speed , 4d6 to PP 1d6*10 to HP , and 1d6*100 S.D.C. or 1d6 * 10 M.D.C.. The
character can fall into a restorative trance that will restore 1d6*10 HP and 1d4*10 S.D.C. or
1d6*10 M.D.C. per hour.
Adverse Effect Cost: 2 ,but must choose at least 2 minor powers.

Minor Powers- The player may choose up to 3 minor abilities, but only if they want to.

Magic Use- The Character can intuitively use Techno-Wizardry, and starts with 4 spells
from first level, all at 1/2 range , duration, effect, etc. New Spells can only be learned and they
are all at 1/2 range, duration, etc. P.P.E. is fairly large: PE + 1d6*10 +1d6+1 per level.
A.E. Cost: 4

Master Psionic- Choose Two powers from each of the categories, Including Super
Psionics. At level five , choose 1 from each of the lists. At levels 9 and 11 choose four from any
of the lists. I.S.P.= ME+30+10 per level
A.E. Cost: 3

Super Human Attributes: One Physical Attribute per Choice is hyped up. Each one may
only be selected twice at the most.
Strength: Add 2d6 to PS and is considered Supernatural.
Prowess: Add 1d6 to PP, and +2 to intuitive.
Endurance: Add 3d6 to PE, +5% on all saving rolls and +10% vs Coma/Death
Speed: Add 3d6*10 to speed, and +2 to strike , parry and dodge.
A.E. Cost: 1 Each

Partial Transformation- This power is somewhat like the major power of


transformation, but is limited to only 1/4 he GEMs body at one time. To be
effective, the GEM must have touched the material at least once. Duration of
the transformation is 1 hour per level of experience.
NOTE: any character with the major power of transformation cannot take
this power.
A.E Cost: 4

Bio Regeneration- The character can slip into a 15 minute trance in which all HP and
1d4*10 S.D.C. , or 1d6*10 M.D.C. , are regenerated. In addition, physical attacks only do 1/2
damage, (Energy, magic, and psionics do full damage.). Also gives the character +3 vs
poisons/toxins and +20% vs Coma/Death
A.E. Cost: 2

Increased Mental Powers- No normal people have an organ that can regenerate brain
cells, but that is not true with this GEM, This organ can replace up to 75% of the brain cells lost
each day. This gives the character a bonus of 2d6+3 to IQ and ME. In addition, the GEM gets 4
total psionic powers from physical, sensitive, and healing.(Sorry, no super psionics).
Unfortunately, all that energy being expended on the mind, lowers the other attributes, -2 from
PS, -1 from PP and PE, but +1 to Strike Parry and Dodge
A.E. Cost: 1

Adverse Effects- The character must pick a number of Adverse effects equal to the total
cost of all the chosen powers.The number is parenthesis indicates the number of A.E. it is
worth.

Excessive Body Odor- The characters glands constantly excrete a foul smelling
pheromone. -1d4 from PB and +15% to track the character by smell. (1)

Excessive Body Hair- The characters body hairs all grow thicker and darker than
normal, similar to true lycanthropy. -1d4 PB unless shaved daily. (1)

Excessive Body Hair and Odor- The character has a combination of the previous two
problems , the combination of hair makes it worse, trapping the smell, like a wet dog. +20% to
track the character by smell and halves PB. If the character shaves daily and uses large amounts
of deodorant,(cologne just makes it worse), then add 4 to PB,(But it can never exceed the
original attribute.) (3)

Weakened Intellect- This just lowers the GEMs IQ and ME by 1d4 and MA by 1d8
(Minimum of 4 in each Attribute) (2)

Severe Muscle Cramps- The characters muscles start spasming and knotting at odd
moments. 75% chance of cramping after 1 hour of sustained activity. The cramps are very
painful and distracting,(-4 to Parry and Dodge, -8 to Strike, and -20% on all skills). The cramps
will go away after 5 minutes of total relaxation (3)

Severe Acne- The character is constantly breaking out in pimples and white heads,
making people disgusted at the character. (-2d4 from PB) The acne is permanent and scarring,
even plastic surgery will have no effect. (2)

Low Resistance to Magic and Psionics- The character perceptions are altered, giving
them problems distinguishing reality from illusion, and opening their mind to control from
outside forces. -5 to save vs psionics/magic/ and possession, in addition to -3 from ME and -1
from IQ. 55% chance of alcoholism or drug addiction. (4)

Permanent Powers of G-Men- Night vision as good as Day vision, Very acute Sight
(Like a hawks, can read a sign or ID a face at two miles away.), Normal Healing rate is
doubled , along with a tough skin and dense flesh,(S.D.C. weapons do 1/2 damage). The GEM
characters are also forever sterile, to prevent the spread of enhanced genes or unfavorable
mutations. Also, add 1d6 to all physical attributes except PB, 1d4*10 S.D.C. and 10 Hit Points.

Skills- The GEMÕs are well educated, but most of their time was spent learning how to use their
powers.
O.C.C. Skills
Radio: Basic (+10%)
Acrobatics (+10%)
Climbing (+5%)
Prowl
Land Navigation
Language and Literacy: Native language only (+15%)
Pilot: One of Choice (+5%)
W.P. Energy Rifle
W.P. Modern (2 of Choice)
W.P. Ancient (3 of choice)
Hand to Hand Expert. Can be upgraded to Martial Arts at the cost of two O.C.C.
related skills

O.C.C. Related: Select 7 from the following list at level 1 . Also, choose 2 more at third, sixth,
ninth, and eleventh levels.
Communications: any
Domestic: any
Electrical: Basic only
Espionage: any
Mechanical: Automotive only
Medical: First Aid Only
Military: any (+10%)
Physical: any (+5% where applicable)
Pilot: any (+5%)
Pilot Related: any
Rouge: none
Science: Any except Archeology and Analytical Chemistry
Technical: any
W.P.: Any
Wilderness: any(+5%)

Secondary Skills- Select 7 from the above list without the bonuses and within the limits
(Any, None, Only)

Standard Equipment- A set of dress clothing, a set of black of camouflage covert clothes, a
gas mask and air filter, a pair of sun glasses, hatchet, 1d4 knives, tent, knapsack, backpack,
saddle bags, 2 canteens, 2 weeks emergency rations, Geiger counter, and personal items
Armor can be of any kind, but is usually heavy for maximum protection.
Weapons will include- 2 ancient weapons of choice and 2 modern weapons of choice
with 4 E-clips apiece
Vehicles can be anything, but are usually either light and fast, or heavy and well-armed.

Money- G-Men start with 2d8*1000 in credit and a black market item(s) worth 1d8*1000
credits. G-Men tend to live fast and die hard.

Another O.C.C. by The Reaper AOL name M Morbius6


=====================================================================

Genetically Enhanced Unarmed Combat Soldier


(GEUCS) O.C.C.
Being out classed by virtually every other world army in the area of Technology, the
Canadians where beginning to lose ground. As it was they had sold over 700 square miles of land
to the U.S. to have enough money to buy Juicer and Crazy mercenaries to defend themselves.
Then a break through. A Canadian DNA specialist discovered a way to enhance the human body
to minor M.D.C. and allow it to harden its nails and teeth and strength to do MD damage.
Unfortunately, the Rifts came before this tech could be put to use. Recently, however, a band of
mercenaries found the DNA blueprints for the soldier and has sold them to three cities which can
now give the transformation.

1. Free Quebec. The State of Free Quebec has created a small army (about 100 strong) to use as a
airborne force (they have 4 C-130's converted to light M.D.C. and fusion power) as an
experiment. They offer the transformation at the cost of 500,000 Credits. All other Coalition
states forbid MAKING G.E.U.C.S., but do not execute them on sight like they would Crazies or
Juicers.

2. Los Alamos. Los Alamos does not have an army of GEUCS's, but does offer the
Transformation at a cost of 350,000 Credits.

3. Tolkien. Tolkien currently has 56 GEUCS's in service and offers the transformation for 50,000
Credits and 2 years of Service (receive 500 Credits monthly for food budget, etc. each year).

Physical Bonuses
+2d6 to PS. Minimum is 11.
+1d4 to PP. No minimum.
+2d4 to PE. Minimum is 12.
+1d6 to Speed.
Eliminate ALL HP and S.D.C.. Character now has 2d4x15 M.D.C..
+3 Attacks per melee and gets auto dodge like a Juicer
+2 Dodge, +3 Strike, +4 Parry

Healing
The character heals 1d6 M.D.C. every 10 minutes (40 melees).
+5% save vs. Coma and Death
+1 to save vs. Poisons and Harmful Drugs

Mega-Damage
Punch: 1d4
Kick: 1d6
Power Punch/Jump Kick: 2d4 (counts as 2 attacks)

PS bonus for high strength is not applicable.

Magic: NONE. P.P.E. is 3d6.


Psionics: Automatically has Summon Inner Strength and Deaden Pain. Permanent I.S.P. is 4d4.
Chose 1 additional Psionic from physical at level 5. I.S.P. is regained at a rate of 1 per 2 hours of
activity or 6 per hour of rest/meditation. I.S.P. never rises. Saves as a Minor Psionic.

Attribute Requirements: Anyone with a PE under 5 cannot take the changes of the transformation
and will die if he undertakes the operation without Psionic or Magic healing being performed at
least every 5 minutes (the operation takes 2 hours).

O.C.C. Skills
Chose 1 Language at 95%
Detect Ambush (+10%)
Wilderness Survival (+10%)
Prowl (+15%)
Climbing (+15%)
Athletics (General)
Pilot: Chose 1 (+5%)
W.P. Chose 1 Modern and 3 Ancient
HAND TO HAND: Martial Arts or Assassin (May only select Assassin if of an Evil alignment.)

Other Skills: Chose 3 at beginning. Chose an additional 2 at levels 4, 8, 10, and 13.
Radio: Basic (+5%)
Basic Electronics
Espionage: Any (+5%)
Automotive Mechanics
Military: Any (+5%)
Physical: Any (+10% if applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any
Math Basic
Technical: Any
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: Chose 2 skills from the above list without the bonuses.

Standard Armor: None. Usually doesn't wear any, but MAY wear light or medium. NEVER
wears Heavy unless ABSOLUTELY needed.

Standard Weapons: Chose 1 of the following energy pistols: C-18, Wilk’s 320, NG-33, Jolt Gun,
or TX-5. Whichever your choice, you have 3 clips (unless a Jolt Gun). Chose 1 Ancient S.D.C.
weapon.

Standard Gear: Traveling Clothes, UV protected Sunglasses, Boots, Canteen, Thermal Imager
with 2 batteries, traveling bag (not quite as large as a backpack)
Experience Table
Level Experience

1 0-3000
2 3001-4700
3 4701-9000
4 9001-18000
5 18000-25600
6 25601-35000
7 35001-49000
8 49001-70000
9 70001-97000
10 97001-132000
11 132001-180000
12 180001-230000
13 230001-280000
14 280001-345000
15 345001-400000

=====================================================================

The Gifted Ones R.C.C.


The Gifted Ones are the offspring of Kherubim and humans from earth. The name "gifted
ones" was given by the Kherubim to describe their awesome powers. Through magic from the
rifts and the unlikely combination of human and Kherubim, came the "gifted ones." They are
born with amazing abilities and powers. Not all children of Kherubim are "gifted ones," and
those that are, are all unique in their powers.
The Kherubim try to search out for their descendants, in order to recruit them for the battle
waged against the Daemonites. The Daemonites, too search for any "gifted ones" in order to
possess and control the mighty powers.
The powers of the "gifted ones" range from simple mind powers to powerful destructive
forces. Each "gifted one" is different, and is always a powerful being, in some way.
Attributes: IQ-3D6+2, ME-4D6, MA-3D6, PS-4D6+2, PP-4D6, PE-4D6, PB-3D6, Spd- 4D6
Hit Points: PE number+ 3D6
S.D.C.: 60+ skill and other bonuses
P.P.E.: 2D6
I.S.P.: 3D6x10
Weight: Varies, usually human size
Height: Varies, usually human size
Natural Abilities: The character should roll on the power selection table
below to determine the number of powers/abilities.
01-10 Select 4 major and two minor super powers*
11-20 Select 3 major and 4 minor super powers*
21-30 Roll on power selection table*
31-40 Select 4 Super Psionics
41-50 Choose 2 of 3 Psionic categories and take all powers in it.
51-60 Choose 2 super psionics, and 12 others from all categories (not super)
61-70 Choose 2 major and 2 minor super abilities and 1 bionic limb and weapon
71-80 Choose 7 minor super powers*
81-90 Choose 1 major super power* and 8 psionic powers (not super)
91-00 Choose 2 super Psionics and 2 major super powers*
*In Heroes Unlimited and extra powers in this supplement.
Note: The powers of the "Gifted Ones" are quite unique. Like their Kherubim relatives, when
combined with bionics, they don't lose their abilities.
Life Span: 100+ years.
Appearance: Appear as a normal human, unless powers determine otherwise. 20% have mutant
defects or appearance. Roll on mutant table in Heroes Unlimited.
O.C.C.'s: Any, but lean toward mercenary and warrior. Few "gifted ones" become mages,
crazies, or juicers.

=====================================================================

GRENDEL O.C.C.
This is an O.C.C. I cooked up after reading *Grendel: Warchild* and is thus based on a character
created by Matt Wagner. Grendel, Orion Assante, and so on are copyright Matt Wagner, and are
not mine. Hope he doesn't mind.

The Grendels are a warrior order that evolved on a parallel Earth. They are totally devoted to
their emperor, Orion Assante, and his descendants and are capable of doing almost any service
the Assantes request of them The Grendels are the elite of the empire, and though the Assante
rule extends across the globe, there are only a few million Grendels. They are known to be
utterly ruthless and commonly brutal, capable of feats of savagery and cruelty that would make a
normal human shudder in disgust. For this reason, the Grendels, in their slick black garb, are
almost universally feared throughout the empire. Now, a few random rifts have brouht the
Grendels to Rift’s Earth, and they are making their presence known there, achieving some mixed
popularity as implacable vampire hunters and cruel tyrants.
Violence and carnage seem drawn to these mysterious creatures, leading some theorists to
claim that the spirit of the first Grendel is somehow watching over/influencing the lives of its
namesakes, finding in them a way to affect matters on the mortal plane once more. Such a belief
is circumspect, but who can tell in the world of Rifts?

ALIGHNMENT: Typically Aberrant; any non-good


ATTRIBUTE REQUIREMENTS: PS, PE 12, ME 15
O.C.C. BONUSES: +6 vs. HF, +2 initiative, +2 vs. mind control
O.C.C. SKILLS:
Math, Basic (+10%)
Literacy (98%)
Languages: 4 additional (+40%)
Radio: Basic (+15%)
Intelligence (+20%)
Detect Concealment (+20%)
Detect Ambush (+20%)
Tracking (+20%)
Computer Operations
Read Sensory Equipment
Climbing (+15%)
Streetwise
Weapon Systems (+10%)
Navigation (land)
Lore: Vampire (+15%) (see Night spawn)
Athletics
Pilot: Robot Combat: Basic
Pilot: Any 2
Weapon: Any 5
Hand to Hand Assassin or Martial Arts
O.C.C. RELATED: select 5; one more at levels 3, 6, 9
Communication: Any (+10%)
Domestic: Any
Electrical: Basic only
Espionage: Any (+15%)
Mechanical: Basic only
Medical: First Aid only
Military: Any (+10%)
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
SECONDARY SKILLS: Select 3 at levels 1, 4, 8, 12

STANDARD EQUIPMENT:
backpack, utility belt, air filter and gas mask, goggles/sunglasses, sleeping bag, 6 wooden stakes,
hammer, flamethrower, canteen, rations, few e-clips, radio, pocket computer, rope, small axe,
few knives, personal items
some form of transportation, usually a hover-bike or the like WEAPONS: Prefer ancient style
weapons, but not viro-blades. Go for energy blades or rune weapons; energy pistol and energy
rifle
ARMOR: Suit of light Mega damage armor and an extra suit of heavier armor.
MONEY: 1D4x100 cr in cash, 1D6x1000 in black market items
CYBERNETICS: Grendels frequently have from 1-6 cybernetic implants, A number of them
elect for partial conversion, and at least one full conversion Grendal-borg has been seen in the
Pecos Empire.
GRENDEL WEAPONS AND ARMOR:
Note: In my campaign, Vampires are NOT harmed by running water. Why? It seems incredibly
cheap to me that such powerful villians can be destroyed by a squirt gun. However, like Ricean
Vampires, fire is quite deadly -- so deadly, in fact that Vampires heal fire damage at a normal
human rate. The only reason I mention this is because the Grendel weapons fire
plasma/superheated flame, and are thus designed as Vampire killing machines. Ignore it as you
will.

Grendel Rapier (energy blade) -- a click of a button creates a


three foot long blade of plasma.
Mega-Damage: 1D4x10 MD
Cost: 30,000 cr

The Glaive: Based on the famous weapon used by Hunter Rose long ago A six foot length of
steel tipped by a foot long blade ensorcelled to inflict mega-damage.
Mega-Damage: 6D6 MD
Cost: 100,000 cr

Blaster(pistol)
Weight: 2 lbs
Damage: 4D6 MD (plasma)
Range: 1000 ft
Payload: 20 shots
Cost: 8,000 cr, clips cost 500 cr

Grendel Light Armor: Light, slick looking suit, form fitting with the trademark Grendel mask.
M.D.C.: 80
Weight: 20 lbs
Good Mobility: -5% prowl penalty
Colors: Black
Fits: Designed for humanoids 6 to 9 feet tall
Cost: 20,000 cr

Grendel Heavy Armor: Bulkier, heavier armor with thicker plates.


M.D.C.: 120
Weight: 25 lbs
Fair mobility: -15% prowl penalty
Colors; Black
Cost: 60,000 cr

Borg Grendels can also wear borg armor (coming soon)

Gargoyle

VIVAT GRENDEL! And long live Matt Wagner!


=====================================================================

GUNSLINGER O.C.C.
[Here's the Gunslinger O.C.C., slightly modified to fit into RIFTS. In reference to the New West,
I've been excited about it since it was first mentioned too. . .I just got tired of waiting.]

The gunslinger is a phenomenon unique to the American West. They are warriors at heart,
highly skilled with their weapons of choice, and quick to face a challenge. Those of good
alignment are typically law-men deeply dedicated to justice, but even evil gunslingers can be
implacable foes. They face death almost daily, as would-be gun fighters try to prove themselves
against a successful gunslinger, and on the trail, which is unpredictable at best and quite lethal at
its worst. These gunfighters are notorious throughout the West as capable killers with their own
rough code of honor. They tend to be loners, more comfortable on a mountain trail than in even
the smallest of towns.

O.C.C. SKILLS:
Language: American(98%)
Language: Spanish(+20%)
Language: Two of Choice(+10%)
Horsemanship(+30%)
Pilot: Hovercraft(+20%)
Tracking(+20%)
Wilderness Survival(+20%)
Detect Ambush(+10%)
Detect Concealment(+10%)
Gambling(+15%)
WP Energy Pistol
WP Energy Rifle
WP Sharpshooter: Energy Pistol
WP Sharpshooter: Energy Rifle
Hand to Hand Basic
RELATED:
pick 7 skills, plus 2 more each at levels 3, 5, 8, and 12
Communications: Any(+5%)
Computer: Operation only(+5%)
Domestic: Any(+15%)
Electrical: Basic only(+5%)
Espionage: Any(+20%)
Mechanical: Automotive only(+5%)
Medical: First Aid or Holistic only(+15%)
Military: Any(+10%)
Pilot: Any(+20%)
Pilot Related: Any(+15%)
Physical: Any except Acrobatics or Gymnastics
Rogue: Any(+10%)
Weapon: Any
Wilderness: Any(+20%)

SECONDARY: also gets 6 secondary skills, with the above restrictions but without the bonuses;
two more each can be selected at levels 6 and 10

EQUIPMENT: saddle, saddle bags, boots and spurs, chaps, duster, ammo belt, holster and gun
belt, stetson/ten gallon hat, couple work shirts and pairs of jeans, sleeping roll, two canteens, trail
rations, 50' rope, 6 wooden stakes, hammer, knife, steel plate and utensils, gas mask & air filter,
sunglasses or goggles, suit of light mega-damage body armor, PDD recorder, a few personal
items.
As for vehicles, the gunslingers prefer, in order: horses, robot horses, motorcycles/bullet bikes,
and hovercraft.
Weapons will include the rifle and pistol of choice, 2-3 e-clips for each, and maybe one or two
other weapons. Gunslingers prefer to use the weapons they are experts with.

MONEY: Gunslingers tend to live the seat of their pants, they rarely have more than 2D4x100 cr
at any one time

CYBERNETICS: None to start; avoid bionics and heavy enhancement, a gunslinger will
consider minor cybernetics, typically along the lines of wired reflexes, smart-gun links, or cyber-
armor. Nothing fancy.

As this O.C.C. doesn't have any flashy abilities like psi-swords or special power armor or
anything, you might consider letting them be the only O.C.C. allowed to get the sharpshooting
skill. Like AD&D and specialization, sharpshooting allows the gunslinger to compete with more
powerful O.C.C.s.

Hope you like it, Gargoyle

Gur-Na-Ton R.C.C.

Imagine a 8 foot tall humanoid. Now put beetle like armor on him. Next, add incredible
strength. This is a Gur-Na-Ton. The Gur-Na-Ton's home world was destroyed by the Splugorth,
and since them the Gur-Na-ton's have wondered the Megaverse, exploring and extracting
revenge whenever they can.
Gur-Na-ton have no sex and use asexual reproduction. They create a cocoon, and 1d4 weeks
later, the cocoon opens, the character goes about his business, and there is an egg left that
will hatch in 2d4 years. When the egg hatches, the Gur-Na-Ton is already full grown and at level
1. This process can only be done if the character is 400 years old or older, and can only be
attempted once every 20 years. Use the Dragon experience table.

Alignment: Any, but most are scrupulous (87%), and few are Evil (less than 2%).
Attributes: IQ 2d6, ME 2D6, MA 2D6, PS 5D6+4, PP 3D6, PE 4D6+3, PB 2D6, SPD 3D6

M.D.C.: 2d4x100 +25 per level of experience.

Horror Factor: 9

Magic: ALL Gur-Na-ton's have 4d6 P.P.E.. The may chose 1 spell from level 1 at levels 2 and 4,
one spell from level 2 at level 5, and one spell from level 3 at level 8. Add 1 P.P.E. per 3 levels
of experience (I.E. One at levels 3, 6, 9, 12, 15, etc.)

Psionic: ALL Gur-Na-ton's Have 2d6 I.S.P.. They may choose one psionic from any category but
Super at level 2 and level 5. Save as Minor Psionic.

Other Powers
All attributes are magical, thus Physical Strength is supernatural.
+2 vs. all poisons
+1 save vs. psionics
+1 to roll with punch
Regenerates 2d6 MD every 3 minutes
Cannot be turned into a vampire

Average Lifespan: 300 years

Habitat: Prefer Hot, Moist places. HATES cold places. Other then this, there is nothing else to
note. The are omnivores, but only need to eat a third as much as a human.

Friends: Get along well with True Atlanteans (very good friends with Undead Slayers) and are
friends with Gigantes and Cernon (how this happened is not known).

Enemies: HATES THE SPLUGORTH AND THEIR MINIONS!!!!! Will attack on sight most of
the time. This means the Gur-Na-ton also hate Sunaj Assassins, Conservators, and the rest of the
Splugorth Minions.

Size: From 7 to 10 feet tall.


Weight: From 500 lbs to 1300 lbs

R.C.C. Skills
Math Basic at 85%
One Language at 90 %
Lore: Demons and Monsters (+20%)
1 WP. of choice
1 Physical of choice (See notes below). +10%
HAND TO HAND: Expert (Can be changed to Martial Arts at the cost of 1 Other Skill.)

Other Skills: Chose 5 at first level, and an additional 2 at levels 3, 5, 8, 10, and 13.
Radio: Basic
Domestic: Any (+5%)
Basic Electronics
Espionage: Any (+5%)
Mechanical: Automotive Only (+5%)
Military: Any (+5%)
Physical: Any (+5% when applicable)
Pilot: Any but Robots, Power Armor, or Aircraft.
Pilot Related: Any
Rogue Skills: Any
Technical: Any (+5%)
WP.: Any
Wilderness: Any (+5% when applicable)

Secondary Skills: Chose 4 from the above list without the bonuses.

Gear: NONE. CANNOT WEAR BODY ARMOR. Usually doesn't use any type of MD or SD
weapon. Rather, it relies on its own strength. Has been known to use Vibro Blades and other
Ancient MD weaponry. Will always chose these if it can.

Credits: NONE

Cybernetics: May not receive any cybernetic or bionic implants as their biology is too alien..

Halflings
Halflings are a race of short humanoids common to many worlds of magic (though not the
Palladium world). They are sometimes confused for faerie folk or dwarves, but they are not
related to either race. In fact, they appear to be closely related to humans. The main differences
are in the little people's height (averaging about three feet tall), but several strains of halflings
also have pointed ears, larger and hairier feet, and little or no facial hair. In many of the worlds
they inhabit, halflings keep to themselves, rarely meddling in the affairs of the taller and more
power-hungry races. These little people are content to live simple lives as farmers and peasants,
often surviving and prospering while other races wear themselves out with struggles for power
and glory. These halflings are generally friendly, hospitable, comfort-loving people with great
respect for laws and morals. In some dimensions, they are held in contempt by the other, stronger
races. In fact, on some of these worlds, halflings are considered little more than petty vagabonds
and thieves. The rulers of other worlds use halflings mostly as slaves. These halflings tend to be
roguish, furtive scavengers. Regardless of their status on their home worlds, most of them do not
consciously seek adventure or power, accepting their lot in life.
Other races, especially humans and the gruff dwarves, think of halflings as soft, puny, and
unimportant, but they are often tougher and more determined than they appear. They often learn
how to circumvent their small size, or even turn it into an asset. Even the smallest and most
comfort-loving halfling can turn into a resilient, clever, and capable adventurer -- if they have to.
Alignment: any, but usually good or unprincipled: even a halfling thief tends to be selfish rather
than evil.
Attributes: IQ 3D6, ME 3D6, MA 2D6, PS 2D6+3, PP 4D6, PE 4D6, PB 3D6, Spd 3D6
P.P.E.: 3D6
HP: Standard. S.D.C.: 10 plus those from O.C.C.'s and skills. Psionics: Standard.
Combat: Standard.
Life Span: Varies, usually around 110 years Penalties: Due to their size, may not use large
weapons: they are restricted to small and medium sized ancient weapons, such as short swords
and short bows. Modern weapons are also generally restricted to pistols and medium to light
rifles. Their size also causes many other races to act condescending towards Halflings, or ignore
them altogether. This can be an advantage or a disadvantage, depending on how the character
uses it.
Magic: no natural abilities, and rarely study it.

Natural Abilities: - high physical prowess and physical endurance: many races are surprised at
how resilient a halfling can be.
- keen eyesight and hearing
- +2 to dodge attacks from large creatures (Wolfen size or larger: includes humans in most power
armor)
- +1 to strike with slings, bows, and thrown weapons, due to years of tradition with such
weapons.
- +1 to initiative
- can "freeze" : by remaining totally motionless, the Halfling may hide at +20% to his or her
prowl skill
- +20% on prowl and cook, +10% to rogue skills other than computer hacking,
+10% to escape artist
Skills of note: speak native language at 95% (60% are also literate), speak one other language
(usually an elven or human tongue) at 75%, WP Archery/Targeting, Prowl +20% and Cook
+20%.
Enemies: usually Goblins, Orcs, and the like. They tend to distrust Giants and other big folk.

Allies: generally, Gnomes, Dwarves, Elves, and Humans are preferred. On RIFTS Earth, they
will tend to be allied with most downtrodden and non-violent races of generally good
alignments.
Height: 2'6" + 3D6 inches
Weight: 80 to 120 pounds: tend to be stocky or overweight (Halflings like to eat seven meals per
day, when they can, but can survive on a loaf of bread and a bottle of water for days when they
have to.)

O.C.C.'s: Palladium-type fantasy worlds: Any but magic users (not including mind
mages and clergy) or long bowman (too short).
RIFTS: any but most men of magic (may still become clergy or druids) & power
armor pilots (too small for the suit, but they may pilot giant robots).
Halfling adventurers are relatively uncommon: they usually get swept up by adventure, rather
than seek it. They also tend towards scholarly classes rather than men-at-arms, but halfling
warriors can be surprisingly effective (especially since their opponents don't expect them to be.)
The most attractive O.C.C.'s would be ranger/wilderness scout, thief/city rat, soldier/headhunter,
healer/body fixer, scholar/rogue scholar, and vagabond/peasant farmer. The truly noble and
adventurous ones (generally seen as unbalanced by other halflings) will gravitate towards cyber-
knight or paladin (riding ponies rather than horses, of course). These tend to see themselves as
protectors of their people and of innocents everywhere. The natural resistance halflings have to
travel makes them rare on the RIFTS Earth. However, a few thousand, coming from various
worlds, are present, mostly in the British Isles and western Canada.

This character race for Rifts or other Palladium RPG's was created by Dan MacQueen
([email protected]).
_________________________________________________________________

Healer O.C.C.

The Healer's are a devout class of mystic healers. A person who joins their order swears to
forsake all evil and help all good people (includes anarchist and unprincipled) in need. The
Healers are enemies of the CS, who they feel has hurt to many good and honest people/creatures.
The Healers should be considered a Men of Magic O.C.C.. Use the Mystic experience table.

Attribute Requirements: ME 9, MA 12, PE 6

Attribute Bonuses: Give the character a one-time bonus of +2d6 S.D.C., +2d4 ME, +1d4 MA,
and +1 PE.

Psionics: The character gets ALL psychic healing powers. At level 3, they can chose 1 power
from any of the categories except super. At level 5, they get the super psionics of Bio-
Regeneration, and a 8th level, they get the super psionic Bio-Manipulation. I.S.P. is 2d4x10+ME
plus 3 per level of experience. The Healer saves as a Master Psionic.

Magic: The character start with the following powers: Turn Dead, Impervious to Poison, Globe
of Daylight, Negate Poison/Toxin, Cure Minor Disorder, Heal Wounds, Sleep, Cure Illness, and
Purification. The character may learn two spells from levels equal to their current experience
level +2 (i.e. a 5th level character can chose 2 spells from up to seventh level) at ever level after
one. Base P.P.E. is 3d6x10+PE plus 5 per level of experience.

Other Powers
Heals 4x as fast as a normal human.
Are liked and recognized by all good creatures.

Saving Bonuses
+2 to save vs. Horror Factor
+1 to save vs. Psionics at levels 2, 5, and 7
+1 to save vs. Insanity
+1 to save vs. magic at levels 1, 3, 6, 8, and 11.
O.C.C. Skills
2 languages of choice at 95%
1 Literacy from one of the above two at 85%
Wilderness Survival (+20%)
Paramedic (M.D. for the cost of 2 Other Skills) (+15% on either)
Holistic Medicine (+15%)
Athletics: General
Biology (+10%)
Math: Basic (+15%)
Lore: Demons and Monsters (+10%)
Land Navigation (+10%)

Character may chose HAND TO HAND: Basic at the cost of 2 Other Skills. No other HAND TO
HAND is available.

Other Skills: Chose 5 from the list below. Chose an additional 1 at levels 2, 4, 5, 7, 9, 11, and 14.
Radio: Basic (+10%)
Domestic: Any (+10%)
Basic Electronics (+5%)
Detect Concealment (+5%)
Mechanical: Automotive (+5%)
Medical: Any but first aid (already knows this from O.C.C. skill
paramedic or MD) (+10%)
Physical: Any but Acrobatics, Boxing, Gymnastics, and Wrestling
Pilot: Any but ROBOTS and Power Armor and Tanks and APCs
Pilot Related: Any
Rogue Skills: Any (+5%)
Science: Any (+5%)
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)

Secondary skills: Chose 4 from the list above without the bonuses.

Standard Gear: A light M.D.C. suit of armor, one MD pistol with 3 clips of ammo, First Aid kit,
Backpack, Traveling Clothes (Jeans, T-Shirt), 2 quart canteen, 2 IRMSS kits, 1 RMK kit, 3
Protein Healing Salves, Combat Boots, and a gas mask. No vehicle. Healers prefer to walk or
hitch short rides.

Money: 2d4x100 Credits

Cybernetics: Will adamantly refuse all cybernetics and bionics.


=====================================================================

Hexon O.C.C.
The Hexon believe themselves to be the grim servants of their god. Most are devout
Christians/Catholics, who chose their hard and thankless duty. They do the dirty work which no
other man would do. They see themselves as sinners; they serve the rest of mankind in their
search for redemption. They usually work in secret, taking no credit for their deeds. In many
cases they are more devout than any priest or Inquisitor.

ALIGHNMENT: Any, but despite their grim nature most are good.
ATTRIBUTE REQUIREMENTS: ME & PE 13, and must bear their suffering
O.C.C. BONUSES: + 8 vs. HF, + 4 save vs magic, + 4 save vs possession
O.C.C. SKILLS:
Language & Literacy: Native (98%)
Languages: 4 additional (+ 40%)
Radio: Basic (+ 15%)
Detect Concealment (+ 20%)
Detect Ambush (+ 20%)
Climbing (+ 15%)
Streetwise (+ 20%)
Land Navigation (+ 20%)
Lore: Vampire (+ 15%) (see Night spawn)
Lore: Demons (+ 15%)
Prowl (+ 20%)
Athletics
Pilot: Any 2
Weapon: Any 5, archaic or modern
Hand to Hand: equivalent to Martial Arts (or Assassin if evil)
O.C.C. RELATED: select 5; one more at levels 3, 6, 9, 12
Communication: Any (+10%)
Domestic: Any
Electrical: Basic only
Espionage: Any (+15%)
Mechanical: None
Medical: First Aid only
Military: None
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13
STANDARD EQUIPMENT: Several sets of cheap clothing, a hat or head band (to cover their
marks of their forehead. A mallet and several stakes, a silver dagger, a cross, his own library of
Occult books, including his own Liber Morta (described below.)

WEAPONS: Prefer ancient style weapons. Many are proficient with a dagger or quarter staff.
They will use modern weapons as well without hesitation.

MAGIC: The Hexon begins as an extremely powerful magic user. At first level select a total 6
spells from levels 1-4. The Hexon also has his own copy of Liber Morta, the Book of the Dead.
It is believed that this evolved from the Egyptians, who used magic to protect their tombs. They
started out as tomb carvings, then the spells were written on the bandages of mummies. As more
spells were invented the Book of the Dead was made. One theory is that some ambitious Roman
oracle took a copy and translated the most powerful spells. It is said that each book is written on
the hide and in the blood of a human. This is not true, but most editions are written on the cull of
a living creature, adding to the Hexon's bad reputation. In the Liber Morta are the following
spells:
Domination
Superhuman Strength
Superhuman Speed
Agony
Metamorphosis: Animal
2 High level spells (player should consult GM; these spells represent what the Hexon
who trained the PC gave him.)
The spells in this book are not like magic scrolls, where they disappear after one use. These are
more like notes on how to cast a certain spell. But, without the book the Hexon will have major
trouble remembering how to cast it, as these are such high level spells. In my campaigns if the
Hexon doesn't use the book, he has a (Exp level) x 10% chance of working the spell. However,
when the Hexon reaches the same level as the spell, he is automatically able to cast it without
referring to the book. However, many are attached to their copy of the Liber Morta, and would
keep it even if they know the spells. The Hexon, when he reaches the next exp level, learns one
spell intuitively of the same level.

PSIONICS: In addition to their magical powers they get 2 psionic abilities for each category.

ALLIANCES AND ALLIES: Not many. They consider all Catholics (and sometimes all
Christians in general) to be under their protection, like the Inquisitor-Redeemers, ironically.
Should they visit Wormwood they will sympathize with the Cathedral and the people. However,
when they find how corrupt the organization is they will be disgusted; They will work with the
monsters working for the Cathedral. The Hexon will associate particularly well with the Apok.
In Nightspawn they will treat the Guardians, Night spawn and any scholars as allies. Many have
befriended good supernatural monsters and even other gods!

ENEMIES:
Many. Most people will fear the Hexon due to their great power and their dark markings. Their
greatest enemy is the Inquisitor-Redeemers who see them as heretics. The will fight all enemies
of mankind.
DESCRIPTION:
The Hexon usually starts out in the slums of their place of origin. As a child their talents
manifest; some might use their psychic senses to become thiefs or con men. A passing Hexon
will probably take notice, and offer to teach the child. As many accept as refuse this offer. The
Hexon will respect the wishes of the child, as they do not believe in choosing the path for them.
The Hexon starts firstly by training the child to be independent, like how to hunt for food and
live in the wild. Then he'll teach him the lores of demons and Undead. They are trained in a
special fighting form using mostly a quarter staff or dagger. When the elder Hexon decides the
child is ready he will teach him magic, and teach him how to prepare his own Liber Marta, his
copy of the Book of the Dead. There is no trial, as the Hexon believes that whoever accepts their
fate is worthy of it. Eventually a strong scar is magically formed on the young trainee's
forehead. Usually the elder Hexon will leave without a word, during the night when the trainee
is sleeping. The newly trained Hexon is then forced to make his own way.

D B Chow [email protected]
=====================================================================

Highlander Immortal R.C.C.


By Barrett William Nuzum [email protected]

Immortals are humans with special physiologies, given immortality and other special powers,
based on Highlander. Please view it before attempting to use this R.C.C.. It will give you tons of
campaign ideas.

Be sure to watch the film before attempting to use this R.C.C.. Also, check out the great
soundtrack by Queen. However, under no circumstances should you view it's 1992 sequel. It
sucks. And none of these ideas come from the sequel, so don't watch it. The TV series isn't too
bad, and can give you ideas for NPC Immortal Villains. Enjoy, and Don't lose your head.

Alignment: Any, but usually Scrupulous or Selfish.


Attributes: IQ 3d6, ME 3d6+6, MA 3d6, PS 3d6, PP 4d6+6, PE 3d6, PB 3d6, Spd 4d6.
P.P.E.: 6d6
Hit points/S.D.C.: None, see M.D.C..
M.D.C.: 10d6 M.D.C. + d6/level. See also Power #2.
Horror Factor: 14 (at the fall of a head)
Weight/Height: Standard Human Variables.
Age: Most are between 25 and 35 years old when immortality sets in, although certain elders
have been known to exist. Life span indefinite.
Sex, Appearance, Disposition and Psionics: Same as human.
Experience: Uses the Stone Master table. Rifts Atlantis, page 68.

Combat Skills: 2 attacks + Those gained from physical skills and Hand To Hand (typically
Expert or Martial Arts).Magic: No spell casting. See Powers 7, 8, and 9.

Immortal R.C.C. Powers:


1. Does not age once immortal gene sequence becomes active. Does not need to eat, sleep,
breathe, etc. Immortals are powered by The Quickening, a force related to Ley Line Energy.

2. Natural M.D.C. and M.D.C. Regeneration. While an immortal has M.D.C., he can only die by
having his head severed. For this to happen, and immortal must reach 0 M.D.C.. At this point,
the immortal is vulnerable to having his head taken, but if the attacker does not make a "Lore -
Demon" check, they won't know to chop the head off and once the immortal regenerates 20% of
their M.D.C., they become conscious again, and ready to fight. Immortals regenerate 1d10
M.D.C. every minute. (4 melees) Arms and Legs regenerate in about one year.

3. Immortality. Immortal (does not age) until dead or wins "The Prize."

4. Cannot be physically transformed by any means. See Rifts Atlantis, page 16.

5. Inflicts Mega-Damage with S.D.C. swords. The sword becomes indestructible when wielded,
and can be used to parry energy attacks (-6 to parry). For justification, see Pogtal Giant, Rifts
Vampire Kingdoms.

6. Recognize and Sense Other Immortals. Range: 300 feet.

7. Ley Line Regeneration. Complete restoration of M.D.C./P.P.E./I.S.P.. Can be used once a day
on a line or at a nexus.

8. Sense Ley Line. Range: 10 miles. Chance: 30% + 5/level.

9. Can Use Techno-Wizard devices intuitively.

10. Empathy. As Psionic, but no I.S.P. Cost. Duration: 1 melee.


Trance: 2 combat actions or 1 melee.

11. Immortals are sterile. They cannot reproduce

Immortal R.C.C.
R.C.C. Skills:
WP Sword (+4 total, special bonus)
WP Of Choice
Basic Math +20%

Immortal R.C.C.-Related Skills:


Select 9 at first level. One additional at levels 4, 8, 12 & 15.

Communications: Any
Domestic: Any (+10%)
Electrical: Any
Espionage: Only Detect Ambush, Detect Concealment, Tracking and
Wilderness Survival. (+15%)
Mechanical: Only Locksmith and Weapons Engineer. Medical: Any (+5%)
Military: None.
Physical: Any except HAND TO HAND Assassin and SCUBA (+10%)
Pilot: Only Auto, Boat, Helicopter, Horse, Motorcycle and Truck.
Pilot-related: Any
Rogue: Only Prowl (+15%) and Streetwise.
Science: Any (+10%)
Technical: Any (+15%)
WP: Any. Ancient preferred. (+1 bonus to Ancient)
Wilderness: Any (+5%)

Secondary Skills: Select six more from the above without bonus.

Standard Equipment: Clothing, Traveling Clothes, Cape or Cloak, Light M.D.C. Body Armor,
Backpack, Canteen, and Sunglasses. Usually uses no vehicle, but horse or hover vehicle.
Weapons: S.D.C. Pistol, M.D.C. Energy Rifle with several E-Clips, and a sword (roll percentile):

01 - Greatest Rune sword (DM Choice)


02-03 - Greater Rune sword (DM Design)
04-05 - Lesser Rune sword (DM Design)
06-00 - Std. Sword of Player's Choice

Money: 2d4 x 1,000 credits & 2d6 x 1,000 credits in black market
items.
Cybernetics: Starts with none and shuns them. They interfere with
the Quickening and would kill the character one week after
installation.

The Quickening is the force which powers all immortals and binds them together. It is related to
ley line energy, which accounts for powers 6, 7, 8. Also, when an immortals head is taken, the
Quickening manifests itself as a ley line storm, and the victor regains all M.D.C./P.P.E. and
I.S.P.. See Atlantis, p. 12. The Gathering is a time when all immortals are drawn to a " far away
land " to fight for "The Prize." There can be only one victor.

The Prize (granted to The One): No Longer Immortal: Ages normally from physical age. Granted
the following psionic abilities with NO COST which can be activated AT WILL: Telepathy
Range: Planetary, See Aura Range: 300', See The Invisible Range: 300', Empathy Range:
Planetary, Object Read Range: Touch, Empathic Transmission Range: Planetary.

=====================================================================

HSIAN (shee-AN) R.C.C.


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
O.C.C./R.C.C.: May not take a psychic R.C.C. like the Mind Melter or Burster, but
otherwise may take any O.C.C. or R.C.C. 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. I.S.P. 60, major psionic.
Does not receive psionics from O.C.C. except for a Cyber-O.C.C.'s Psi-whatever the O.C.C. has
(Sword, Axe, Bow, or Shuriken.) Cannot fly in rain, snow, or similar rough conditions. Also
may not fly if more than half S.D.C. 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. I.S.P. 35, minor
psionic. Receives O.C.C. 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. I.S.P. 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 O.C.C.

SKILLS: As for O.C.C. 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 O.C.C. 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 O.C.C. 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 O.C.C. 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 tell 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
appearance. 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 correctly 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.)

A PC Race by DaBeechMan. Email me with your questions. Enjoy!


=====================================================================

HSIAO R.C.C. (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 R.C.C.
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.)
M.D.C.: 5d6. Add 2d6 per level
MAGIC: Equal to a Mystic in all aspects. P.P.E. 6d6+IQ+ME.
PSIONICS: Healing Touch, Bio-Regeneration, See aura, and Sense Evil.
I.S.P.: 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%)
HAND TO HAND 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 Cybernetics, etc.)

COMBAT:
Claw 6d6 S.D.C.
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 S.D.C.
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 fro

=====================================================================

Icer R.C.C.
Imagine the opposite of a Burster: a psionic with the power to control Ice and Snow. That's
an Icer. Icers and Ice Dragons like each other. Even the most evil of each will go a bit out of
their way if it will help one of the other. This doesn't apply if the two are foes or are in combat.
On the same hand, Fire Dragons and Icers will often go out of their way to annoy one another.
This may occasionally lead to violence, and if they are in combat, they will seek each other out.

Attribute Requirements: ME 10, PE 6

P.P.E.: 2D6+1

Psionics: The Icer is considered a Master psionic, has 2D6x10 Inner Strength Points at first level,
and gains 10 I.S.P. per additional level of experience. Chose 2 powers from each category but
Super. Chose 1 additional power from any category but super at levels 3, 7, and 11 in addition to
the following powers:

Impervious To Cold: No amount of freezing temperature or Cold based attacks will ever harm a
Icer. This makes them very useful when fighting an Ice Dragon. Duration :Constant, I.S.P.: None

Shield From Cold: The psionic can bring the temperature around him up o 40 degrees if he feels
it necessary. All Ice will melt, and all snow will stop This can be used on a specific object to
melt all ice and snow off it if the Icer touches the object. Range: 100 feet around the Icer +10
feet per 2 levels of experience (beginning at level 3), Duration: 30 minutes, I.S.P.: 5

Ice Armor: The Icer can form a suit of Ice around him. This gives him mega- damage protection,
but reduces his attacks by 1. It also reduces dodge and parry by 1, but adds 1 to roll w/ punch.
Fire attacks do 2x damage to this armor. Ice Attacks restore 1/2 their MD in M.D.C. to the
armor, round down. (i.e., an Ice Dragon does 5 MD to the armor. This REPAIRS 2 of the armor's
M.D.C. and does NO damage). M.D.C.: 20 Per 3 levels of experience (Not available until level
3). Duration: 3 minutes per 3 levels of experience. I.S.P.: 40

Cold Spell: The Icer can make a object suddenly surrounded in Ice. This can suffocate people!
Range: 20 feet per level of experience, Duration: Until Ice Melts, I.S.P.: 10
Snow Storm: The Icer can make the temperature around him drop to 20 degrees and have it start
snowing so heavily a foot of snow will appear in an hour. Range: 1 mile, Duration: 30 minutes,
I.S.P.: 15.

Ice Blast: A blast of such cold temperatures it does up to MD!!! Rng: 100 feet for SD ones, 300
feet for MD attacks. Damage: 1d6 SD, 3d6 SD, 6d6 SD, 1d4 MD, 2d6 MD, I.S.P.: 1, 3, 5, 15, 30

Regains 2 I.S.P. per hour of activity/awake, 12 I.S.P. per hour of


Sleep/Meditation

The influence of Ley Line Energy: Within a half mile from a ley line, the Icers powers get a
+50% bonus to their normal strength and range, and they cost only 2/3 the normal I.S.P. (round
up) to use.

The influence of Nexus Energy: Within 2 miles of a nexus, the Icers powers are DOUBLED!!!
Plus, it only costs 1/2 the normal I.S.P. to use them.

Bonuses: +1 save vs. Horror Factor at levels 2 and 7, +1 save vs. Mind Control at levels 3, 6, and
10, +1 PE

R.C.C. Skills

Speak American at 95%


One Language of Choice at 85%
Chose 1 Piloting Skill at +20%
HAND TO HAND: Basic (Can be changed to Expert for 2 Other Skills)
WP Blunt

R.C.C. Related Skills: Select 7 OTHER skills from the list below. Chose an additional 2 at levels
3, 5, and 8

Communications: Any (+5%)


Domestic: Any
Electrical: Basic Only (+5%)
Espionage: Wilderness Survival Only (+5%)
Mechanical: Automotive Only
Military
Medical: First Aid (+5%)
Physical: Any except Wrestling and Boxing
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+5%)
Science: Math and Chemistry Only (+5%)
Technical: Any (+5%)
WP: Any
Wilderness: Any
Secondary Skills: Chose 8 from the list above without bonuses.

Standard Gear: 1 suit of light MD armor, 1 MD Pistol or Vibro Blade of choice w/ 2 clips, 1 set
of ordinary clothes and shoes, one pair of combat boots, 1 2-qt canteen.

Money: Starts with 1d4x100 Credits and 1d4x50 Credits in black market items

Cybernetics: WILL NEVER GET THEM!!! Will seek Bio-Systems instead, and will even hate
them. Will avoid any altogether unless medically necessary for living.

=====================================================================

Immortal R.C.C. (Based on Highlander)


Some humans (and only normal humans, no mutant or Master Psionic has
ever become an Immortal) are born with a special power, that of the
Quickening. They cannot die, unless an opponent takes off their head.
Until they are killed for the first time they live as normal humans,
usually not realizing that they are special, although occasionally another
Immortal can sense their difference in the same way that one Immortal can
sense another. Once they are killed for the first time they become aware of
the Quickening, the ability that all Immortals have in common. Usually
another Immortal will take the new one under their wing and show them the
ropes, some however have had to learn on their own.
The Immortals seem to be a response by the human race to defend
against the supernatural predators that now abound on earth, but there are
some who have been alive since before the coming of the Rifts. In these times
there seems to be a higher percentage of Immortals, perhaps in response to the
higher P.P.E. levels.
Each Immortal has his or her own agenda, but all abide by two rules;
never fight on Holy Ground and never team up. Holy Ground draws the
Quickening away from even the victor in a fight, while if two immortals team
up to fight a third the second survivor will lose power to the Immortal who
took off the other's head.

R.C.C. POWERS
1) Sense Quickening: The ability all immortals have to sense one another,
supernatural creatures and Holy Ground. Range is 50'/quickening point.
Immortals who are currently "dead" thru loss of M.D.C., toxins of some kind, or
lack of oxygen do not register to other immortals, as soon as they recover
they once again register to other immortals.

2) All Immortals are M.D.C. creatures in a P.P.E. rich environment, after they die
for the first time, take their current HP and S.D.C. and add them together, this
becomes the new Immortal's starting M.D.C.. Add 2d6 (HP in a S.D.C. world) each
level gained after this point. In an S.D.C. world, their S.D.C. and Hit points
remain the same. No M.D.C. endowed human has ever become an Immortal, nor will
an immortal's body accept anything that would artificially increase his M.D.C.
(Bio-Wizardry, Symbiotes, etc.)

3) Against other Immortals and supernatural creatures, all immortals inflict


M.D.C. with all hand held weapons, and their strength is considered to be
supernatural. Against any other opponent, all weapons do their normal damage,
and strength is considered normal. Ranged weapons always function normally.

4) Add the following to the new Immortal's stats: IQ +4, ME 1d6+6, MA +4, PS
1d6+4, PP 1d6+4, PE +6, Spd 1d6+6.

5) Bio-Regenerate. As long as the head and neck are not completely severed,
Immortals can regenerate any damage they take, at the rate of 2d6X10 M.D.C. per
minute. This regeneration will reattach limbs that are severed in some manner
if the severed limb is placed against stump. Lost limbs will eventually
regenerate, exact time is up to the GM.

6) Poisons, Toxins and diseases can temporarily incapacitate an immortal, but


they are extremely resistant to them (+4 save.) They will ALWAYS recover from
any effects, as long as their head is still on their shoulders.

7) Without oxygen (such as in a vacuum, in a sealed airtight room, etc.)


Immortals go into a form of suspended animation. Once exposed to Oxygen they
will recover within minutes.

8) Breath under water normally and are not adversely affected by depth
underwater.

9) Immortals do not register as supernatural creatures except to other


Immortals. The one exception is the Cosmic Forge (see Phase World,) which
considers them to be supernatural i.e. no Immortal has EVER been selected to
become a Cosmo Knight

10) All Immortals have a Quickening score (which starts at one for new
Immortals.) To increase your Quickening requires a number of quickening
points equal to your current Quickening score. If you gain more Quickening
points than you need to Increase you're score, all excess Quickening points
are lost. You gain Quickening points by killing other Immortals (see #11
below) or by killing supernatural creatures. Each supernatural creature
killed usually grants 1/10th of a quickening point per HAND TO HAND level.
Quickening has three effects on combat. One, it adds a bonus to your
Initiative based on 1/3 of your score, rounded up. Two, it adds a bonus to
strike and parry equal to your Quickening score, and three it adds a bonus to
your number of attacks based on 1/2 of your Quickening score rounded up. The
first two bonuses ONLY apply to Hand-to-Hand combat. The third applies to all
combat situations.
Quickening also affects the Immortal's saving throws, add 1/3 of the
Quickening score(rounded up) to ALL saves: Magic, Psionic, Horror Factor etc.

11) When one Immortal takes another's head, the following effects occur:
a) The winner gains 1/2 the difference between their M.D.C. and the
Loser's M.D.C., as long as theirs was lower to start with.
b) The winner also gains 10% on one skill the loser had at a higher
percentage, OR gains one skill the loser had that he didn't (at basic
levels) OR gain one O.C.C. ability the other had (GM option).
c) The winner also gains his opponent's Quickening rating in
quickening points.

In addition there is a pyrotechnic display with a radius based on the


Quickening of the loser of the battle (50'r/ point of Quickening) any being
other than the immortal caught in this radius suffers damage based on how
close to the center and the quickening rating of the loser(base damage is
3d6/point of Quickening the loser had) At the end of this display the
survivor is exhausted (-10 to S.P.D.) for 1 melee per Quickening point gained.

12) No Immortal can have Cyberware; it is rejected by the Immortal's body. If


they had any before becoming an immortal, it is ejected from their body upon
becoming Immortal. This includes all Juicer gear and MoM conversion gear.

13) Magic tattoos cost twice as much P.P.E. to activate, gaining a new tattoo
disables the Immortal for twice as long as a normal human. No Immortal can
have more than six tattoos. If a seventh is added, one of the previous six
(determined randomly) becomes inert, and will never function again. Magic in
general is harder for an Immortal to use, all spells cost twice as much P.P.E. to
cast, and have 1/2 the normal effects. They CAN however use Techno-Wizard
devices normally.

14) Never fight another Immortal on Holy Ground. This is the one rule ALL
immortals follow, because of the effects should they break it. The loser of
the fight is, of course, dead. The winner of the fight loses one Quickening
point, 10% of their max M.D.C., and 10% off any one skill the GM chooses. Note
that this WILL kill an Immortal with a Quickening score of one. Holy Ground
is defined as all nexus points, any temple sacred to any deity or belief
system, graveyards, burial sites, or any other place the GM deems appropriate.
A similar effect occurs if three Immortals are involved in a fight. The loser
is dead, the victor (The Immortal who took off the loser's head) gains
Quickening points for the loser AND one quickening point from the third
Immortal involved. The third Immortal loses one from his quickening score;
once again this WILL kill an Immortal with a Quickening score of one.
15) Immortals can summon their favorite melee weapon, but only before combat
starts. This weapon must have been bonded by killing one immortal or ten
supernatural creatures and cannot currently be in the hands of another
sentiant creature. Additionally, in most cases it must be within 10' per
point of Quickening.

16) Dying the first time breaks any links with supernatural creatures. No
Immortal has ever established a supernatural link with an Alien Intelligence
or Godlike being; thus most Immortals tend to be skeptical of the true power
of the gods.

17) The Lord of the Deep (see Rifts Underseas) never contacts and attempts to
convert Immortals. He made that mistake once.

Mondo

=====================================================================
========

IMPALER R.C.C.
A special R.C.C. by DaBeechMan Original idea by BadgerBorg

The Impalers are a fierce race of dinosaur-like creatures believed to have evolved from
the familiar dinosaurs of prehistoric Earth. When the ley lines started to fade, they migrated
from Earth to an unknown dimension. That dimension was destroyed by several careless Fire
Dragons, but a few, maybe 100, survived and escaped to their ancestral home, Rifts Earth.

IMPALER R.C.C.

ALIGNMENT: Any, but usually anarchist. They mistrust Rifts Earth and all who live there, but
itÕs not like they have any choice but to stay there, so they put up with it all with the notable
exception of Fire Dragons. Ooooooh, do they hate Fire Dragons!

REQUIREMENTS:PS 16, PE 16

ATTRIBUTES:IQ 3d6, MA 2d6, ME 2d6, PS 5d6 supernatural, PP 4d6 - 3 (because of the


creatures large size) PB 2d6 (hey, if you saw a Gigantic T-Rex outside your door, I doubt you’d
find it too pretty.) Spd 4d6 but carries enough momentum that if it runs for more than 3 melees
nonstop it can go up to 5d6. Both scores are rolled during character generation but can be
changed by the usual means.

HORROR:OK, this is an interesting case. The character saves vs HF 14. If it passes,


nothing happens. If it fails, save again. If this save also fails, all horror factor effects kick in.
Otherwise, treat it as Awe Factor, but the character can return to fight in as soon as 2 melees.

APPEARANCE: This guy looks like a tyrannosaur with a few exceptions. These are:
1) a collapsible ball of spikes on the end of its tail (1d6 x 100 S.D.C. or 1d6 MD per attack, but
counts as 3 attacks.
2) bull horns on its head (1d4 MD normal, 4d6 MD running but character loses all
remaining attacks.)
3) a horn on its snout (same damage as bull horns, but add 2 MD to all damage.
4) a more horizontal posture

OTHER POWERS:
-Warlock Spells same as a witch
-Strength is supernatural
-Sonic attack roar (6d6 MD plus deafness with no save, range 500 yards. Counts as all attacks)
-Can alter its height from the size of a cat to the size of a dragon (normally about human-sized.)
Cannot use any other special abilities while resized.
Damage done by Impaler is halved when sixe decreases, multiplied by 1.5 at max height. Cannot
do damage at minimum size.500 M.D.C.

LIMITATIONS:
-Immediately goes into a frenzy (like that of a Crazy) whenever it sees a Fire Dragon.
-Automatically has the Insanity of Paranoia
-Cold-Blooded (I don’t care about the new theories on dinosaurs, this thing is cold-
blooded!) This means that it dies within 40 melees if placed into an environment greater than 110
degrees or less than 40 degrees. If either limit is exceeded by more than 20 degrees, dies within
20 melees. 30 degrees, 10 melees. Get the picture? NOTE that because of this, Fire Dragon and
Ice Dragon breath do triple damage!
-Cannot get psionics (EXCEPTION: All Impalers can communicate telepathically with other
Impalers within 50 miles. Note that an Impaler rarely if ever gets to put this power to use.)
-Daylight is painful (-2 to attack in daylight, -5 in anything brighter, -10 in Globe of Daylight
spell or anything like it.)

ENHANCEMENTS: On a dinosaur (or any cold-blooded reptile)? Yeah, right!

FRIENDS: None, except will cooperate with anything that is the enemy of a Fire Dragon.

ENEMIES: Come on, do I have to tell you? FIRE DRAGONS!

GEAR: Most tyrannosaurs do not start with or care about gear. Besides, they can’t use any of it
except for food (can’t hold weapons, IRMSS and the like don’t work on cold-blooded creatures,
too heavy for vehicles, too big for armor, but why would a tyrannosaur care?)

MONEY: None and could care less about (they don’t really understand the principle of it either.
They do love sparkly things though, meaning anything shiny. Who cares if they don’t do
anything with it?)

SKILLS: Very few. Remember that these guys are dinosaurs. The only R.C.C. Skill is Hunting
(+20%) and only gets 4 other skills. GMs, feel free to disallow any skill that a
dinosaur, even an intelligent one, might not be able to use.
Use the Dragon XP Table

An R.C.C. for RIFTS by DaBeechMan (original idea by BadgerBorg) Email me with any
questions (complaints, insults, suggestions, TeamBlade melds, you get the picture.) See ya!

=====================================================================

Inquisitor-Redeemer O.C.C.
- Book of Redemption, Father Torque

The Inquisitor-Redeemers are the champions of the faithful. They are the daemon slayers, the
investigators and the preachers combined. The Inquisitor-Redeemers are usually seen as a
warrior figure; the Damned, in all its forms, must be destroyed, without mercy or pity. Their
dedication, however, remains solely with the church. The Bible remains their book of
ordinances and guidance. They would recite passages from both the Testaments in the midst of a
fight. For example, while "interrogating" a suspected heretic they might recite Revelations 9:6.
However, doesn't the Bible consist of irregularities? "An eye for an eye" and " Turn the other
cheek." Thus each Inquisitor has an individual code of honor, yet all remain devoted to their
god. Roleplaying note: An Inquisitor-Redeemer player will eventually have to ask himself if he
s indeed the bane of the night or just a ruffian or bully, and whether his duty to the church is
greater than his own self integrity.

The Inquisitor-Redeemer has few powers; his great dedication and being a hard ass are his
armaments of purity. Their trademark weapon has no official name (described below); however,
the passage of time has chosen to call it the "Redeemer" in honor of those who wield it. The
present Inquisition is described lower down the page. For many years the Redeemer Inquisition
has worked underground; now with the magic eruption on Earth this is no longer necessary.
Note: I never took this O.C.C. too seriously, and I don't know how they'll react to Ireland's IRA.
It's up to you.

ALIGHNMENT: Typically Aberrant, ironically


ATTRIBUTE REQUIREMENTS: IQ, ME & MA 13, the acolyte must be dedicated.
O.C.C. BONUSES: + 8 vs. HF(special, see below), + 8 initiative
O.C.C. SKILLS:
Math, Basic (+ 10%)
Language & Literacy: Native (98%)
Languages: 4 additional (+ 40%)
Radio: Basic (+ 15%)
Interrogation Techniques (+ 20%)
Intelligence (+ 20%)
Detect Concealment (+ 20%)
Detect Ambush (+ 20%)
Tracking (+ 20%)
Climbing (+ 15%)
Streetwise (+ 20%)
Land Navigation (+ 20%)
Lore: Vampire (+ 15%) (see Nightspawn)
Lore: Demons (+ 15%)
Athletics
Horsemanship (+ 10%)
Pilot: Any 2
Weapon: Any 5, archaic and modern
Hand to Hand: equivalent to Assassin + 2 attacks

O.C.C. RELATED: select 5; one more at levels 3, 6, 9


Communication: Any (+10%)
Domestic: Any
Electrical: Basic only
Espionage: Any (+15%)
Mechanical: None
Medical: First Aid only
Military: Any (+10%)
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13

STANDARD EQUIPMENT: Inquisitorial robes, backpack, utility belt, air filter and gas mask,
sleeping bag, 6 wooden stakes, hammer, flamethrower, canteen, rations, few extra clips, radio,
rope, small axe, few knives, a personal items and some form of transportation. Also, plenty of
implements of torture (there's this thing they can do with a cheese grater.)

WEAPONS: Prefer ancient style weapons. They start with a minor magical weapon (described
below) They will use modern weapons as well without hesitation.

MAGIC: The Inquisitor-Redeemer does not know any spells, nor will he learn any. However, he
is expert at identifying magical items and wards. He can also read spells from scrolls, equivalent
to his experience level!

PSIONICS: None. Most Inquisitor-Redeemers consider Psychics to be low level demons.

SPECIAL ABILITIES:
Special Combat: The Inquisitor Redeemer has studied as a youth on how to fight the supernatural
(including the Undead). Furthermore, he will always recognize evil in whatever form it takes
(Treat as Sense Evil, without I.S.P. cost.) Thus, when confronting a supernatural creature the
Inquisitor will know all its weaknesses. Furthermore, in Hand to Hand combat the Inquisitor
Redeemer will always hit a vulnerable point with any weapon, so that damage is doubled.

Hardened: Due to their hardened training the Inquisitor Redeemer has lost all fear of the
supernatural and replaced it with hatred; when dealing with Horror Factors roll normally. If they
fail (remember the + 8 bonus) they do not succumb to their horrors. Instead the Inquisitor
Redeemer goes berserk and charges the monster with the H.F. that the Inquisitor failed. He gains
an extra attack and + 2 to strike, but he must engage in Hand to Hand and every attack must be
use to strike ie. no dodging or parrying. If unable to do so the Inquisitor Redeemer is still
enraged, but attacks verbally, in demonic tongues even the monsters fear. The monsters
themselves must roll vs. horror factor. It works out like this. The Inquisitors H.F. is 20 - the
demon's H.F. so a monster with a H.F. of 14 has to save vs. H.F. of 6 (20 - 14 + 6).

Impervious to mind control: The Inquisitor Redeemer is also impervious to the Vampires slow
bite. It will do damage, but the warrior priest will not be controlled in any way. This applies to
all forms of mind control.

SPECIAL EQUIPMENT: The Redeemer: It is usually in the form of an inquisitorial staff, on


which are inscribed runes which twist and writhe as if tormented. The staff inflicts 2D4 points of
damage to a human. Against the supernatural and M.D.C. beings it inflicts double damage in
M.D.C.! In the hands of the Inquisitor it does double that! The "Redeemer staff" also gets more
powerful as the Inquisitor becomes more experienced. For every level up the staff inflicts an
additional + 1 point of damage eg. a 5th level Inquisitor-Redeemer would inflict 2D4 + 5 S.D.C.
to a human and 4D4 + 10 to a demon. It also casts Exorcism at the same level as the Inquisitor-
Redeemer. Once the Redeemer has reached 10th level the staff gains a new power, but no
known Inquisitor has used it before. This is to be used during their darkest hour.. It is said that
the staff will moan with the voices of the damned, and then drink the souls of all living things
within a mile radius. All creatures must roll vs. magic of 20! The only way to survive is
basically to roll a natural 20 or if you have a high bonus. As for the Inquisitor, he is doomed
with no saving roll. All the souls are said to be tormented forever.

ALLIANCES AND ALLIES: Not many. They consider all Catholics (and sometimes all
Christians in general) to be under their protection. Should they visit Wormwood they will
sympathize with the Cathedral and the people. However, when they find how corrupt the
organization is they will be disgusted; the Inquisition, despite popular belief, gives everyone,
save heretics, equal standing. They may or may not like the monsters working for the Cathedral.
In Nightspawn they will treat the Guardians as allies, till they see reason not to. Many believe
them to be angels! They will not worship them, since they're such hard asses, but treat them as
equal servants of the Lord.

ENEMIES: Oh boy. They hate all supernatural creatures, in the following order: Daemons
(supernatural creatures that look hellish), the Hexen (another O.C.C. by me) , the Undead,
dragons. Heretics are considered as bad as they are betrayers of the faithful. In Nightspawn they
will not like the Nightspawn at all, and consider them the works of the Devil. They will despise
all denizens of the Nightlands, considering the Dopplegangers to be souls of the Damned.
Should they enter Wormwood they will despise the Apok; they will only see them as the
betrayers they once were. They consider the Unholy and his forces to be demons and will treat
them as so. They will not be comfortable around anyone who has not converted to Christianity,
who they consider to be heathen.

DESCRIPTION: The Redeemers are first recruited by older Inquisitors for their willpower and
dedication. They are then taken to one of the seven monasteries where the Inquisition holds
power. Only a few no of such places. Here they train to be acolytes. They are taught the Old
and New Testaments and will recite them by heart. They study the lore’s of the demons which
they will fight. The Inquisition focus their hatred to these creatures and manipulate the acolytes
with this focus. Then they are taught to fight the demons by the most experienced warriors.
Their training ends around the age of 17, when they take a rite of passage. The acolyte is sent
out to hunt a heretic or demonic creature. When he returns to the monastery they will be given
their Inquisitorial robes and the Redeemer staff. Only then is he a true Inquisitor-Redeemer.
Many fail in their first quest; there is a 40% rate of failure. There are less than a thousand of
these preacher warriors, but each one is a power house, capable of dealing with the most
powerful daemon in whatever form it chooses.

D B Chow888 - By the way, if you figure out how an Inquisitor Redeemer would react with a
member of the Sinn Fein or the IRA, e-mail me. I would like to know what I'm supposed to do
in this confrontation. I'm on AOL (yes, it's embarrassing) if you want to contact me.
[email protected]

=====================================================================

E/Z INC. PRESENTS:

INVISIBLE PERSON Optional O.C.C.


During the late twentieth century there were a spree of accidents causing
numerous objects and people to become invisible (see movies such as Memoirs of the Invisible
Man, and Invisible). These invisible people stay in perfect heath for numerous years.
Unfortunately the strain on the body killed the invisible people after ten years .
Now, the coalition and Triax see the potential for having the power of invisibility and
have many scientists working feverishly to try to uncover the secret of it. Neither Triax or
Coalition has had any success.
The only cases of invisibility were exactly the same as the late twentieth century:
accidents. These accidents are always varied. It might be caused by a weird explosion in a lab or
somebody getting struck by lightning. The Invisible person O.C.C. is always caused by an
accident. The GM gets to pick the accident which caused the person to become invisible.
Even though the accidents are different, the victims are always the same. They are
always have normal health. Also they are not invisible to info red, sonar, radar, ultraviolet light,
heat, motion detector and any other human sense other than sight. Anything they ingest will be
invisible until it comes out. Unlike what is previously thought, if the invisible person bleeds,
the blood is invisible. Also they cannot conceal anything if they are wearing invisible clothes.
One of the problems of the Invisible people O.C.C. is that they lack hand/eye coordination.
ALIGNMENT: any

ABILITY REQUIREMENT: It is useful for them to be strong but there is no requirement.

SPECIAL RULE: Because of their lack of hand/eye coordination, subtract 5 from their P.P. and
gain 1 point back every level

HP and S.D.C.: same as Headhunter

HORROR FACTOR: 10 if partially covered by anything visible.

O.C.C. SKILLS
Disguise
Escape Artist (+30%)
Sniper
Wilderness Survival
Tracking
Athletics-Basic
Hand to Hand: Expert
Climbing
Prowl (+50%)
Pick Pockets (+30%)
Language (American)
Language (Player's choice)
Land Navigation
Track Animals

Hand to hand: Expert can be changed to Hand to Hand: Martial Arts (or assassin if an evil
alignment) at the cost of one "other" skill.

O.C.C RELATED SKILLS: Select 6 Other skills from this list. Plus select two more at level
three, and an additional one at levels six, nine, and twelve.
Communications: Excluding Radio: Scrambler and Surveillance Systems.
Domestic: Excluding Play Musical Instrument and Sewing.
Electronics: Basic Only
Mechanical: Any (-10%)
Medical: First Aid Only
Physical: Excluding Acrobatics and Gymnastics (+5%)
Pilot Skills: Any
Pilot related skills (Any)
Rogue Skills: (Concealment is only possible when the character is
wearing visible clothing) (+10%)
Science: Any
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: Excluding carpentry
SECONDARY SKILLS: Choose 5 Secondary skills from the previous list. Secondary skills have
no bonuses.

COMBAT BONUSES: in addition to the regular bonuses from their O.C.C. skill the character
gets additional bonuses because they are invisible.
+5 to dodge and strike
+7 to initiative
Two addition attacks per melee

STANDARD EQUIPMENT: The characters get a pair of pants, a shirt, socks, shoes, and
underwear, that is invisible . If they want to, they get to pick one light energy weapon of choice
and a knife or dagger of choice. If they want they could have a visible pair of clothes with a back
pack. The characters usually get other adventurers to carry their equipment for them in order to
stay invisible.
MONEY: 3D4*100 credits (there pretty poor because they always on the run)
CYBERNETICS: If the characters are happy that they are invisible there is no way they will get
cybernetics. If the characters hate their invisibility, they might consider full bionic
reconstruction.

EXPERIENCE: Same as headhunter

NEW RULE: anybody who operates on them will have a -50% on their skill.

Ironoid R.C.C.
The Ironoids are a race of humanoids that are made of iron. But not just any iron, a M.D.C.
type iron. They have many supernatural powers to boot. Their only weakness is salt water, which
does MD to them. They have no home planet, and there are only perhaps 5,000 in the entire
megaverse. Their are only 20 reported to be anywhere near RIFTS earth.
Ironoids do not reproduce, have no sex, and are featureless except for a mouth and two slits
where they see from. They see in the same spectrum and humans, and hear in the same spectrum.
Can not taste or smell. Can feel and hear just like humans. They are humanoid looking (i.e. two
arms, two legs, no tail, head). If a opponent specifically targets and hits the head, 2x damage.
Any amount of salt water smaller then a milk carton does 1d8 MD to a Ironoid. This M.D.C. is
permanently lost. Any amount over a milk carton does 3d6 MD and is also permanently lost
M.D.C.. This means the Ironoid can never gain it back.

Alignment: Any, but few are evil.

Attributes: IQ 2D6+1, ME 2D6+10, MA 1D6+6, PS 5D6+1, PP 3D6, PE N/A, PB 2D6, Spd


2D6.

M.D.C.: 1d4x50 +15 per level of experience.

HF: 4
Magic: When creating an Ironoid, roll a 1d10. On a 1-3, the character has no magic and 1d6
P.P.E.. On a roll of 4-9, the character may chose 3 first level spells at level one, an additional 2
first level spells at level 3, and 1 second level spell at level 8. The character has 5d6 P.P.E., plus
2 per level of experience. On a roll of 0 (10), the character can chose 4 first level spells and 1
second level spell at level one, and 3 spells from any level 1-3 at level 6. Characters have 6d6
P.P.E. +2 per level of experience.

Psionics: When creating an Ironoid, roll 1d6. On a 1 or 2, the character has no I.S.P. or psionics.
On a 3-5, the character can chose 3 psionics from any class but super at level one (excluding
Astral Projection and Empathy), and an additional 2 from any type but super, with no
restrictions, at level 4. Characters of this nature have 3d6 I.S.P. +ME, add 1 I.S.P. per level of
experience. On a 6, the character may chose 6 psionics from any category but super at level one,
1 Super psionic at level 3 (Excludes Mentally posses others, Mind Bond, and Telemechanics),
and 3 psionics form any category but Super at level 7. This type of character has 1d4x10 +ME to
begin with and adds 3 I.S.P. per level of experience.

Other Powers
Attributes are all supernatural.
Immune to all gases and poison, except MD corrosive ones.
Can detect another Ironoid within a 500 mile radius, and can locate to pinpoint accuracy.
Can detect iron deposits at up to 5 miles.
Doesn't need anything to survive.
Regenerates 2d6 M.D.C. per 2 minutes unless salt water hit.

Cannot be turned into, or bitten, by a vampire. If a vampire bites an Ironoid, it permanently loses
2d6 HP.

Average Life Span: 300 years

Habitat: None, but hates and fears saltwater. Will rarely live by the ocean. Actually prefers
Junkyards to anything else. But only if there is plenty of scrap metal for food.

Enemies: Cernun Mystics hate Ironoids. The feeling is mutual. This also means Gigantes hate
Ironoids.

Size: 7 to 12 feet tall.


Weight: 400 to 2,100 lbs.

R.C.C. Skills
Math: Basic at 95%
Speaks 2 languages at 96%
1 Ancient WP of choice
HAND TO HAND: Basic (Can be upgraded to Expert for 3 extra skills)
The Ironoid can chose 5 extra skills from the list below at first level, with no bonuses but IQ, and
2 more at 3 and 6th level. Add one final one at level 13

Radio: Basic
Fishing
Basic Electronics
Detect Ambush (Only available to ones with no magic)
Detect Concealment (Only available to ones with no magic)
Intelligence (Only available to ones with no magic)
Tracking
Demolitions
Navigation
Read Sensory Equipment
Pick Locks (Only available to ones with no psionics)
Archeology
Biology
Art
Language
Literacy
All Lore’s
WP Ancient (Only ones who rolled 1-5 on psionic and 1-9 on Magic)
Land Navigation

Gear: Nothing. They have no need for and can't use any advanced weapons, and they hate armor.
They have all they need in life, and want nothing more.

Money: 1d6x10 Credits

Cybernetics: Not possible.


=====================================================================

Jabbs R.C.C..
I designed this R.C.C. for a campaign I am currently running. I thought it might be kind of fun
to give "more life" to the inhabitants of the pocket dimension the characters are in.

Background: These creatures are the result of some pretty wild magic/genetic experimentation
by some creature long, long ago. They live in a pocket dimension called Morva (this I may flesh
out more later). It’s pretty typical of Rifts style earth but the tech level is much lower (early
earth renascence) but there is a LOT of magic! The Jabs are one of the 2 intelligent races that are
native to Morva. They like bow weapons and short swords, and can use them well. They're
blacksmiths are equal to a Sacath Druid (sorry about the spelling) in skill and ability.

Alignment: Any, but typically good or selfish.


Attributes: I.Q.: 3D4+3, M.E.: 3D6 (+4 females), M.A.: 3D4, P.S.: 3D4 (+4 males), P.P.: 4D6,
P.E.: 3D4 (+2 males), P.B.: 3D6+2 (cute), Spd.: 4D6+2.
M.D.C.: Minor magical creatures, P.E. +1D6 per level.
Hit Points: -NA-
Height: 4' +1D4 inches females, or +2D4 inches males.
Weight: 80 +1D20 lbs (+10 lbs males)
P.P.E.: 10 +P.E. +1D4 per level females, or +2D6 per level males.
I.S.P..: Females Only! M.E. +2D4 per level.

Note: They are capable of drawing additional P.P.E. from a LeyLine or nexus like a LeyLine
Walker. They can also operate Techno-Wizard items.

Special Abilities: Jump 2 times farther than normal human, Nightvision 90', Heightened sense of
hearing equal to cybernetic amplified hearing, Automatic kick attack at first level - 2D4 S.D.C.
damage. Very resistant to disease and poison.

Magical Abilities: Tongues spell is constantly in effect, costs no P.P.E. Pick one elemental
category for your character. e.g. Earth, Fire, Water, Air. Choose 2 spells from first level. Then
for each level of experience select one new elemental magic spell, in your category. Levels of
spells are limited to 1-4. At third level they can also cast the Armor of Ithan spell, but it
costs 2 times the normal P.P.E. to cast.

Psionics: Females Only! Select a total of 5 abilities from the Sensitive and Healer categories.
Add one new psionic ability form both categories at levels 3, 6, 9, 12, 15.

Skills: A typical Jab starts with the following R.C.C. skills:


Wilderness Survival (+15%)
ID Plants and Fruit (+20%)
Literacy - Jabinian (+25%)
Language - Jabinian 98% (all others by magic)
Basic Math (+15%)
Horsemanship (+5%)
Archery

Additional Skills for males only: HAND TO HAND Expert, Intelligence (+10%), and 2 Weapon
Proficiencies.
Additional Skills for female only: HAND TO HAND Basic, Holistic Medicine (+15%), and 1
Weapon Proficiency.

At first level the character can choose 6 other skills with the following limitations:
Domestic - Any +10%
Physical - Any except Acrobatics and Gymnastics +10% where applicable
Rogue - Any except computers.
Science - Any (except those that require computer ops. as a pre-requisite)
Technical - Any except computers
Wilderness - Any +15%
Espionage - Detect Ambush, Detect Concealment, Escape Artist, and Tracking
Weapon Proficiencies - Any (no modern to start with)
Pilot - None to start but can chose them as new skills later.
Pilot Related - Navigation only.

The character can select one new skill from the above list every 3 levels of experience.

Average life span: 170 years.


Physical Description: They look like humanoid rabbits. They have fully articulated hands with
an opposable thumb. Thier fur is various shades of green, it starts out very bright in colour when
young (almost flourecent) and darkens as the character ages (the very old typicaly have an
almost black coat). ALL Jabs have brilliant purple eyes!
Experience: Use the same table as Dog Boys.
Bonuses: +2 to save VS magic, +3 to initiative (hearing bonus), +5 to save
VS poison and disease, +3 to dodge and parry in addition to the P.P. bonus.

I really hope you like this R.C.C., its loads of fun!

George Bird ([email protected])


=====================================================================

Jedi O.C.C.
Somewhere in a galaxy far, far away... STAR WARS!!

But this isn't your usual Star Wars. There aren't any Ewoks or Wookies, no Princess Leia, and
no metal headed guy that breaths funny.

Something has gone wrong in the Star Wars universe. Unknown to them, they live in a
dimension parallel to our Rifts Earth!! Therefore, the chances of a rift opening up there are
greater than anywhere else! And that's just what happened.

An unfortunate Shifter, who abused his natural powers one too many times stumbled upon this
dimension while trying to find a place he could pose as a god. But, he ended up opening a portal
in the middle of a Jedi training camp. Since Luke's success, he had decided to show worthy
people the ways of the Jedi. In other words, Jedi training camps could be found almost
anywhere! The vortex of air created by the rift opening sucked about 100 of these advanced
people into our world. Since they possessed a power so great, they instantly changed into what
we call M.D.C. Even their skin!!

To many, the Jedi have become a sort of Cyber-Knight, only better! They are almost always of a
Good or Unprincipled alignment with the exception of about one in seventy-five warriors. These
are the rebel Darth Vader characters (which can actually be fun!).

O.C.C. = Jedi
Alignment: Any! (over 90% are Good or Selfish)
M.D.C. = 1d4 (not much, but convert it to S.D.C. and look out!)
I.Q.: 4d6 M.E.: 3d6+10 M.A.: 5d6 P.S.: 4d6 P.P. 4d6+5 P.E.: 4d6 P.B.: 3d6
*NOTE* P.S. AND P.E. ARE SUPERNATURAL!

P.P.E.: NONE!
I.S.P..: 3d4x10
PSIONICS: Mind Block Auto-Defense, Bio-Manipulation, Psi-Shield, Telemechanics, Sense
Evil (takes away no I.S.P.!), telekinesis.

O.C.C. SKILLS:
Radio Basic (10%)
Basic Electronics (15%)
Escape Artist (20%)
First Aid (20%)
Pilot: Jetfighter (30%)
Navigation (15%)
Prowl (30%)
Basic/Advanced Math (30%)
Computer Operation (20%)
Lang/Literacy: American 98%
"Space" Lore: 98% (they know)
W.P. Energy Rifle, Sword, Archery & Targeting
HAND TO HAND: Assassin

O.C.C. RELATED SKILLS (choose 4 now and 1 at 4, 8, 12, 15)


Communications: Any.
Electrical: Any (10%).
Espionage: All but Wilderness Survival and Sniper (10%).
Mechanical: Mechanical Engineer and Robot Mechanics ONLY! (5%)
Medical: NONE
Military: NONE
Physical: Any
Pilot Skills: Any but PA and Robot stuff
Pilot Related: Any
Rogue: Any (10%)
Science: NONE
Technical: Any
W.P.: Any
Wilderness: NONE.

SECONDARY SKILLS: Any from the above list without the bonuses. Choose 4 now,
and one at 5, 9, 13, 15.

O.C.C. BONUSES: Attacks twice per melee attack up until level 5. In other words, with three
attacks per melee round, he would attack six times-twice per attack. BUT, this is only with the
light saber!!+4 dodge, +3 parry, has death blow at level one on natural 18-20.
BIONICS: Following the movie, Jedi's may have limited bionics. FIVE at level one and no
more!! If any more are taken, all psionic abilities are lost as are the O.C.C. Bonuses. May have
any bionic or cybernetic augmentation except for weapons, inhuman or other additional
abnormal appendages. Jedi's try to keep their appearance as human as possible. They don't like
to stand out!

WEAPONS:
Light Saber: The Jedi's main weapon. Will be used over 90% of time.
Length: 4 ft. Grows 1/2 foot per level of experience
Damage: 1d6x10 M.D.!
Special: Can parry energy, lasers, and plasma at additional +4.
Unlimited Usage

S.D.C. weapon of choice. No automatic weapons.


Bow or Crossbow of choice with 20 explosive arrows (3d6 M.D.)
NG-57 Ion Pistol: Range: 1000ft. Damage: 2d4 or 3d6. Payload: 10
Carries an additional 5 long E-Clip for it.

EQUIPMENT: portable language translator, RMK, IRMSS. That's it!! They came through with
minimum gear!

ARMOR: Will wear just about any light armor, but they also have their own.
MYSTICAL CLOAK: 10 M.D.C., no prowl penalty, conceals face. Can cast Shadow Meld and
Armor of Ithan for 55 M.D.C. at no I.S.P. cost!!

SPECIAL ABILITIES: Can flop into a parallel dimension (a black spacey, nothingness) for up
to 1d4 attacks. They seem to have disappeared to everyone. Will reappear at a distance of 15 ft.
NO, they cannot control where! Will never come back inside of an object, though. This ability
is just like the floopers in RIFTS: MERCS.
When using the light saber, they NEVER lose an attack for parrying with it! They may parry as
many times as their heart desires without losing an attack! Also when using the light saber, they
get a temporary paired weapon when defending. In other words, when parrying or blocking with
the light saber, they may automatically attack at the same time with it as many times as they
want! An automatic simultaneous!

MONEY: NONE!!! They had nothing when they came through!


EXPERIENCE: Rather than create a new table for the Jedi, especially since there are already
over 100 of them, I chose one that best fit what I thought to be typical. After reviewing the
movies, I thought that Luke became very proficient in the Jedi ways an a quick pace. So, I chose
the CS Grunt experience table. Yes, that's right...the Grunt.

NOTE: Almost all Jedi's will not hate D-Bees. They have lived with them for centuries and
know they can be lived with peacefully! Also, they will never use Robots or Power Armor
except in life and death emergencies! Even then, they will not pilot it. They do not believe in
machines like that. THEY BELIEVE IN THEMSELVES!
The [email protected]
=====================================================================

Jedi Knight O.C.C.


Here is that Jedi Knight class... sorry it took so long but with the amount of material plus finals I
haven't had the time to sit down and type it all out. If you have any ideas or questions I will be on
the list until May 19th and will return in September when the college reopens....I encourage any
responses....well enough chatter....in the words of Admiral Kirk "Here it comes"

They are a group of travellers (always of good alignment; evil alignments are possible but I
would keep them as NPC's in role playing testing evil Jedi PC's tended to get out of hand really
fast because they had no qualms about killing people) that travel the galaxy righting wrongs. The
Jedi's use the force, which is created and sustained by life. The Jedi acts to preserve this life. the
Jedi may kill in self-defense or the defense of others if by doing so he preserves the existence of
life. The Jedi doesn't act for power, fortune or fame, just the gaining of knowledge and the
preservation of life.
If a PC breaks this code and doesn't atone for it (GM's choice of what atonement is) the
characters powers and attributes are reduced 25%.(this usually keeps PC's honest, again citing
play testing)
The character can take 1/2 of their earned xp and put it toward the advancement of force
powers( there are 3 classes Control, Sense and Alter) as they see fit.
Alignment: Good alignments only
Attributes: 3d6 for all (I try to limit this class to humans only,
although any race with good intentions is permissible. I was trying to keep the class balanced and
with some of the greater races around it could get really ugly really quick)
HTP: PE + 2d6+4 per level S.D.C.: 1d6x10 plus physical bonuses
P.P.E.: 3d6 I.S.P./FP: 2d4x10 + ME(x2) +4d6/level
Natural Abilities: Can stay active even at -20 hp with the use of force powers, other than
that they are same as humans
Combat: 3 attacks/melee plus those gained from hand to hand combat
Bonuses: +4 to parry, +2 to dodge, +2 to initiative plus bonuses from attributes and skills.
Average Life Span: with the force 200+ years

O.C.C. skills
Languages(x2)+30% Literacy(x2)+25%
Speak & Write English-96% Demon Lore(+20%)
Anthropology(+15%) Paramedic(+10%)
Navigation(all)+15% Climbing(+10%)
Body Building Gymnastics
Athletics Swimming(+10%)
WP Light saber WP Energy Pistol
HAND TO HAND Martial Arts

O.C.C. related: select 12 skills, 2 at level 3, 3 at level 5, 2 at level 6, 2 at level 9, 1 at level 12.
Communications: Any Domestic: Any
Electrical: Basic only Espionage: Any (+5%)
Mechanical: Automotive only Medical: None
Military: Any Physical: Any (+5%)
Pilot: Any Pilot Related: Any (+5%)
Rogue: Any Science: Any
Technical: Any (+5%) WP: Any
Wilderness: Any (+5%)

Secondary Skills: Choose an additional 6 skills from the previous list without bonuses.

Standard Equipment: Light saber, Energy pistol of choice w/ 3 clips, set of black clothing
(M.D.C. 40), First Aid kit, Knapsack, Back Pack, 2 canteens, Boots, Cloak (M.D.C. 15),
3d6x100 credits.
Light saber: inflicts 5d6 MD and increases in power (+2d6MD every three levels, and
+1d6MD per level of Control Power). They can parry energy attacks with no parry bonus (except
for that gained from every level of sense power; +1 to parry per level). The character can also
add 20 I.S.P.(Force points) to boost the damage of the light saber 1d6MD/per 20 I.S.P., this
effect lasts 5min/level of the Jedi. NOTE: For the Light saber WP use the WP Sword given in the
book. Also a Jedi will try not to use a light saber on an enemy not capable of defending himself
from the attack. (ex. A peasant is being mugged by a thug with no weapons, the Jedi won't lop
his head off with the Light saber.)

******* Control Powers *******

Control Pain --> Cost- 5 I.S.P. no S.D.C., 10 for 1/2 hp, 20 for no hp
Effect: Allows the character to ignore the pain caused by any wound and act as normal. This
also works on pain inflicted through torture.
NOTE: This doesn't heal the wound they just don't feel it.
Dur: 2min/level

Remain Conscious --> Cost- 10 for no hp, 20 for -10 hp


Effect: Allows the character to remain conscious even if the blow should render them
otherwise. The next action should be Control pain if they would like to do anything else. After
this is done the character may act normally for the duration of the effect.
Dur: 2min/level

Hibernating Trance --> Cost- 20


Effect: The character falls into unconsciousness and for all intents and purposes looks dead.
Anyone who looks at the character will believe they are dead unless they perform a complete
diagnosis to prove otherwise. Listening for a heart beat will require about a minute to discover a
slight trace of one.
Dur: 1 month in a dry atmosphere, 2 in a moist atmosphere, 3 before the character dies of
starvation.
NOTE: A character can snap out of the trance at any time but they have no idea about what
is going on around them in this state.
Accelerated Healing --> Cost- 5
Effect: When using this power the character gains 10 htp or S.D.C. plus the normal healing
rate is tripled for one day.
Dur: Instant

Contort/Escape --> Cost- Loose Bonds- 5, handcuffs- 10, serious restraints- 15, Maximum
security- 20, Houdini like- 30
Effect: Allows the contortion of body parts to escape any restraints without causing damage
to the character.
Dur: per set of restraints

Detoxify Poison --> Cost- 15


Effect: Allows the character to detoxify any poison so that it will not harm them. This also
includes the effects of alcohol and similar substances.
Dur: Instant

Control Disease --> Cost- 20


Effect: Allows the character to direct the body's immune system to
throw off infection or disease with a 75% success rate.
Duration: Instant

Absorb/Dissipate Energy --> Cost- 15


Effect: Allows the character to absorb and dissipate huge amounts of energy without
suffering damage. This includes all forms of energy and it may be used to dissipate weapons fire
in which case the cost is the initial 15 + the damage inflicted by the attack.
Dur: 5 min/level or per energy blast.

******* Sense Powers *******

Receptive Telepathy --> Cost- 5 for willing members, 5+ the ME of target if attempting to
resist.
Effect: Allows the character to read the surface thoughts or emotions of the target. For 3x
the cost you can read sections of the victims mind and their true intentions.
Dur: 2 min/level
Saving Throw: vs Psionics

Magnify Senses --> Cost- 5 per 5ft radius


Effect: The character can sense something that would be impossible to sense otherwise. The
character can sense traps, concealed passages or people, invisible objects etc. However, the
character will only know that they are present not where they are (knows general location) or
what they are.
Bonuses: +3 to initiative, +2 to parry, and +4 to dodge while power is activated.
Dur: 2 min/level

Life Sense --> Cost- 5


Effect: The character can sense the presence and identity of the person for which they seek.
The user can tell how bad off the person is and if the power is kept up the character can track the
target with 70% accuracy. If the target being tracked has psionic ability they will sense this and a
mind block will negate it.
Dur: 3 min/level

Instinctive Navigation --> Cost- 20


Effect: Adds +25% to navigation rolls and only have to check at half the normal rate when
the power is in use.
Dur: 2 min/level

******* Alter Powers *******


Telekinesis --> see main book for description
NOTE: Using this force power to injure or attack other characters is possible but is
considered an evil act that must be atoned for (or suffer penalties described earlier) because the
force is being used offensively.

Injure/Kill --> Cost- 30 plus targets PE


Effect: The character attempts to alter the targets body in such a way that it will incapacitate
or kill the target. Both the target and the character roll a 20 sided die, the character adds their
ME att. the target adds their PE attribute to this roll. If the characters roll is 2x the targets then
the target is mortally wounded, if the characters roll is higher the target is incapacitated for 1
melee round (loses all attacks), and if the targets roll is higher or equal there is no effect.
Dur: Instant
NOTE: Attempting this power, no matter what the result is an act of evil which the Jedi
must atone for.

******* Control/Sense Powers *******


These are combinations of the above powers giving the previous powers greater effect. In order
to use these powers a character must have a level in each of these categories.

Projective Telepathy --> Cost- 5 per 1000ft range


Effect: The target "hears" the thoughts and "feels" the emotions of the user. The target
knows these feelings aren't their own. This power is not used to control only to communicate.
Bonuses: Adds +10% to trust rolls if the character is projecting sincere thoughts.
Dur: 2 min/level
Saving Throw: vs psionics if target is not receptive.

Farseeing --> Cost- 15, + 15 if looking into the past, + 25 if looking into the future.
Effect: The user sees the place or person he wishes to see in their mind. The character can
see the surrounding area around the target so the character can sense what is happening. This
power can also be used to see into the past or the future. Looking into the past allows the
character to get glimpses of what has happened in the particular area. Looking into the future the
character's view rapidly becomes unclear because the future is not set. GM'S discretion on what
they allow the character to see.
Dur: 3 min/level
******* Control/Alter *******
Control Another's Pain --> Cost- add 5 to Control Pains costs
Effect: See Control Pain

Return to Consciousness --> Cost- add 5 to Remain Conscious costs


Effect: See Remain Conscious

Place in Hibernating Trance --> Cost- 30


Effect: Same as Hibernating Trance but can only be used on a willing target.

Accelerate Another's Healing --> Cost- 15


Effect: See Accelerated Healing

Detoxify Poison in Another --> Cost- + 5 to Detoxify Poisons cost


Effect: See Detoxify Poison

Control Another's Disease --> Cost- +5 to Control Disease cost


Effect: See Control Disease

Inflict Pain --> Cost- 20


Effect: The target experiences a great deal of agony reducing all bonuses and skills by half
for as long as the power is kept active. The target gets a saving throw vs. psionics when the
power is used and at every upkeep.
Dur: 2 min/level
NOTE: This is considered an evil use of the force so the Jedi must atone for it.

Transfer Force --> Cost- 25


Effect: The Jedi transfers part of his life force (hp) into a target with a 5 hp minimum
transfer. The target heals the amount channeled however the loss to the Jedi is permanent. (GM
note: I suggest a hefty experience award when this power is used to save someone who was close
to the character and would die without the transfer.)
Dur: Instant

*******Control, Sense, Alter Powers*******


Affect Mind --> Cost- 40 + ME of target
Effect: Alter a victims perception "What was that noise", alter memories permanently so
that it is incorrect or forgotten, or alter a characters conclusions so that they come to an incorrect
conclusion " These aren't the droids we're looking for". Can also cause hallucinations sensed by
all senses. The victim gets to make a saving throw at -3 to prevent the effects from happening.
Dur: 5 min/level or permanent for memories

Telekinetic Kill --> Cost- 100 + PE of target


Can't be learned until third level in all 3 categories
Effect: The user uses his telekinetic ability to injure/ kill the intended target. The exact
method can vary: one can stir the brain, squeeze the heart or Vader's personal favorite crush the
trachea. The victim is allowed the best 2 out of 3 saving throws at -3.
Dur: Instant
NOTE: This is the ultimate use of the force in an evil way so the Jedi should have good
reason to use it and atonement should be twice as long.

OTHER NOTES: For those who would like to use the Jedi evilly ignore the penalties for
offensive use of the force, the character has +1 level to control for the Dark side is easier to learn
but reduce the life span to a third of what is normal because the Dark side destroys the body. For
experience point tables use the ones for Cyber Knights in the main book.....the force categories
can be raised every 2000 experience. Durations given under these categories are the levels that
the powers are listed at (ex at first level the Jedi have level 1 control so the duration on resist
pain is 2 min, at lvl 2 control 4 min etc.)
All information presented here was gleaned from the movies or converted from the Star
Wars RPG whose help in presenting the powers was most helpful so I cite them for my use.
Any questions or comments please e-mail me before may 19th and I will be happy to help
in any way possible. Have fun Gaming Matrix (JAB, Jb3045)

=====================================================================

Kaazar R.C.C.:
The Kazaar are those Keltarians that show some psychic potential, and are made into an elite
fighting force, much like holy warriors since only the priests also have psychic powers. They
have also been physically modified in an unknown manner to make them far superior to the
average Keltar. (Note: there is surprisingly more male than female Kaazar, only about 30% are
female.)Kaazar have been made over with psychic powers, superior bodies, and a magic
dampening field making them the deadliest of fighters.

Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common.
Principled and scrupulous are very rare (only about 1%!).
Attributes: I.Q. 3d6+2, M.E. 4d6+1, M.A. 3d6, P.S. 3d6+25, P.P. 1d6+20, P.E. 1d6+22, P.B.
2d6, Spd. 2d6+30. All attributes are considered supernatural (male and female Kaazar are
roughly equal).
Size: 9 to 13 feet tall.
Weight: 350-800 lbs.
M.D.C.: P.E.x20+50, plus add 4d6 per level of experience.
Horror Factor: 11
P.P.E.: 1d6
Average Life Span: 180 years.
Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force
field has an M.D.C. of P.E.x12 and regenerates at a rate of 20 per hour (Note this is a personal
force field and only extends about six inches around the body, but will cover equipment and
weapons.
Also note that the Keltarian cannot engage in melee combat while the force field is engage,
but can fire weapons out through the shield).
Limited bio-regeneration of 1d6 M.D. per hour.
O.C.C./R.C.C. Abilities: Enhanced physical attributes plus has an innate magic dampening field!
All magic cast at the character is nullified, except for magic that creates energy/matter to attack
the character, in which case damage is reduced by 50%. Also see psionics.
Psionic Powers: Unlike other Keltar, Kaazar have psionic powers! Considered a master psychic
with the following powers being common to all:
1. Psi-sword! Equivalent to a cyber-knight causing 1d6 M.D. at first level and adding 1d6
M.D. at levels three, six, nine, twelve, and fifteen.
I.S.P.. Cost: 0.
2. Psi-shield: Same as the super psionic power but costs less.
I.S.P.. Cost: 10.
3. Can choose 1 other super psionic power, but I.S.P.. costs will be 1/2 when using this
power.
Other powers: Choose two powers from any of the three lesser categories
(sensitive, physical, or healing) at level one, and add one power at levels 3, 6, 9, 12, & 15.
I.S.P..: 2d6x10+25+ the characters M.E. attribute (50-170), + 2d6 per level above first.
Magic Powers: NONE! No Keltarians have any talent for magic, but may use magic items or
techno-wizardry.
Combat: Add two hand to hand attacks per melee.
Damage: Varies with P.S.
Forearm blades/claws add 1d6 M.D. to punches.
Bonuses: +3 on initiative, +2 to strike, +3 to dodge, +2 to save vs. magic, & +5 to save vs. hf.
Vulnerabilities/Penalties: Magic dampening field nullifies all magic, including
beneficial/healing magic.
R.C.C. Skills:
Keltarian Language (+25%)
Knows two other languages (+15%)
Radio: Basic (+10%)
Pilot Space Fighter (+10%)
Pilot Small Spacecraft (+10%)
Pilot Anti-Gravity Board (+5%)
Fighter Combat: Elite
Detect Ambush (+10%)
Detect Concealment (+10%)
Intelligence (+10%)
Weapon Systems
W.P.: Any three
Hand to Hand: Martial Arts (or Assassin)
R.C.C. Related Skills: Select 6 other skills. Plus select two new skills at levels 4 & 7, & 1 at
levels 10 & 12. All new skills start at the first level of proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: Any (+5%).
Mechanical: Basic and automotive only (+5%)
Medical: First aid only.
Military: Any
Physical: Any, excluding acrobatics.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any
Science: Math only.
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as
previously indicated in the list. Add 1 additional secondary skill at level 5 & another at level 10.
Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and
most are now willing members of the Empire.
Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of
their heads. They also have a ridge of small horns/spikes running down their spines. There
scales range in colour from a dark black to dark green-black, with a red high-light running down
the sides of their heads/necks. Kaazar also differ from other Keltarians in that they also have
retractable forearm blades/claws.
Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice
(usually a giant vibro-blade or minor magic sword). Wears an alien environmental body armor
that is laser resistant (lasers do half damage; M.D.C. 320). Usually also has an anti-gravity board
and access to a small spaceship, in addition to personal items.
Money: 3d6x100 credits
Cybernetics: Impossible. Kaazar physiology rejects all attempts to implant cybernetics or
bionics.

XP:
1 0,000-2,600
2 2,601-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
6 30,001-39,000
7 39,001-52,000
8 52,001-70,000
9 70,001-100,000
10 100,001-140,000
11 140,001-190,000
12 190,001-240,000
13 240,001-290,000
14 290,001-350,000
15 250,001-520,000
<P>By: Jason Bridgman ([email protected])
=====================================================================

Keltar Engineer:
Keltarian engineers are highly respected members of the empire. The reason for this simply is
that they are the ones that made/invented many of the high-tech weapons/equipment of the
Keltarian civilization. They are amazing engineers, always making modifications to their
equipment to make it work better. The engineers are also usually good warriors, for they find the
best way to develop and test a new weapon is in the real field of battle, and they are the only
ones competent enough to use their newest and best technology. Note that male and female
engineers have the same stats. This is because females with superior stats always choose other
careers. Doctors are also in this class, they have an A.O.M. in Medical.

An A.O.M. is the Engineers Area of Mastery. The choices for areas of mastery are
communications, electrical, mechanical, medical, weapons, piloting, science, and computers.
Skills per A.O.M are: Communications: any four from communications plus computer operation
and basic electronics.
Electrical: any five from electrical or mechanical at half the bonus.
Mechanical: any five from mechanical or electrical at half the bonus.
Medical: any five from medical or from science at +5%.
Weapons: any four from weapon proficiencies plus weapons engineer and basic electronics.
Piloting: any four from piloting plus two from pilot related at +15%.
Science: any five from science plus computer operation +10%.
Computers: computer operation, computer programming, and computer hacking at +30% plus
computer repair and both math skills.

Alignment: Any, but usually anarchist or aberrant. Principled and scrupulous are rare (only
about 10%).
Attributes: I.Q. 4d6, M.E. 3d6+2, M.A. 3d6, P.S. 3d6+3, P.P. 4d6+2, P.E. 4d6, P.B. 2d6, Spd.
3d6. All attributes are considered supernatural.
Size: 8 to 10 feet tall.
Weight: 250-600 lbs.
M.D.C.: P.E.x10+10, plus add 2d6+1 per level of experience.
Horror Factor: 8
P.P.E.: 2d6
Average Life Span: 120 years.
Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force
field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal
force field and only extends about six inches around the body, but will cover equipment and
weapons.
Also note that the Keltarian cannot engage in melee combat while the force field is engage,
but can fire weapons out through the shield).
Limited bio-regeneration of 3d6 M.D. per day.
Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at
birth to either become priests or Kaazar (see below).
Magic Powers: NONE! No Keltarians have any talent for magic.
Combat: Normal.
Damage: Varies with P.S.
Bonuses: +2 on initiative, +2 to dodge, +3 to save vs. magic, +2 to save vs. psionics, and +2 to
save vs. horror factor.
Vulnerabilities/Penalties: None.
R.C.C. Skills:
Keltarian Language (+25%)
Literacy in Keltarian (+15%)
Knows three other languages (+15%)
Radio: Basic (+10%)
As per A.O.M. (+25% unless noted otherwise)
W.P.: Any two
Hand to Hand: Basic.
Hand to Hand: Basic can be changed to Expert at the cost of one "other skill or Martial Arts
(or Assassin) for two "other" skills.
R.C.C. Related Skills: Select 5 other skills. Plus select two new skills at levels 4 & 7, & 1 at
levels 10 & 12. All new skills start at the first level of proficiency.
Communications: Any (+15% if A.O.M.)
Domestic: Any
Electrical: Only if A.O.M. (+10%)
Espionage: Any (+5%).
Mechanical: Only if A.O.M. (+10%)
Medical: Only if A.O.M.
Military: Only if A.O.M. is in Electrical/Mechanical/Weapons.
Physical: Any, excluding acrobatics & gymnastics.
Pilot: Any (+5%)
Pilot Related: Any (+5% or +10% if piloting A.O.M.)
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as
previously indicated in the list. Add one additional secondary skill at level five and another at
level ten.
Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are
now willing members of the Empire.
Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of
their heads. They also have a ridge of small horns/spikes running down their spines. They range
in color from light green through dark green to black.
Standard Equipment: Two energy weapons of choice, a giant sized close combat weapon,
personal items, plus any other equipment appropriate to their A.O.M.
Money: 3d6x1000 credits
Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat
abilities), but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics
lose their bio-regeneration ability.

<P>By: Jason Bridgman ([email protected])


=====================================================================

Keltar Priest/Psychic R.C.C.


The Keltarian religion is rather obscure, with the entire race worshipping a
pantheon of war gods. All of the Prietesses (or priests, 90% are female) are
master psychics, being the only other class of psychics in the Keltarian
race (the Kazaar being the other). Their powers include a special "gift from
the gods" allowing them to temporarily alter their physical structure, making
them more deadly killing machines.

Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common.
Principled and scrupulous are very rare (less than 1%)!
Attributes: I.Q. 4d6+1, M.E. 5d6, M.A. 3d6, P.S. 3d6+1, P.P. 3d6+2, P.E. 3d6+1, P.B. 2d6, Spd.
3d6+3. All attributes are considered supernatural (female and male priests are roughly equal).
Size: 8 to 10 feet tall.
Weight: 250-600 lbs.
M.D.C.: P.E.x10+15, plus add 2d6 per level of experience.
Horror Factor: 9
P.P.E.: 2d6
Average Life Span: 150 years.
Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force
field has an M.D.C. of P.E.x12 and regenerates at a rate of 20 per hour (Note this is a personal
force field and only extends about six inches around the body, but will cover equipment and
weapons.
Also note that the Keltarian cannot engage in melee combat while the force field is engage,
but can fire weapons out through the shield).
Limited bio-regeneration of 3d6 M.D. per day.
O.C.C./R.C.C. Abilities: A bizarre psychic power that was developed by the Keltarians allow
the priest to alter there bodies, thus making themselves more powerful. Bonuses: +3 to initiative,
+2 to dodge, +3 to strike, +10 to P.S., P.P., and P.E. and +100 M.D.C. This power does have a
penalty though in that the Keltar becomes more savage and less intelligent. Decrease I.Q. by
half and consider the character to have the following insanities: obsession with violence
(loves it, wants to kill all enemies) and becomes a borderline psychotic (wants to stalk and
murder for the joy of it). The insanities are temporary, and vanish when the character returns to
normal. (Note: the character can only change back by themselves if they roll under their I.Q. on
5d6. Otherwise they must wait for the duration to elapse.) Gain a +1 to control rolls every two
levels (starting with +1 at third level). Duration: 10 minutes plus 1d6 minutes per level. I.S.P..
cost: 25. Also see psionics.
Psionic Powers: Like the Kazaar, the priests have psionic powers! Considered a master psychic.
Choose 7 powers from any of the lesser categories (healing, physical, and sensitive) and any
three super-psionic powers.
Add any three powers at level two and one power from any category at levels three, five,
seven, nine, eleven, and fifteen.
I.S.P..: 3d6x10+ the characters M.E. attribute, plus add 2d6 per level above first.
Magic Powers: NONE! No Keltarians have any talent for magic, but may use magic items or
techno-wizardry.
Combat: Add one hand to hand attack per melee.
Damage: Varies with P.S.
Bonuses: +2 on initiative, +1 to strike, +1 to dodge, +2 to save vs. magic, and +2 to save vs. hf.
R.C.C. Skills:
Keltarian Language (+25%)
Knows three other languages (+15%)
Radio: Basic (+10%)
Any two Pilot (+10%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of one "other"
skill.
R.C.C. Related Skills: Select 6 other skills. Plus select two new skills at levels four and seven,
and one at levels ten and twelve. All new skills start at the first level of proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: None
Mechanical: Basic and automotive only (+5%)
Medical: First aid only or paramedic (+5%)
Military: None
Physical: Any, excluding acrobatics and gymnastic.
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as
previously indicated in the list. Add one additional secondary skill at level five and another at
level ten.
Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are
now willing members of the Empire.
Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of
their heads. They also have a ridge of small horns/spikes running down their spines. There
scales range in colour from a dark black to dark green-black.
Standard Equipment: Any two energy weapons of choice, a melee weapon of choice (usually a
giant vibro-blade or minor magic sword). Wears an alien environmental body armor that is laser
resistant (lasers do half damage; M.D.C. 220) in addition to personal items.
Money: 4d6x100 credits
Cybernetics: Not allowed, it would interfere with their powers.

XP:
1 0,000-2,600
2 2,601-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
6 30,001-39,000
7 39,001-52,000
8 52,001-70,000
9 70,001-100,000
10 100,001-140,000
11 140,001-190,000
12 190,001-240,000
13 240,001-290,000
14 290,001-350,000
15 250,001-520,000

<P>By: Jason Bridgman [email protected]


=====================================================================

Keltar Warrior R.C.C.:


Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common among
those warriors in the military. Principled and scrupulous are very rare, but not unknown (about 5-
10%).
Attributes: I.Q. 2d6+3 (3d6), M.E. 2d6+3 (2d6+4), M.A. 2d6+5, P.S. 4d6+1
(4d6+3), P.P. 5d6 (4d6+1), P.E. 3d6+3 (3d6+5), P.B. 2d6, Spd. 3d6+1
(2d6+2). All attributes considered supernatural (attributes in
brackets are for female characters).
Size: 8 to 10 feet for males, 10 to 12 feet for females.
Weight: 250-500 lbs. for males, 350-650 lbs. for females.
M.D.C.: P.E.x10+20, plus add 3d6 per level of experience.
Horror Factor: 9
P.P.E.: 2d6
Average Life Span: 120 years.
Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force
field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal
force field and only extends about six inches around the body, but will cover equipment and
weapons.
Also note that the Keltarian cannot engage in melee combat while the force field is engage,
but can fire weapons out through the shield). Limited bio-regeneration of 3d6 M.D. per day.
Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at
birth to either become priests or Kaazar (see below).
Magic Powers: NONE! No Keltarians have any talent for magic.
Combat: Add one hand to hand attack per melee.
Damage: Varies with P.S.
Bonuses: +1 on initiative, +1 to strike, +2 to dodge, +2 to save vs. magic, & +3 to save vs. hf.
Vulnerabilities/Penalties: None.
R.C.C. Skills:
Keltarian Language (+25%)
Knows two other languages (+15%)
Radio: Basic (+10%)
Pilot Space Fighter (+10%)
Pilot Anti-Gravity Board (+5%)
Fighter Combat: Elite
Power Armor Combat: Basic
Weapon Systems
Pilot: One of Choice (+10%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of 1 "other"
skill.
R.C.C. Related Skills: Select 9 other skills. Plus select two new skills at level three and
one at levels six, eight, ten, and twelve. All new skills start at the first level of proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: Sniper, tracking, and wilderness survival only.
Mechanical: Basic and automotive only (+5%)
Medical: None
Military: Any
Physical: Any, excluding acrobatics and gymnastics.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any
Science: Math only.
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select three secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as
previously indicated in the list. Add 1 additional secondary skill at level 5 & another at level 10.
Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are
now willing members of the Empire.
Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of
their heads. They also have a ridge of small horns/spikes running down their spines. There
scales range in colour from a light green to a dark black, with dark green-black being average.
Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice
(usually a giant vibro-blade). Wears an alien environmental body armor that is laser resistant
(lasers do half damage; M.D.C. 220). Other personal items may also be carried.
Money: 2d6x100 credits
Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat abilities),
but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics lose their
bio-regeneration ability.

XP:
1 0,000-2,000
2 2,001-4,000
3 4,001-8,300
4 8,301-16,500
5 16,501-25,000
6 25,001-35,000
7 35,001-50,000
8 50,001-70,000
9 70,001-95,000
10 95,001-130,000
11 130,001-180,000
12 180,001-230,000
13 230,001-280,000
14 280,001-330,000
15 330,001-390,000

<P>By: Jason Bridgman ([email protected])


=====================================================================

Keltarian Officer/Bounty Hunter R.C.C.:


The Keltarian Officer/Bounty hunter are the most common found in foreign space. Keltarian
officers are often sent off alone or in groups of up to five on bounty hunting missions to
capture/kill the enemies of the empire. When not on bounty hunting missions the officers either
lead the common warriors and/or serve as an elite fighting force.

Alignment: Any, but usually anarchist or miscreant. Aberrant alignment is also common.
Principled and scrupulus are very rare (about 3%).
Attributes: I.Q. 2d6+5 (3d6+3), M.E. 2d6+5 (3d6), M.A. 3d6, P.S. 5d6+1 (5d6+3), P.P. 6d6
(4d6+3), P.E. 4d6 (4d6+2), P.B. 2d6, Spd. 4d6+3 (3d6+1). All attributes considered supernatural
(attributes in brackets are for female characters).
Size: 8 to 10 feet for males, 10 to 12 feet for females.
Weight: 250-500 lbs. for males, 350-650 lbs. for females.
M.D.C.: P.E.x10+50, plus add 3d6+3 per level of experience.
Horror Factor: 9
P.P.E.: 2d6
Average Life Span: 120 years.
Natural Abilities: Night vision to 200 feet plus can erect a psychic force field at will. The force
field has an M.D.C. of P.E.x10 and regenerates at a rate of 20 per hour (Note this is a personal
force field and only extends about six inches around the body, but will cover equipment and
weapons.
Also note that the Keltarian cannot engage in melee combat while the force field is engage,
but can fire weapons out through the shield).
Limited bio-regeneration of 3d6 M.D. per day.
Psionic Powers: None, very few Keltarians have any psionic potential, and all that do are taken at
birth to either become priests or Kaazar (see below).
Magic Powers: NONE! No Keltarians have any talent for magic.
Combat: Add one hand to hand attack per melee.
Damage: Varies with P.S.
Bonuses: +1 on initiative, +2 to strike, +1 to dodge, +2 to save vs. magic, & +4 to save vs. hf.
Vulnerabilities/Penalties: None.
R.C.C. Skills:
Keltarian Language (+25%)
Knows two other languages (+15%)
Radio: Basic (+10%)
Pilot Space Fighter (+10%)
Pilot Small Spacecraft (+10%)
Pilot Anti-Gravity Board (+5%)
Fighter Combat: Elite
Power Armor Combat: Basic
Tracking (+10%)
Weapon Systems
Pilot: One of Choice (+10%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts or Assassin at the cost of 1 "other"
skill.
R.C.C. Related Skills: Select 8 other skills. Plus select two new skills at level three and one at
levels six, eight, ten, and twelve. All new skills start at the first level of proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any (+5% to Basic Electronics)
Espionage: Any (+5%)
Mechanical: Any (+5% to Weapons Engineer and Basic Mechanics)
Medical: First aid only.
Military: Any
Physical: Any, excluding acrobatics and gymnastics.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any
Science: Math only.
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select three secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited to (any, only, none) as
previously indicated in the list. Add 1 additional secondary skill at level 5 & another at level 10.
Alliances and Allies: The Keltarians have conquered/absorbed dozens of societies, and most are
now willing members of the Empire.
Appearance: A huge reptilian humanoid with many long horns protruding from the back/top of
their heads. They also have a ridge of small horns/spikes running down their spines. There
scales range in color from a light green to a dark black, with dark green-black being average.
Standard Equipment: Heavy energy rifle and side arm of choice, a melee weapon of choice
(usually a giant vibro-blade). Wears an alien environmental body armor that is laser resistant
(lasers do half damage; M.D.C. 220). Usually also has an anti-gravity board and access to a
small spaceship, in addition to personal items.
Money: 4d6x100 credits
Cybernetics: Rare and frowned on (Keltarians pride themselves on their natural combat abilities),
but are sometimes seen (none to start). Note that Keltar that get cybernetics/bionics lose their
bio-regeneration ability.

XP:
1 0,000-2,100
2 2,101-4,200
3 4,201-8,400
4 8,401-17,200
5 17,201-25,400
6 25,401-35,800
7 35,801-51,000
8 51,001-71,200
9 71,201-96,400
10 96,401-131,600
11 131,601-181,800
2 181,801-232,000
13 232,001-282,200
14 282,001-342,400
15 342,401-402,600

<P>By: Jason Bridgman ([email protected])


=====================================================================

Kherubim R.C.C.
This is a good natured and powerful race of people. They are the arch-enemies of the
Daemonites. (email me for info on Daemonites). Comments and suggestions are appreciated.

The Kherubim are a race of human-like aliens from another dimension who came upon
earth by mistake. During a battle with the Daemonites, their arch enemies, a group of each race
was transported to earth. The Kherubim are nearly human in appearance, and they quickly
melded into earth's society. They slowly continued to grow in number and fought to destroy the
Daemonite presence in our world.
When the rifts came, the Kherubim gained strength. They continued to try to stop the
Daemonites from reaching their home world. When the Kherubim integrated themselves into
society, they found that they were "compatible" with humans. The integration of humans and
Kherubim was okay until the time of rifts. When the rifts came, the magic energy was channeled
through the powerful Kherubim into their children. These children were called "gifted ones." The
name given by the Kherubim applies.
The half breeds were born with amazing abilities. These children had a few of the abilities of the
Kherubim, and they also displayed various and numerous other traits and powers.
The Kherubim began to find the "gifted ones" after the time of rifts. Not every child of
Kherubim became a "gifted one," and they were all different. The Daemonites somehow also
found out about these amazing "gifted ones." The Daemonites began to seek out the "gifted
ones." They usually chose to attack the helpless new-born children. At first, the Daemonites
sought to destroy all of the "gifted ones," but later they discovered that when they possessed the
children, they too received the amazing powers. Thus began the search.
The Kherubim and Daemonites fought to find the gifted ones for each their own purpose.
The Kherubim sought to teach them to kill the evil Daemonites. The Daemonites sought to
enslave the "gifted ones" and use them to conquer worlds.

Kherubim Warrior
(Optional Player Character)
Alignment: Any; usually good or selfish.
Attributes: IQ-3D6+2, ME-3D6+2, MA-3D6+4, PS-4D6+5, PP-5D6+2, PE-5D6,
PB-3D6, Spd-4D6.
Hit Points: 2D4x10+20 M.D.C.
Horror Factor: None
P.P.E.: 3D6
Weight: 50-200 lbs (male); 110-140 lbs (female)
Height: 6 ft. (male); 5 ft. 6 in. (female)
Average Level of Experience: 1D4+1 for NPC's
Natural Abilities: Extraordinary Physical Prowess*, Extraordinary Physical Endurance*, Bio-
Regenerate 2D6 M.D.C. per hour of rest, Healing Factor*, Nightvision 120 ft., See the invisible.
45% will have Energy Expulsion* powers.
*Powers described in Heroes Unlimited and the Rifts Conversion Book Combat Abilities:
Typically hand to hand: expert. The number of attacks varies with experience level and skills.
Damage: Varies with PS attribute, but the most common range is 21-25: 6D6 S.D.C. on
restrained punch, 1D4 MD on a full strength punch, and 2D4 on a power punch (two attacks).
Kicks do 1D4 MD and leap kicks 2D6 MD.
Bonuses: +2 to strike, parry & dodge, +1 to roll with punch/fall, +2 vs hf, +4 vs Daemonite
possession
Magic: None
Psionics: 4D6 I.S.P.; Telekinesis, Mind Block, and Summon Inner Strength.
R.C.C. Skills
Radio Basic (+15%)
Basic Math (+20%)
Escape Artist (+10%)
Tracking (+15%)
First Aid (+10%)
Pilot Power Armor
Prowl (+20%)
Language: Kherubim, Daemonite, plus one of choice
(98%), one other (+15%)
WP Two Modern and Two Ancient
Hand to Hand: Expert (Martial Arts costs one other skill).
Boxing or Wrestling (choose one)
Acrobatics or Gymnastics (choose one)
O.C.C. Related Skills: Select eight additional skills plus two more at levels 3, 6, 9, & 12.
Communications: Any
Domestic: Any
Electrical: Basic only
Espionage: Any +5%
Mechanical: Automotive, and aircraft only
Medical: Holistic only
Military: Any
Physical: Any +10% where applicable
Pilot: Any
Pilot Related: Any
Rogue: Any +5%
Science: Any
Technical: Any
WP: Any
Wilderness: Any
Secondary Skills: The character gets to select six secondary skills from the list above, only
without the bonuses. Can choose two more at levels three, six, nine, and twelve.
Appearance: The Kherubim appear as human in visage. They are human-like in all aspects. All
Kherubim have trademark white hair. Any "gifted ones" may or may not have white hair.
Kherubim are typically well built and seldom are overweight or out of shape.
Average Life Span: 240 years
Weapons: Kherubim will use most modern weapons. They use weapons combined with their
powers to create a deadly combination. The typical warrior will carry an energy rifle and pistol
along with an ancient weapon of some sort (they love magic weapons).
Note: Kherubim are not all warriors. The Kherubim in earth's society have chosen all types of
occupations. The Kherubim in another occupation keeps his/her abilities and uses that skill and
equipment category. Kherubim can receive bionics! They have powers that allow bionic
augmentation. It is one of the only known powers of this type. Full conversion will 1/4 the
powers, but all others have no effect. The Kherubim's psionics are reduced with bionics (normal
limits), but natural abilities remain unchanged.

Lightning Dragon R.C.C.

Here is a new class of Dragon I think you'll enjoy. The Lightning Dragon is the rarest
species of Dragon known to exist. There are 1/4 less Lightning Dragons then there are Chiang
Ku. The attributes below are for the baby dragon. I do not intend to make the attributes for the
adult for quite some time. There are no adults on Rifts Earth, and there is only one in Atlantis
perhaps once every 10 years.
Use the Dragon R.C.C. section from the rifts main book for the skills, age, levels, etc. The
only difference is Claw does 3d4 MD (add to punch attacks), Bite does 1d6 MD.

Size: The average Lightning Hatchling, in Dragon form, is 40 feet


long, 10 feet high, 7 feet wide, and has a wingspan of 60 feet.

Weight: The average Lightning Dragon weighs around 5 to 7 tons.

Attributes: IQ 6D6, ME 5D6, MA 3D6, PS 4D6, PP 5D6, PE 4D6, PB


5D6, Spd 6D6+2

P.P.E.: 2d4x10

M.D.C.: 1D6x50

Natural Abilities: Fly at 100 mph, Nightvision 80 feet, See the Invisible, Electricity Resistant
(1/2 damage from Particle and Ion attacks!!!), Regenerates 1d6x5 M.D.C. per 4 minutes.

Metamorphosis: Same as Great Horned Hatchling

Teleport: Same as Great Horned Hatchling, but has 35% +3% per level of experience.

Electricity Breath: 4D6 MD, 120 foot range

Psionics: Major Psionic. Chose seven powers from any of the psionic categories except super.
Chose an additional psionic from any level but super at levels 3, 5, 7, 9, 11, and 14. Chose 1
power from super at levels 6 and 12. I.S.P.: 3d4x10+10.

Magic Knowledge: Same as Great Horned Hatchling

Spells: Same as Great Horned Hatchling, but can begin learning spells at level 2.

Combat Abilities: Equal to HAND TO HAND: Basic. +1 attack and +1 Dodge


Average Life Span: 6200 years Adult at 700 years

=====================================================================

LINEBACKER R.C.C. An R.C.C. by DaBeechMan

The Linebacker is a being of pure ley line energy, believed by some to be inhabited by the siprit
of a person who died on a ley line. A Linebacker resembles a person in football gear, hence the
name. They have some cool powers, but just as many limitations.

LINEBACKER R.C.C.
REQUIREMENTS: None
ALIGNMENT: Any
ATTRIBUTES: Same as in life. Note that while attributes convey, powers do not.
SKILLS: As in life

POWERS: All O.C.C./R.C.C. powers from life are completely GONE. This is important
because the Linebacker gains the following powers:

-All the powers of a Line Walker that pertain to magic or ley lines.
-The Linebacker loses all I.S.P. and P.P.E.. However, it gains the following psionics: P.P.E.
Shield, Telekinesis (simple) and 1 of choice from any category (Super included). Costs> Triple
normal I.S.P. cost to use with P.P.E..
-Oh, I forgot to mention P.P.E.. The Linebacker has 1d6x100+100 P.P.E.! There is one
catch though: Since the Linebacker is made of P.P.E., the Linebackers M.D.C. is
ALWAYS equal to its current P.P.E. and vice versa. This means that casting spells takes away
M.D.C., and causing damage to the Linebacker takes away P.P.E..
-Hurting a Linebacker is not easy, by the way. It can only be hurt by magic, magical weapons, or
energy weapons that do more than 4d6 MD. Even with energy weapons, damage is halved
(though it is not halved for a magic weapon of any sort, and that includes Techno-Wizard
weapons.) The Linebacker can shoot football-shaped bolts of P.P.E., doing an amount of damage
equal to the amount of P.P.E. spent making it. Note that this subtracts from the Linebackers
P.P.E. just like any other P.P.E. expenditure.
-The Linebacker regenerates 10 P.P.E./ 4 melees when within 100 feet of a ley line or nexus.
Walking into a ley line or nexus instantly regenerates all P.P.E..
-no need for food, drink, air, or sleep

LIMITATIONS:
-First, the Linebacker is made of energy, not matter. Not being matter, it cannot hold any items.
The only way around this is telekinesis, and remember that this hurts the linebacker.
-If a linebacker is killed, nothing can bring it back, not even a Phoenix tattoo. The only hope is to
get it into a ley line before it dies. Note, however, that it is otherwise immortal, and will not die
unless it meets a violent end.
-For every week spent away from a ley line, the linebacker loses 10 P.P.E. which cannot be
regained until it touches a ley line. Remember what P.P.E. loss does to Linebackers...
GEAR: Usually none, because it cannot be carried. It doesn't need any anyway.

MONEY: Why would it even care? It doesn't need to buy any gear, so why would it need money
(like it could carry the money anyway)

FRIENDS: Anybody who isn't afraid of magic

ENEMIES: Anyone else, especially Coalition.

A special R.C.C. for RIFTS by DaBeechMan. Email me with questions, ideas, insults, etc. Till
next time...

=====================================================================

MAGO-RUNNER O.C.C.
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 O.C.C.
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. I.S.P. 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. P.P.E. 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 P.P.E., not I.S.P., 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 R.C.C.)
MONEY: 1d20x10 credits
GEAR: Same story as for Psi-Runner

An O.C.C. for RIFTS by DaBeechMan. E-mail me with your questions. Enjoy!

The Martial Warrior O.C.C.


Although certain forms of martial arts were stifled by the coming of the rifts, as their secrets
were buried in the rubble of chaos, others have bloomed since that point in time. The way of the
Martial Warrior, despite its inherent secrecy, is gaining in popularity and influence. A skilled
Martial Warrior uses a combination of his own chi and the P.P.E. that saturates Rifts earth to
create brilliant, destructive effects. Though some did know of the secrets of the Martial Warrior
prior to the Rifts age, it is only now that the energies have been ripe enough for the art to grow.
Martial Warriors are generally highly trained humans (and perhaps some non-humans, such
as elves, dwarves, orcs, etc -- anyone without major natural abilities, such as M.D.C.), whose
advanced forms of martial art study allow them to perform super-human feats. As they grow in
level, their range and strength of abilities also grows.

Psionics: 50% of all Martial Warriors have access to minor psionic powers. See the Rifts rule
book, page 12, for details.

Special Abilities: A Martial Warrior has access to some very unique abilities. There are two
main types: Augmentation Abilities and Power (or Chi) Abilities. Once a specific ability has
been chosen, it may _not_ be selected again for cumulative effect.
Augmentation Abilities -- Starting at level one, a Martial Warrior may select from the
following Augmentation list once every three levels (i.e.: select an ability at levels 1, 4, 7, 10,
and 13). These abilities are described in Rifts Conversion Book One:
* Extraordinary ME
* Extraordinary PS
* Extraordinary PE (all previous S.D.C. bonuses become M.D.C.)
* Extraordinary PP
* Extraordinary Spd
* Healing Factor

Power Abilities -- Starting at level two, a Martial Warrior may select from the following
Power list once every three levels (i.e.: select an ability at levels 2, 5, 8, 11, and 14). These
abilities are described individually -- the exact details of all must be chosen when the ability is
selected, and cannot be changed:

Power Abilities for the Martial Warrior O.C.C.:


* Charge - A charge takes up two of the character's melee attacks, but allows him to strike
an opponent up to leaping distance away. Damage is doubled, and even non-supernaturally
strong Martial Warriors inflict 1D4 MD with this attack. This attack is very difficult to parry --
the target suffers a -5 penalty to do so. (Examples: Rayden's 'Superman' Attack from Mortal
Kombat, Chun-Li's Spinning Star Kick from Street Fighter II).

* Distance Strike - With this ability, the Martial Warrior summons some form of
concentrated mystic energy to fire at his opponent. The energy inflicts 3D6 MD when first
selected, +1D6 per level thereafter. It can also be charged -- every additional melee action after
the first that the character spends 'charging' his distance weapon adds 1D6 MD to its damage
capacity. (Examples: just about every character in a fighting game has some sort of 'fire-ball'
attack).

* Entrapping Missile - Like the Distance Strike, except that this attack will entangle and
render its target helpless, unless he dodges it (parrying is possible, but at a -5 penalty, because of
the 'grabbiness' of the attack). Damage can also be inflicted (the Warrior must decide if his
Missile does damage or not when he selects this power, and cannot change his mind later),
equalling 2D4 MD. (Examples: Xavier's Energy Dragon from Eternal Champions, and
Scorpion's Harpoon from Mortal Kombat).

* Ground strike - The character can either physically strike or fire energy into the ground
under himself, cause a shockwave that ripples through the ground in all directions. The range of
the shockwave is equal to the character's level in feet. Anyone within that area who does not
successfully dodge (by leaping up when the wave passes) takes 1D4 MD and must roll over the
striker's level on a 20-sided die (only PP bonuses apply to this roll), or suffer the effects of a
Knockdown (see Rifts Conversion Book One for details). (Examples: Jax's Ground Punch from
Mortal Kombat II, Slash's Club Smash from Eternal Champions).

* Limb Extension - As the name implies, this ability allows the character to extend his
limbs beyond their normal limits, allowing long range melee attacks. Limbs can extend 1 foot
beyond normal when this ability is first selected, plus one half foot for every level thereafter.
Note: tentacles also fall under this category. (Examples: Dhalsim's attacks from Street Fighter II,
Omega Red's Tentacles from X-Men: Children of the Atom).

* Multi-Strike - This attack form requires all of the character's melee actions in one round,
but allows him to strike repeatedly in a short time period. Each strike inflicts 1D4 MD plus the
character's normal damage for a strike (S.D.C. attacks, of course, add nothing). The opponent
gets one chance to dodge or parry. If he fails either, he may not defend against any of the
attacks. If he dodges, the entire flurry is wasted. If he parries, half damage is inflicted for each
successful strike. The Martial Warrior must roll to hit individually for each strike. (Examples:
E. Honda's Hundred Hand Slap and Blanka's Head Chomp from Street Fighter II, Barraka's
Multiple Blade Slash from Mortal Combat II).

* Offensive Shield - Like the Chi Shield, this ability requires that the character remain
stationary while it is in effect. It also has a maximum duration, equal to twice the Warrior's level
in seconds (remember that one melee round is 15 seconds). Any opponent who comes in contact
with the shield is instantly repelled, and takes 3D4 MD (when selected, plus 1D4 MD every level
thereafter). (Examples: Blanka's Eel Shock from Street Fighter II, Trident's Spinning Trident
from Eternal Champions).

* Power Shield - A purely defensive ability, the Power Shield can be set up and used in one
melee action. It has a special rating all its own, which begins at 1 when the ability is selected,
and rises by one per level thereafter. This rating equals the character's AR bonus. Also, five
times this number is the amount of M.D.C. damage subtracted from any attack on the character
while he is shielded. However, the shield is only in place as long as the character concentrates
on it with minimal movement. (Examples: most blocking maneuvers from any fighting game).

* Power Strike - Inflicts 3D6 MD (plus the character’s normal strike damage, if it is also
MD) when selected, plus 1D6 MD more per level thereafter. If the character chooses to spend
all his actions on one Power Strike, it automatically inflicts double damage. (Examples: Ryu's
Dragon Punch and Guile's Flash Kick from Street Fighter II).

* Reflection - With this ability, the Martial Warrior can reflect projectiles (physical and
energy) aimed at him. By making a successful Parry (with only half bonuses) and spending one
melee action, the character blocks and redirects the projectile; he should then make another
attack roll on the shooter (with NO strike bonuses) to see if the projectile hits him instead. The
attacker should roll the damage before the Warrior attempts to reflect, because he can not reflect
any projectile that would inflict more Mega-Damage than half of the Warrior's Hit Points
(regardless of whether the Warrior has M.D.C. or not) ie: An attacker fires a laser blast at a
Martial Warrior. The Warrior has 48 Hit Points. If the total MD of the blast is equal to or less
than 24, the Warrior can reflect it. Otherwise he cannot. (Examples: Fulgore and Eyedol from
Killer Instinct, Nightwolf from Mortal Kombat 3).

* Teleport - Although its range is limited to line-of-sight areas within 100 feet, the Teleport
ability is still a powerful weapon. It takes only one melee action to accomplish (although it can
be performed only once every three actions), and if the Warrior uses it as a defensive maneuver,
he gains a +3 bonus to his dodge. Opponents surprised by a teleporting character suffer a -2 to
defend against his attack, while he gains a +2 to strike. (Examples: Rayden and Scorpion's
Teleports from Mortal Kombat, Dhalsim's Yoga Teleport from Street Fighter II).

* Weapon Charge - This power is focused on one type of weapon only (scimitars, hand
axes, bows, etc). The Warrior can carge a standard ancient-type weapon with Chi energy,
allowing it to inflict double its normal S.D.C. damage as M.D.C.. Weapons that already inflict
MD have their damage doubled. Bows do not need arrows -- these are created from pure
Chi/P.P.E. energy. Any thrown weapons return to the Warrior's hand immediately after
attacking (requires no actions on the return). Two weapons can be charged -- one in each hand --
but only if the character is high enough in level to have the 'paired weapons' talent. (Examples:
Baraka's Blades and Kung Lao's Bladed Hat from Mortal Kombat II).

Here's a new list of abilities: Mega-Power Abilities. One of these can be selected every five
levels (i.e.: select one at levels 5, 10, and 15):
* Finishing Move: Melee - Takes all actions in the melee round, and the Warrior
automatically has an initiative of 1 for the round (no bonuses). The details are up to the player,
but the attack itself inflicts 3D6x10 MD.

* Finishing Move: Missile - This power is identical to the Melee Finishing Move, except
that it is a missile of some sort, with a maximum range of 20 feet.

* Transformation - With this ability, the Warrior can assume the form _and abilities_ of any
humanoid opponent of lesser level than his own, whom he has previously battled. He loses all of
his own abilities when he takes a new form (except this one, of course) and the transformation
last until the Warrior is killed, knocked out, or until one full melee round passes.

And finally, here's a couple of clarifications/notes:

- a standard Power Strike requires two melee actions to perform


- all martial Warriors must select an individual combat style of their own -- this is what they
train in with regards to normal combat maneuvers (i.e.: Karate, Tai-Kwon-Do, Thai Kick
Boxing, Kenpo, etc.). These style choices really don't have much to do with game mechanics --
they're just for flavor and visualization. If you really want to go overboard, you can bring the
Martial Arts skills from N&S into this, but that may make the characters a bit too tough. It's
up to you.

Attribute Requirements: ME, PE, PP, and PS of 12 or higher.

Special Bonuses: Add +1D4 to ME. Add +1D6 to PP, PE, and PS. Also add 1D6x10 to S.D.C.,
+1 to initiative, and one additional attack per melee. These are in addition to other attribute or
skill bonuses.

Permanent Base P.P.E.: Roll 1D4x10.

O.C.C. Skills:
Language: Choice of two (+10%)
Detect Ambush (+15%)
Prowl (+10%)
Athletics
Body Building
Climbing (+10%)
Gymnastics (+5%)
Swimming (+20%)
Pilot: Choice of two (+5%)
Mathematics: Basic (+5%)
WP Ancient (select 3 of choice)
WP Modern (select 1 of choice)
Hand to Hand: Martial Arts (Assassin if an evil alignment)
O.C.C. Related Skills: Select 8 other skills, but at least three must be selected from either
Physical, Espionage, and/or Rogue. Plus select two additional skills at level three, one at level
six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any (+5%)
Electrical: none
Espionage: Any
Mechanical: Automotive only
Medical: First Aid and Paramedic only (+5%)
Military: none
Physical: Any (+10%)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math only
Technical: Any (+10%)
WP: Any
Wilderness: Any

Secondary Skills: Select five other skills from the previous list. Plus select one additional skill at
level four, one at level eight, and one at level twelve. These are additional areas of knowledge
that do not get the advantage of the bonus listed in parenthesis. All secondary skills start at the
base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: A suit of personalized light or medium weight mega-damage armor (any
more limits mobility), a few sets of extra clothing, sunglasses or tinted goggles, knives (1D4),
hatchet for cutting wood, two or three ancient weapons of choice, a modern personal projectile
weapon of choice with 1D4 extra ammo clips, a vibro-weapon or minor energy melee weapon of
choice, tent, knapsack, backpack, two canteens, two weeks of dehydrated food rations, and some
personal items.

Money: The character starts off with 3D4x200 in credit, and has black market items that will
garner another 1D6x1000 credits. Generally has little use for money, except for supplies and
daily needs.
Cybernetics: None. Will avoid them because they hinder their natural abilities. At most, one or
two minor implants for medical reasons may be considered. Even a single bionic or cyber limb
cuts all abilities in half -- any more eliminates them completely.

XP: Use the Techno-Wizard table


-chris watkins
=====================================================================

Marauder R.C.C.
The is a being similar to the temporal raider in nature. It goes from dimension to dimension
killing and spreading entropy in it's wake. They come from an alien dimension called Xzymoc
(zig-mock) and are ruled by a being known as Diabolus who is a Lord of Chaos. They are
humanoid in appearance with the exception that they are covered with mystic sigils and runes
and have slightly pointed ears.

Alignment: Evil and Anarchist only

Attributes:
IQ 3d6+4 ME 3d6+4 MA 2d6+4 PS 5d6+12
PP 4d6+8 PE 5d6+12 PB 3d6+4 SPD 5d6+4

M.D.C.: PE x 10 plus 1d4x10 per level

Horror factor: 12 when their alien nature is exposed

P.P.E.: 3d6x10 plus 4d6 per level


I.S.P.: MEx5+1d6x10 plus 10 per level (considered Master Psionic)

Natural abilities: Nightvision 600ft, See the invisible, Turn invisible at will, Teleport Superior at
will, Dimensional teleport 88% Resistant to fire and cold (even magic fire/cold does 1/2 damage)
Bio-regenerate 1d4x5md per minute.

Combat Bonuses: +2 to strike, +4 to parry and dodge, +4 on initiative +4 to roll with impact, +6
vs all magic +2 vs psionics

Insanity: Choose or roll one on the random chart

R.C.C. SKILLS
Lore Demon (+25%)
Lore Magic (+25%)
2 Espionage of choice (+15%)
Tracking (+10)
Demolitions (+20%)
2 Physical(+10% if applicable)
1 Pilot of choice, (+5%)
Math: Basic (+15%)
2 Languages (+45%)
1 Literacy (+20%)
2 WP Modern
2 WP Ancient
HAND TO HAND: Expert

O.C.C. Related Skills: Chose 8 from the following list. Chose an additional 2 at levels 3, 5, 7, &
13:
Domestic: any
Electronics: basic only
Espionage: any (+10%)
mechanics: auto mechanics only
Military: any
Physical: any (+5%)
Pilot: any
Pilot Related: any
rogue: any (+5%)
Science: math only
Technical: any (+10%)
WP: any
Wilderness: any (+5%)

Secondary Skills: Chose 5 from the above list, without bonuses. Chose 1 additional skill at levels
2 and 8

Magic: select 4 spells from each levels 1-5 plus Agony, Compulsion,
Domination, Fire Bolt, Life Drain, Mask of Deciet, Negate Magic, Tongues,

Psionics: All sensitive and 6 from any of the 3 other lesser psionics

Equipment: Lesser or Greater Rune weapon (at GM's discretion) Two weapons relating to
applicable WP skills, magic armor of some sort in the 80-120 M.D.C. range (or normal rifts
armor), traveling clothes, and personal items

Habitat: Indigenous to an alien dimension periodically can be found anywhere.

Enemies: Forces of Light, good guys, etc...

Allies: Forces of Darkness, Lords of Chaos...

Size: Generally 6 to 7 feet tall.


Weight: 250 to 350 depending on build and size

=====================================================================

Mechanoid Converted Hunter Killer R.C.C.


Instead of just killing Humanoid life forms, and due to their current limited numbers, a
diabolic Mechanoid Brain devised a genetic disease. The disease is transmitted to a humanoid by
an infected humanoid or by a transfusion of blood. When a Hunter Killer traps or nearly kills a
humanoid it then spits from its mouth a web like fabric that soon covers the entire body of the
victim. The victim is trapped within the cocoon for a week. If the cocoon if destroyed before
three to four days have passed the only side effects for the victim will be rolling once on the
random insanity table. After the four day deadline the victim will die if removed early. Once the
full week has ended what emerges is no longer the person it once was. It is an insane monster
bent on destruction of all humanoids. Every two weeks it gets an incredible urge to reproduced.
This is when more of it's kind are created. While in the cocoon the being is slowly being
transformed. All of it's previous abilities are kept. Be the magic, Psionics, or Super Powers. The
creature also gets incredible smell and hearing. It grows claws that can do Mega-Damage, it
becomes a Mega-Damage monster, and is programmed to obey all new Mechanoid life forms.

Alignment: Miscreant or Diabolic evil only


Attributes: I.Q.: 3D6, M.E.: 3D6+5, M.A.: 2D6, P.S: 5D6(supernatural), P.P: 4D6, P.E.: 4D6,
P.B.: 2D6, Spd.: 4d6+6
Hit Points: Special see M.D.C.
Natural Armor Rating: See M.D.C.
M.D.C.: P.E. +2D4*10
Horror Factor: 12+3 if new old person.
P.P.E.: Depends on O.C.C.
Natural Abilities: Swimming-92%, Estimate Distance of sound-60%, Estimate speed of sound-
50%, Recognize specific odors-70%, recognize person by scent-50%, Recognize poisons-50%,
track by scent-50%, Prowl-65%, Wilderness Survival- 70%, Infra-red vision, Night Vision-200ft.
Combat:3 attacks per melee plus HAND TO HAND type.
Bonuses: +2 to strike, +2 to parry, +3 to dodge, & +6 to initiative.
Damage: Claws- 3D6+2 M.D.C., punch- 2D6 M.D.C. , Power Punch- 5D6 M.D.C.(2 attacks per
melee). Web Net 16 or higher needed to dodge, webbing has 35 M.D.C.
Magic: Only if original O.C.C. possess magic. one has half of old spells.
Psionics: Telepathy: unlimited, Mind Block: unlimited, + old psionics if any.
Average Life Span: Have only been in use for 6 months. Mechanoids guess twenty
years tops.
Habitat: Anywhere they're sent
Enemies: Any Humanoid life form.
Allies: Any evil Mechanoid
Size: Varies with humanoid type
Weight: Varies with humanoid type
Notes: Can undergo hibernation for up to 120 years if Mechanoids tell it to.
=====================================================================

Metalmorph R.C.C.
The metalmorph is perhaps one of the most unique of shape changers, because it can
change its body in to any kind of metal! this has made them invaluable in the Vampire riddled
Mexico, seeing that they can change into pure(89%)silver!

Powers: Metamorphosis-Metal The Metalmorph can alter its molecular structure into metal.
This includes M.D.C. alloys. When in metal form they have these stats;
Iron 90 M.D.C.,PS 28,PE 29
Steel 120 M.D.C.,PS 28, PE 35
Gold 40 M.D.C., PS 15,PE 25
Silver 150 M.D.C.,PS 25, PE 25
Titanium 300 M.D.C., 35 PS, PE 45
M.D.C. alloys 350-700 M.D.C., PS 25, PE 35
The metalmorph doesn't have to eat, sleep or breathe in this form and cannot be changed into a
vampire or affected by magical attacks(+15 to save). Stats in this form are considered
supernatural.
Duration 2 hours per level

Appearance: Looks human, average 5'5 to 7'0 <metal form> Looks built, average 6'6 to 9'5
Attributes; IQ 2d6x2 ME 3d6 MA 5d6+5 PS 3d6 PP 4d6 PE 3d6+6 PB 2d8 Spd 3d4
Alignments: Any
Hit Points: PEx3+6
S.D.C.: 6d6+12
Horror Factor: 0; 12 in metal form
P.P.E.: 4d6x10+6
I.S.P.: 4d6

O.C.C.s Available: Headhunter, mystic, line walker, Techno wizard, gypsy thief, wilderness
scout.

R.C.C. Skills
Communications none
Domestic any +10%
Electrical none
Espionage any +15%
Mechanical any +5%
Medical: holistic, herbology, first aid only +20%
Military none
Physical any +5%
Pilot any
Pilot related none
Rouge any +15%
Science Biology +5%
Technical any +15%
WP any( 2 ancient 2 modern)
Wilderness any +20%
Note Usually knows 2 languages at 98% and is literate in one at 98%

Allies: Likes Darters, Spikers, Mechanoids, all cyber people, Turtextons, humans, elves
Atlanteans and Kittani.
Enemies: Vampires, Splugorth, Zllyphan, gargoyles, Xititcks, THe host
Average Life Span: 90 years
Magic: Mend metal, wall of iron, all 1st level spells
Psionics: Bio-regenerate, Telepathy, Mind block, P.P.E. shield
Most of the Metalmorphs (45%) live in Mexico,(25%) are in the NGR(10%) are in the CS(10%)
are in Africa (5%)are in England and 5% are on Wormwood.
Bionics: NONE! Cannot have any kind of enhancements
=====================================================================
Mind-Crusher R.C.C..
Related to Mind-Melters and Mind-Bleeders, the Mind-Crusher is a psychic mutation that can
occur in virtually any non-magical humanoid, although it is most common in humans.
In essence the Mind-Crusher appears to be a psychic predator, attacking and killing with the
power of its mind alone. It has a variety of unique powers that other psychics do not possess, as
well as some 'standard' psionics.

Psychic Powers: Select any 4 Mind-Crusher powers from below, as well as 2 each from Healing,
Sensitive and Physical, and 1 Super power. At every level they gain 1 additional power from
healing, sensitive or physical. At every 3rd level they gain an additional Mind-Crusher power. At
every 5th level they gain an additional Super power.
I.S.P..: M.E. x 2 + 4d6. Add 2d6 per level of experience.

Attributes: M.E. 12 or higher. A high P.S. and I.Q. are helpful but not required.
Alignment: Any, but typically Anarchist.
Skills: Select any 6 skills from Domestic, Physical, Weapon Pro's and Wilderness.

Standard Equipment: Suit of light body armour, energy rifle of choice, two melee weapons of
choice, several sets of clothing, sleeping bag, compass, back pack, sunglasses or tinted goggles,
air filter or gas mask, food rations for a week and personal items.

Mind-Crusher Powers
------------------
Mind Ram
Range: Touch
Duration: 1d6 melees
I.S.P..: 10
Saving Throw: Standard, with a -4 penalty
A simple attempt to break down a Mind-Block. An opponent must be touched, but if this is
successful they then must roll a saving throw ( -4, so a 14 or higher for master psychics ) and if
this is failed the Mind-Block is then considered down for 1d6 melees. The Mind-Crusher will
know if his/her attack worked but others will not unless they use psionic powers.

Mental Crush
Range: Touch
Duration: 1d6 hours
I.S.P..: 25
Saving Throw: Standard
A powerful and useful power, the Mental Crush reduces the victim to a vegetable-like state.
They will stand-still and cry if attacked, and can use no skills.
Dodge is possible, but with a -5 penalty. Juicers, Crazies, Cyber-Knights
and Mutants get a +4 bonus to their save, and Borgs, Robots and supernatural creatures are
immune.

Nega-Static
Range: 50 feet
Duration: 1 melee
I.S.P..: 10 per melee
Saving Throw: Standard
The psychic creates an area of static. No psychic powers with a range will work; a Psychic must
touch a subject to use the power and even then a save must be made or the power will not work.
If a Psychic attempts to use a power and fails he/she still loses half the base I.S.P.. cost.
Mind-Block Auto-Defense, and any other powers that affect only the person using them are not
affected.

Mind-Barrier
Range: 10 feet long wall
Duration: 1d6 melees
I.S.P..: 10
Saving Throw: None
The psychic creates a wall of psychic interference. No psionic power can cross the barrier,
however it is easily detectable to all psychics. Magical detection can cross the barrier, but the
range is halved and any tracking ability is -20%.

Mind-Fire
Range: 30 feet
Duration: 2 Melees
I.S.P..: 8
Saving Throw: Standard
A victim of this power feels incredible agony and pain, but only in his mind, their is no physical
damage. Reduce attacks per melee by half, and is -5 to strike, parry and dodge. Spellcasting,
psionics and skills use are impossible.

Phobia-Enhancement
Range: 60 feet
Duration: 2d6 days
I.S.P..: 12
Saving Throw: Standard
This power enhances any one mental trait of the victim. A typical use is on a phobia, but it can
also enhance any mental trait such as greed, vanity, overconfidence, lecherousness, bad tempers,
bloodlust, laziness, an addiction, a desire, or a hatred. The victim must make a psionic save every
time he wishes to ignore this affliction. GM judgment, but make this attribute a problem. This
power only magnifies existing mental traits, psychics choice of which one.

Phobia-Creation
Range: 20 feet
Duration: Permanent until removed
I.S.P..: 45
Saving Throw: Standard with -6 penalty
As above however this power is permanent, and does not require the victim to have the trait
initially. The psychic can instill any mental trait he wants the victim to have. A successful use of
Psychic Surgery and Psychic Diagnosis will remove the Phobia.

Mind-Cracker
Range: 60 feet
Duration: Instantaneous
I.S.P..: 8
Saving Throw: Standard
This power removes a Mind-Block but only for a split second. The psychic may make 1 psionic
attack on the victim before the Mind-Block is restored. Other psychics may not try unless they
are aware beforehand of the Mind-Crushers attempt and can see both the victim and the Mind-
Crusher. This power can also work on Mind-Block Auto-Defense, however the I.S.P.. cost is
doubled ( to 16 ).

Soul Destroyer
Range: Touch
Duration: Permanent
I.S.P..: 50, plus the Mind-Crusher loses 2 points off I.Q. and 1 off M.E. permanently!
Saving Throw: Standard
Probably the most evil of the Mind-Crushers powers, the Soul Destroyer is considered the depths
of depravity by most honest psychics.
A victim literally has his/her soul destroyed. Reduced P.P.E. to 1d6, and the victim loses any
psionic or magical abilities he/she had. Also reduce I.Q. to 2d6, M.A. to 2d6, and M.E. to 1d6.
This power will work on _minor_ supernatural beings, including dragons, were-beasts, Brodkil
and gargoyles however the I.S.P.. cost increases to 80 and the user loses 2 additional points or
I.Q. and 2 off M.E.

Soul Sucker
Range: Touch
Duration: Permanent
I.S.P..: 30, plus the Mind-Crusher loses 1 point of I.Q.
Saving Throw: Standard
A less permanent version of the above. The person's "soul" is stored within an inanimate object.
While the soul is stored the person is treated as if it had been destroyed, however the soul can
only be trapped for 24 hours, or until the item is destroyed whichever comes first. The Mind-
Crusher can extend the entrapment for another 24 hours by expending an additional 20
I.S.P.. per day, however every day the soul gets a save ( standard ) to attempt to escape.

Name: Jonathan Willis Internet e-mail: [email protected] Fidonet Netmail: 3:771/850


=====================================================================

Mogara R.C.C.
The Mogara are an extremely brutal and warlike race that is driven to
conquer other species. To the Mogara, the only good way to die to die in
battle for the greater good of the Mogaraian Star Empire.
Having evolved into a matriarchal society, the females of the species are the leaders of
The Empire. As such, they make up the vast majority of all The Empires officers. This works
out well for The Empire as female Mogara are superior both intellectually and physically, and
not as mindlessly violent and aggressive as male Mogara. The males of the species comprise the
majority of The Empires Mobil Infantry grunts.
At the summit of The Empire's hierarchy, the Queen. She has final say in all matters
pertaining to The Empire and her orders are fanatically followed to the letter with an almost
religious zeal.
Mogaraian Mobile Infantry Detachments are composed of three squads of nine male
Mogara, with each squad being commanded by a female Mogara. In addition to their advanced
weaponry and savage cunning, the Mogara have the ability to create personal force fields,
making them immensely harder to kill. These aliens are considered to be supernatural in nature.

Female Mogaraian
Alignment: Any, but tend toward anarchist and miscreant. All Mogara are fanatically loyal to
the Queen and The Mogaraian Star Empire.
Attributes: The number of dice rolled is as designated: I.Q.: 2D6+10, M.E. 4D6+2, M.A.: 4D6,
P.S.: 4D6+10, P.P.: 4D6+8, P.E.: 4D6+8, P.B.: 2D6, SPD.: 5D6.
M.D.C.: 4D4*10+20
Horror Factor: 14
P.P.E.: 1D4*10
Natural Abilities: Exceptional long range vision (able to read a street sign from three miles),
M.D.C. body plating, supernatural strength and endurance, and the ability to create incredibly
powerful force fields (100 M.D.C. per P.E. point).
Combat: Two plus those gained from hand to hand combat skills and boxing.
Bonuses: +6 to save vs horror factor, plus those gained from attributes and skill bonuses.
Damage: Variable depending on P.S. attribute. See supernatural strength chart.
Magic: None
Psionics: None
Bionics: None
O.C.C.: May choose from Headhunter, Special Forces, or CS military equivalents. However, the
Mogara never get bionics!
Skills of Note: Language: Mogaraian 98%, Literacy: Mogaraian 98%, and
Mathematics: Basic 98%.
Level of Experience: Player characters use the same experience table as the Borg.
Average Life Span: 300 to 500 years.
Enemies: None per se; dislike and bully those weaker than themselves.
Allies: None per se.
Size: 10ft to 12ft (3m to 3.6m).
Weight: 450lbs to 650lbs (205kg to 295kg).
Appearance: A giant reptilian humanoid with red eyes and tusks.

Male Mogaraian
Alignment: Any, but tend toward anarchist and miscreant.
Attributes: The number of dice rolled is as designated: I.Q.: 2D6, M.E.: 2D6, M.A.: 2D6, P.S.:
5D6+10, P.P.: 4D6+6, P.E.: 4D6+6, P.B.: 2D6, SPD.: 6D6.
M.D.C.: 4D4*10
Horror Factor: 12
P.P.E.: 1D4*10
Natural Abilities: M.D.C. body plating, supernatural strength, ability to create force fields (100
M.D.C. per P.E. point), poisonous bite, which takes effect in 10 minutes, causes nausea and a
terrible headache. Victim is -2 to strike, parry, and dodge for 24 hours unless a saving throw is
made. The poisonous effect from several bites are NOT accumulative.
Combat: Two plus those gained from hand to hand combat skills and boxing.
Bonuses: +5 to save vs horror factor, plus those gained from attributes and skill bonuses.
Damage: Variable depending on P.S. attribute. See supernatural strength chart.
Magic: None Psionics: None
Bionics: None
O.C.C.: May choose from Headhunter or the equivalent of the CS Grunt.
However, the Mogara never get bionics!
Skills of Note: Language: Mogaraian 98% and Literacy: Mogaraian 80%.
Level of Experience: Player characters use the same experience table as the Psi-Stalker.
Frenzy: All male Mogara are short tempered and prone to bouts of mindless violence. Select a
Frenzy from the Crazy O.C.C.
Average Life Span: 300 to 500 years.
Enemies: None per se; dislike and bully those weaker than themselves.
Allies: None per se.
Size: 8ft to 10ft (2.4m to 3m).
Weight: 350lbs to 550lbs (160kg to 250kg).
Appearance: A giant reptilian humanoid with red eyes and tusks.

Mogaraian Technology
Giant Antigrav Disc
Maximum Speed: 240mph (288km), max altitude is 1200ft (365.7m)
Maximum Weight Allowance: 1000lbs (454.5kg)
M.D.C.: 50

Giant Vibro-Knife
Mega-Damage: 2D6 M.D.
M.D.C.: 20
Giant Vibro-Sword
Mega-Damage: 4D6 M.D.
M.D.C.: 50

Giant Ion Pistol


Mega-Damage: 4D6 M.D.
Rate of Fire: Aimed, Burst, Wild; see modern Weapon Proficiencies.
Maximum Effective Range: 1000ft (304.8m)
Payload: 15 shot light E-Clip, or 30 shot heavy E-Clip
M.D.C.: 24
Giant Variable-Frequency Laser Rifle
Mega-Damage: 8D6 M.D.
Rate of Fire: Aimed, Burst, Wild; see modern Weapon Proficiencies.
Maximum Effective Range: 5000ft (1524m)
Payload: 15 shot light E-Clip, 30 shot heavy E-Clip, or 60 shot assault clip.
M.D.C.: 55

Mogara Battle Armor


M.D.C.: 200
Weight: 46lbs (20.8kg)
Prowl Penalty: -15%

Dustin M [email protected]

Mok (also Motak) R.C.C.


by Tony Figueroa ([email protected])

These ancestors of the Brutan are monstrous in appearance. Covered in brown or tan
fur, their incredibly strong muscles still standout. They look less human than brutans in other
ways as well. Their head is adorned with a golden mane, and their face is an almost featureless
black save the sharp white teeth and eyes.
Moks, sometimes called motaks, are animalistic and savage, yet most are gentle
creatures when unprovoked. Attributed to their primitive minds is their fear of bodies of water.
They can learn to swim although it is uncommon. Technology is another area they don't do well
in. It confuses and frustrates them, and when frustrated, moks tend to react violently. They've
been known to tear vehicles apart while trying to learn to drive them.
Other disadvantages they have are a susceptibility to cold and a mistrust of magic.
Their weakness to cold isn't lethal enough to merit taking extra damage from cold/ice attacks, but
they do suffer more pain from it.
In combat, moks prefer their fists or claws to weapons although they aren't adverse to
throwing things. They can hurl rocks incredibly fast or can toss an automobile atop their enemy.
Languages are also a problem for them. They are only capable of making roaring and
guttural growling. The mok language is very basic. They are capable of understanding more
advanced language though, and others can learn their language as it is very simple although loud.

O.C.C. Capable Stats:


Attributes: IQ 1D6, ME 1D6, MA 2D6, PS 8D6, PP 3D6, PE 5D6, PB 2D6, Spd 4D6
Nightvision
Height: 6'+4d6"
Weight: 220+3d6x10 lbs
Punches start at 1d6 S.D.C. damage. They automatically get the following skills: body building,
boxing, running, wrestling, sports, and hand to hand ultraviolent. Basic math isn't included
in the automatic skills for them. Their carry/lift ratio is 200/400x their PS in pounds.
Example R.C.C. Mok on Race Creation Table:
Attributes: IQ 1D6, ME 1D6, MA 3D6, PS 18D6, PP 3D6, PE 5D6, PB 2D6, Spd 4D6
Features: 2 arms, 2 hands, claws on each hand, head, 2 eyes, mouth, nose, 2 ears, thermal vision
both eyes, 2 legs, carry/lift ratio 200/400x PS in pounds = 3 CP, RDC Body and punch with
either hand(claw) does 1d6x10 MD = 28 CP, +15d6 PS, -2 IQ and ME, +2 PE, -1 PB, +1 Spd, +1
CP for unable to speak language other than native, +1 CP = +1D6 physical skills rather than
+1D6 to IQ

R.C.C. Mok Warrior:


Attributes: IQ 1D6, ME 1D6, MA 3D6, PS 2D6x10, PP 3D6, PE 5D6, PB 2D6, Spd 4D6
M.D.C.: 1D4x50+50 (+10 PLA)
Skills: Same as O.C.C. Capable Mok skills
Carry/Lift Ratio = 400/800x PS in pounds
Punch/Kick 1d6x10 MD, Power Punch/Kick (2 APM) 2d6x10 MD
These moks were accepted by a Pool of Power during one of the most famous mok
rituals performed by their tribes in the Gemineye Woods. To be chosen by a Pool is a great
honor to them, and the Chosen Ones receive much prestige.
=====================================================================

Morian's Gargoyles R.C.C.


The hermitic immortal wizard Morian lives in a pocket dimension created for him by a semi-
powerful being named Twinsen. Although Morian has near complete control of his (Rhode
Island sized) dimension, he still insisted in recruiting protection. Though he was deeply rooted
in magic, Morian turned to his extensive knowledge of genetics to create guardians for his
fortress/dimension/home. Morian was inspired by the image of the mythic Gargoyle, and
immediately began his work. What Morian created was the best he could hope for. The winged,
human-faced Gargoyles had unbreakable loyalty as well as honed instincts and human
intelligence. After many years of tinkering, Morian had completed his genetic model. Morian
has personally created around 200 non-procreating Gargoyles since his final revisions, each
bearing deep nobility, and a sense of guardianship.

Appearance : Although the Gargoyles range greatly in size and appearance, they have many
common features. All are either gray (90%), red (5%), blue (3%), or black (2%) skinned. All
have pupil-less eyes of various shapes. Due to a genetic (fluke?) their eyes glow when they are
passionate or enraged. All have giant, bat like wings which are only strong enough for gliding.
The wings are flexible enough to be wrapped around the body as a cloak when not in use. All
have thick tails, mainly to balance and steer in flight. The tail is not prehensile but is strong as
the legs and can be used to hit enemies (or sweep). All except very few (flawed?) have all-black
or all-white hair, usually long and straight. All have particularly strong legs which have long,
three toed feet. The foot has an opposable claw on the heel; because of this, the Gargoyle stands
kind of on the balls of its feet, forcing it to bend its legs. The hands are three fingered plus a
human-like opposable thumb. The claws (hand and foot) are hard and sharp, enough to climb
with. Many Gargoyles also have a build and face which looks as if it has been hewn from stone,
a genetically predisposed trait. Morian's abilities allowed him to guide the appearance of the
Gargoyles to elven-equivalent handsomeness/beauty.
Alignment : Alignments range from principled to diabolic, but all are loyal to Morian
(genetically presupposed). Any found to be not loyal are immediately (honorably) exiled to a
random dimension (like Rifts or Nexus or Phase World).
Attributes : IQ 2D6+2 PP 16+2D6 (all attributes considered supernatural, incl. PS)
ME 3D6+1 PE 18+2D4
MA 2D6+2 PB 4D6+5
PS 20+3D6 Spd 5D6+5 running
Mega-Damage (In M.D.C. worlds) : 1D4x100 + 1D6x10
S.D.C. (In S.D.C. worlds) : exactly same as M.D.C.
Hit Points (all worlds) : 1D6x10+40
Natural AR (In S.D.C. worlds) : 8 (strikes below 8 do no damage)
Horror Factor : 3 (not very menacing if they don't want to be, actually handsome to most
humans). 8 (when enraged and not on your side).
P.P.E. : 0 (Untraceable by P.P.E., fruitless to Psi-Stalkers and P.P.E. Vampires see Note)
I.S.P. : 0 (Same as P.P.E., it's because P.P.E. doesn't exist in his dimension where he creates
them)
Psionics : None, can't learn.
Magic : None, can't learn, but can use enchanted weapons.
Height : 6' - 20' (Gargoyles above 8' are quite rare, though)
Wingspan : 10' - 25'
Weight : 600' - 3000' lbs.
Sex : Females are rare but existent, and usually very beautiful. All Gargoyles are sterile (no
equipment) and personally created by Morian. They are "born" at 1/2 full size from eggs (they
are warm-blooded, though). Females look definitively female, and are usually slightly smaller
than their male brethren. The males usually raise male young and the females, female young.
(all young are created by Morian, though)
Attacks : 3 + hand to hand + other bonuses
Damage : See supernatural PS chart (page 22 Rifts Conv. Book)
Bonuses : +2 initiative, +1 strike, +2 parry/dodge, +3 dodge in flight, +6 vs. HF, +4 vs. all
magic.
Life Span : 1000 - 2000 years natural life (don't age much biologically, though)
Natural Abilities :
Winged flight (gliding). Speed depends on environment and weather. Can dive
pretty fast. Perfect night vision, can see 1' tall object at 1.5 miles. Can see easily in zero light
conditions. Natural heat vision. The Gargoyles have uniquely engineered sight. Their vision is
selective, controlled by a specialized area of the brain. If the Gargoyle can see something
normally, it will appear normal. If the Gargoyle can't see the object but can see the heat, that is
what he/she will see. The Gargoyle can see in different modes simultaneously. Leap 40' (50'
with run), or 120' (wings, 200' with run). Thick, agile tail; not prehensile, but can be used in
combat. Various lengths. Does not breathe, does not sleep, does not eat (see Night Shift).
Regenerates at 20 M.D.C. per hour. Also see random abilities.

Innate Skills (Genetically implanted and/or learned) :


American 98% / Lit. American 98%
One other language 70% / Lit 70%
Track humanoids +15%
Detect Ambush +10%
Detect Concealment +10%
Prowl +15%
1 Ancient WP (plus paired if applicable)
Intelligence +10%
10 Secondary skills +5%
Hand to Hand : Any but Assassin
Night Shift : Due to some genetic imbalance or flaw, all Gargoyles can only function during
night-time (however long that is). It doesn't matter to Morian because day in his dimension is 4
hours. At dawn, the Gargoyle turns to indestructible stone. In this stasis, the Gargoyle
regenerates completely, and regains energy needed to survive. Even during the four hour day,
Morian's Gargoyles regenerate completely. This is why Gargoyles need no sleep, food, or
oxygen. They are a truly strange creature, since they are not magical by Palladium's standards.
It is a natural, genetically determined attribute.
Morian sees this attribute as both advantage and disadvantage, and will not tamper with it. All
Gargoyles must seek an inconspicuous hiding place or habitat near dawn. The Gargoyles are
bred (by genetics and common sense) not to get caught out in the open at dawn. Many find
shelter upon Gothic buildings in cities or in deep caves away from civilization. Incidentally, two
hours is the minimum time a Gargoyle needs to regenerate. Even though they are indestructible
when stone, they can be picked up and moved (while in stone they retain their normal weight),
and placed into a trap, or set for ambush.

Random Abilities : Due to slight variation in genetic traits and reactions, some Gargoyles
have particular strengths/weaknesses/differences.
Roll on the first table, then the second.
Number of rolls on second table :
01-60 One
61-90 Two
91-99 Three
00 Four
Random Abilities:
00-10 Awareness - A combination of instinctive senses which allow the Gargoyle to be
aware of any movement within their radius. A lot like Zanshin. Radius begins at 4' and
increases by 2' per level. Cannot be surprised from behind. By judging the movements of an
attacker before they attack (done automatically), the Gargoyle can dodge without penalty if being
attacked from behind. Adds +3 to initiative.
11-22 Berserker Disposition - Gargoyle has an extra set of adrenal glands which are
triggered only when the Gargoyle is beyond anger. The eyes will brighten noticeably, a warning
to all opponents. Temporarily adds 4 to PS, 2 to PP (not likely to dodge much, though), 8 to PE,
10 to Spd. The rage usually lasts 10+2D6 minutes or until Gargoyle is sufficiently restrained and
calmed, or all enemies are bloody pulp.
After any rage (more than 4 minutes), the Gargoyle will be noticeably fatigued, and will not
function as well until the next day. This fatigue is not extreme, just enough to take 1 or 2 from
the occasional bonus.
23-28 Speed Burst - Adds 2D6+10 to Spd for bursts of 2 to 3 minutes. +2 dodge while
"bursting."
29-34 Enhanced Wings - Can now fly (not glide) at Spd D6x10+10, faster if diving.
35-41 Enhanced Physical Attribute - roll 1D6 : 1 - PS; 2 - PP; 3- PE; 4 - Spd; 5-6 - PB.
Then roll 1D4+4 and add it to that attribute.
42-47 Enhanced Mental Attribute - roll 1D4 : 1-2 - IQ; 3 - ME; 4 - MA. Then roll
2D6+4 and add it to that attribute.
48-54 Enhanced Horror Factor - Exudes an aura of intimidation & awe, always HF 12
55-63 Weird Hair Color (player choice).
64-71 Weird Eye Color (player choice). Many Gargoyles with this have eyes which
change color to suit their mood. It is instinctive and cannot be controlled unless the emotion can
be controlled. The eyes increasingly glow according to how angry/passionate they are as well.
72-78 Weird Skin Color (player choice).
79-86 Elbow Spike - A short, thick, spike which sticks out of the elbow. Add 1D6 dice
to normal punch damage if elbow is used (can't be used with power punch).
87-90 Knee Spike - Same as Elbow spike, adds 1D8 dice to kick damage if knee is
used (can't be used w/ power kick).
91-94 Ambidextrous - All Gargoyles are _supposed_ to have this, but apparently it
didn't work as expected. Means they can use both hands equally skillfully and without penalty.
95-00 Spectrum Eyes - Can see into ultraviolet and infrared in addition to heat. The
Gargoyle always sees ultraviolet and infrared. Eyes will appear to chaotically change colors.
The extra abilities of infrared and ultraviolet tie into his natural vision like the heat vision does.

Note : Gargoyles will have an unpredictable reaction to a vampire's bite. Some will become
a vampire/Gargoyle hybrid, others will die immediately, others will be unaffected. There are
three known hybrids in Rifts America, all very dangerous and lethal.

Second Note : Morian's Gargoyles are intended as player characters. If the Gargoyle wishes
to go out and explore, Morian will usually oblige and provide him/her with the essentials, on the
condition that the Gargoyle return to service for at least the last 100 years or so before the end of
his natural life span. Morian, though he is a hermit, has plenty of contacts in the outside world
and likes to keep tabs on his prodigies. A few of his Gargoyles were sent away because they
were early creations not yet up to standard. Others were less than his standards of loyalty and/or
ability and were honorably sent away. Morian can easily open a Rift/Portal to send a Gargoyle to
nearly any known world he approves of.

Adventurers : All player characters will be the ones which request to leave and are obliged
by Morian. Most of the time the Gargoyle will be sent to Rifts earth (easiest portal to make).
Morian will give the Gargoyle 2000 credits (cash? ) ; a cloak, cape, or coat ; a backpack ; 20'
heavy rope ; one or a pair of ancient weapons according to their WP, and an energy weapon of
choice (within reason) if they know how to use it. Gargoyles also usually have a small collection
of personal items by the time they leave, and Morian always gives each Gargoyle a unique
keepsake to identify them by. Morian will also lecture them at length on the attributes of the
world he/she is about to enter, and many stern warnings not to get caught out at dawn.

Third Note : Gargoyles have no P.P.E. or I.S.P. in Palladium terms. If a Psi-Stalker, P.P.E.-
Vampire, or I.S.P. Vampire tries to take the nonexistent energy, it will result in a disorientating
backlash to the drainer (because of their strange nature). The Gargoyle will then be immediately
aware of the attempt. It is because of the uniqueness of the dimension (Morian's world) they
were born in.

Len Maxwell questions/comments: [email protected]


=====================================================================

MYSTIC KNIGHT O.C.C.

The Mystic Knight was an order created by a group of Prometheans, Cosmo-Knights, and
powerful spell casters of good alignment and intentions as a forceto defend the Megaverse
against any and all threats. Men and women of all races were asked to join this force of light in
an otherwise dark universe.
The Mystic Knight is the product of these beings, a creation which has access to magic, psychic
powers, and even phase powers, while also being highly trained in physical combat. While the
Knights have access to a wide range of powers, they are the masters of none, except for perhaps
there ability to utilize all of their powers for the most effect. The training the Knights receive
from many supernatural beings has allowed them to accomplish amazing physical feats, although
many believe that magic and psionics are used to enhance their normal physical abilities.

While not all members of the order are Mystic Knights, the majority are. Those beings that are
not Mystic Knights are usually powerful beings in their own right. Very few Mystic Knights turn
to evil. All those that do are hunted down and slain. The few evil Knights that exist are vastly
powerful, able to repel or avoid all attempts by the order to destroy them.

All races are welcome to join the order, but the requirements are harsh. The requirements
include being at least a latent psychic or mystic, high physical and mental attributes, and above
all, a dedication to the forces of goodness. Each candidate is probed by an unknown means, and
all attempts to deceive the scan have failed (many believe a supernatural power or god of
goodness supports the order).

Attribute Requirements: Minimum P.S. and P.E. of 13, P.P. and M.E. of 14, & I.Q. of 12. Also,
see bonuses below.
Typical Alignments: Principled & Scrupulous are most common, although many Knights are
Unprincipled.
O.C.C. Abilities and Bonuses:
1. Attribute Bonuses: +2 to P.S., P.E. and Spd. +1d6 to P.P. and 1d4x10 S.D.C. (or +4d6
M.D.C. if M.D.C. race). These bonuses are in addition to those gained through physical training
and those based on race.
2. Combat Bonuses: +1 to initiative, +5 to parry and dodge, +1 to strike. All bonuses are in
addition to attribute and skill bonuses.
3. Resistance Bonuses: +3 to save vs. magic & psionic attacks, +1 to save vs.
poisons/toxins.
4. Magic: Choose 8 spells from levels 1-6 or any Temporal Magic spell. Add two spells at
levels 2, 4, and six. At levels 7, 9, 12, 14, and 15 add one new spell from any level (subject to
G.M. approval). P.P.E.: 2d4x10+P.E.+10 per level after first.
5. Psionics: Choose 5 powers from sensitive, physical, or healing plus two super-psionic
powers or phase powers! (Excluding psi-sword and close rifts which are not available to level
four.) Add 1 power of any type at level 4, 7, 9, and 12. I.S.P..: 1d6x10+10+M.E.+8 per level
after first.
6. Supernatural Physical Feats: The Mystic Knights uses a unique psionic ability and
physical training to accomplish amazing physical feats. The Knight can leap their P.P. attribute
in feet from a standing position. Add 15 feet up or 30 feet accross with a running start. The
Knight can also parry energy and rail gun blasts with a sword (must be able to withstand the
damage). There is no penalty when the knight attempts to parry long range attacks, but he only
gains half of his normal bonus to parry. Mystic knights are so talented at this that they can even
parry energy bursts, but must roll to parry each blast, maximum 8 blasts per burst. At third level
the knight can parry energy blasts with his hands (but not rail guns). This requires 5 I.S.P.. per
attack parried (a single blast or a burst of up to 8 blasts is one attack).
O.C.C. Skills:
Two Languages of choice (+15%)
Radio: Basic (+10%)
Acrobatics or Gymnastics (pick one) (+5%)
Pilot: pick two (except robot) (+10%)
W.P.: Sword
W.P.: pick two
Hand to Hand: Martial Arts or Assassin (pick one)
O.C.C. Related Skills: Select 12 other skills. Plus select one additional skill at levels three, six,
ten, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any.
Electrical: Basic electronics only.
Espionage: Any (+10%)
Mechanical: Basic and automobile only (+5%)
Medical: First aid or paramedic only.
Military: Any.
Physical: Any.
Pilot: Any except robot (+10%)
Pilot Related: Any (+5%)
Rogue: Any.
Science: Math only (+5%)
Technical: Any.
W.P.: Any.
Wilderness: Any.
Secondary Skills: The character also gets to select five secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Mega-damage body armor (any type) including magic armor (at the G.M.'s
option), a mega-damage sword(s) (Laser/energy and magic are most common, but vibro, phase,
and mega-damage alloy swords are also used. A lesser rune sword or simple holy weapon may
also be used at the G.M.'s option. Tattoo magic swords are popular now amongst human &
Atlantean knights.), an assortment of weapons depending on weapon skills (psi-weapons and
techno-wizardry are common). Air filter & gas mask, mini-oxygen tank (15 minutes of air),
laser distancer, binoculars and/or assorted optic systems, cross/holy symbol, and additional
personal equipment of choice (within reason). Also has extra ammo/e-clips for weapons.
Traditional Garb: A set of robes worn over mega-damage body armor, usually black, brown, or
white. Robes usually include a hood and several hidden pockets. Most common armor is a
mega-damage chain and plate suit, often magical in nature. Personal force/phase fields are also
common (often techno-wizard modified).
Money: Usually donates most of their money to the order, but can develop a considerable
amount while plundering the forces of evil. Receives most equipment and needs from the order,
but has 2d4x1000 in personal funds.
Cybernetics & Bionics: Varies based on race, but will never consider for anything less than
medical reasons because it interferes with magic and psionics.

NOTE: Uses the same experience as the Temporal Raider.


<P>By: Jason Bridgman ([email protected])

MYSTIC WILLOW R.C.C.


Author Unknown

The Mystic Willow is the layman's term for a tree of immense magical power. Many theories
exist about the origin of the tree, the most common being that the tree is the physical
manifestation of a creature existing past the Astral Plane, or that it is another supernatural being.
There are also local myths about the origin of Mystic Willows (i.e., a town may think a person
was once so sad, they turned into a magical tree). It is important to note that Mystic Willows are
created good, with all intent to make people happy, but, if they are around one being for a long
period of time, the Mystic Willow will take on that being's personality. If someone who delights
in pain lives near a Mystic Willow, the Willow too will delight in pain.
The Mystic Willow looks like a giant shell of golden needles, some big, some small, from the
outside. If the Willow doesn't like someone, it's quills become energized with a type of static
electricity, which draws them toward the person, even when the quills aren't shot out. This is
usually used as a warning of when the tree is nervous, and is not necessarily a hostile act. This
always happens toward supernatural creatures, good or bad, and prevents them from touching the
tree. If the tree approves of a person, it's branches will part, like curtains, and the person can
enter the Mystic Willows. Inside the Willow's curtain of needles is an open area with a carpet of
green moss, a web of light brown branches overhead, and a shimmering silver trunk, about 5 feet
in diameter.
The Tree needs a P.P.E. rich environment (Earth's normal environment is enough), some sun,
and a lot of water. They are usually found up north, near a lake in Minnesota. Though they
could live south of Ohio, they have not been found there.

Height: 20' tall + 1'/10 years (above ground)


Radius: 12' branch radius + 1'/10 years
Alignment: Normally Good
IQ: About 5 + 1/20 years
M.D.C.: Trunk: 3d6 * 10 + 10/10 years
Branch: 3d6 + 2/10 years
Leaf: 1
Awe Factor: 15
P.P.E.: 6d6 * 10 + 50 / 10 years
Natural Abilities: Has 2 types of leaves - QUILLS: 3" needles covered with a wet, slippery oil.
Naturally attracted to Supernatural creatures and anyone the tree wants to attack (SEE ABOVE).
The quills can be shot out 40 feet, as many as 20 per action, they have +2 to hit against
Supernatural creatures, and act as wood against Vampires and similar creatures, doing 1d6
M.D.C. each.
Fruit: 1 foot by 1 inch Bananas, that's it, just normal bananas
OK? Not Supernatural or nothing' Just like any other Bananas OK?
Moss: The carpet of moss under the tree is actually part of the tree. It can be squeezed for water
(Moss-water, mm-mm good), and releases a low altitude gas that acts as the psychic power
Induce Sleep. This gas covers the floor of the tree, up to 2 feet up. Makes small animals and
anyone who lies down tired. Gift: The tree has gifts it can bestow to people, if it wants (see
below).
Combat: 4 attacks + 1/50 years. Shoots Quills (SEE ABOVE), also P.P.E. Shock, goes out 100
feet, 2d6 M.D.C., Paralyze Shock 75 feet - Save vs Fairy Magic (16) or be Paralyzed for 1d6
melee. If over 50 years, the tree can cause Lay Line Storm (See ATLANTIS book), 1000' radius
if not near Lay Line otherwise normal.
NOTE: if someone is attacking the tree from inside, EVERYTHING is doubled for the tree
(Bonuses, damage caused by & done to tree, attacks, etc.)
Bonuses: +5 vs Magic, Natural kinship with animals, Immune to Normal Fire, Cold, Poison,
Gas. 1/2 Damage from other fire, cold and Supernatural creatures.
Penalty: NO DODGE OR PARRY! (It's a tree.)
Magic: Globe of Daylight (inside tree only), Concealment, Energy Field, Call Lightning, Heal,
Control Plants + 1 spell / 10 years.
Psionics: Telepathy, Empathy (NOTE: Telepathy and Empathy are constant and automatic, it is
how the tree "Sees", and can penetrate Power Armor, but NOT Mind Block.)

Gifts

Gifts are what the Mystic Willow gives to people who have helped it a great deal, or it likes for
some other reason. They are difficult to make, and the tree must go dormant for a few days, and
can only make 1 gift at a time. The user of a gift need not be Psychic or Man of Magic. All
abilities go by the user's abilities. They use the user's I.S.P. or P.P.E., and level to determine
their power. All items have 10 M.D.C. for every day of the tree's dormancy, unless otherwise
noted. They can regenerate within 24 hours, if they have any M.D.C. left.

Quill Ring: This is a simple thin wood branch twisted into a ring. With it comes 4 quills. The
ring gives telekinetic control over the quills, as Super Telekinesis. One quill per level can be
manipulated, using the wearer's I.S.P.. Dormancy: 1 day

Friendship Amulet: This is the most basic gift. It is a wood knot that is recognizable to all
Mystic Willows, and anyone with Mystic Herbology. The Willows will treat the wearer as a
friend. The wearer also has a kinship with animals (like a Psi-Stalker) and Empathy. Dormancy:
1 hour

Cudgel: This is a wooden club, given to great defenders of a tree. It can become a Psi-Cudgel
(Psi-Sword), and lets the user cast Armor of Ithan. Dormancy: 2d4 days.

Moss Sandal: The moss can either form a shoe, or cover an existing shoe. It gives the wearer
+20% prowl, and +5 speed while worn. Dormancy: 1 day

Needle Cloak: This is a cloak made of the tree's quill, over a moss base. It gives the wearer
Chameleon, Armor of Ithan, Charismatic Aura, +1d6 PB, and acts as a Quill Ring with 100
Quills. NOTE: It is too big and clumsy to be used as a shield, it only blocks attacks from the
back. Dormancy: 2d6 days

Dress of the Thief: This is not necessarily a dress, but armor or clothes covered in Moss. This
gives FREE Chameleon, and Create Chloroform (quick evaporating sleep liquid used in movies,
save: Non-Lethal Drug 16), and gives the wearer the ability to use: Simple Invisibility, Mind
Block, Globe of Silence (4' radius), Armor of Ithan, Empathy. The Moss only has 20 M.D.C.,
which is added to all armor, but it can regenerate in one hour. Dormancy: 3d6 days

Knowledge Staff: This gift is normally given by old trees to mages and scholars. It is a 6 foot,
gnarled, knotted staff. It can be used as a symbiotic bank. It will form a psychic bond with
whoever it was made for, and that person need only touch it to put in or take out P.P.E. and
information. The most P.P.E. the staff can hold is half the tree's P.P.E., and can NOT regenerate
P.P.E.. The user can store one spell per 10 years of the tree in the staff by spending the P.P.E.
needed for the spell, and then can cast that spell in half the time. This spell can be used as long
as the user has enough P.P.E., or until the user erases the spell from the staff to download another
spell into the staff. Only spells, not Rituals can be put into the Staff. Dormancy: 2d6 days.

There are rumors of other gifts, so use your imagination. One rumor especially is that of a
Supernatural Creature with silver skin somehow linked to the trees. These creatures appear as
every type of DB, only with silver skin, and are great travelers of the dimensions.
=====================================================================

NEXIAN R.C.C.
The Nexians are a race of energy beings that seem to be composed of pure and raw magic energy
(hence their name refers to Nexus points). In their true form they appear as an amorphous blob
of crackling energy, or they often shape themselves into a humanoid shape. Nexians can also
assume a solid humanoid form in which to better interact with other beings. They cannot assume
just any humanoid shape, for even as humanoids they have a unique appearance. In their solid
form, the nexian appears to be almost human except that they have a blue tinge to their skins,
they generally stand six to nine feet tall, their eyes glow a brilliant blue (they appear to remain
spheres of energy), and they occasionally have energy ripple across their bodies. The Nexians
do have different sexes, and they can be told apart like normal humanoids while in their solid
forms. When in solid form, everything on the Nexian, including the beings themselves, radiate
magic. This is because all of the possessions of the Nexians are either created out of magic
energy (their clothes) or are magic/techno-wizard items. The Nexians can only transform magic
items into energy form with them, they may not take mundane objects with them. While some
Nexians may have some non-magic items, most will not as they like being able to change back to
energy form at any time, and hate leaving anything behind.

Many would think that being beings of pure magic energy, that the Nexians would be able to
accomplish anything that a normal spell could accomplish. While this is true to an extent, it is
not totally true. Nexians can manipulate magic to accomplish the same things that a spellcaster
could, they are limited in similar ways as normal spellcasters. Nexians need to learn or figure
out how to manipulate the energy around them and within them to accomplish the desired
effects. This means that they have to basically learn like everyone else, they can't just do it.
Nexians begin with many, but not a huge amount of spells. As Nexians advance, they learn to
manipulate energy in new ways, and hence gain more spells. They may not learn spells from
normal spellcasters as their magic is performed on a more basic level, and they cannot learn them
form other Nexian, as each Nexian is unique.

Nexians often go amongst societies that do not recognize them as alien spellcasters or even as
other humanoids if they have learned some magic to change their shape. Almost nothing is
known about Nexian society including where they came from. It is a common theory that they
either came from a dimension of tremendous magic energy (a thousand times that of rifts earth),
but with very little rifts activity (the reason it has not been discovered). Another theory is that
Nexians are born when a very powerful rift opens (this would explain their control over Nexus
points and rifts).

R.C.C. Powers and Abilities

1. Automatically sense the opening, closing, and location of all dimensional rifts within 50
miles + 10 miles per level of experience.

2. Automatically senses the opening and closing of dimensional rifts, envelopes, pockets, mystic
portals, dimensional teleportation, and magical time/space anomalies, holes, and portals within
one mile plus one mile every two levels (+1 at 3, 5, 7, etc.).

3. Can see/sense dimensional envelopes, pockets, astral travelers, the invisible energy essence of
alien intelligences and entities, and beings under the effect of magic within the range of sight or
500 feet if not in the line of sight.

4. Ley Line Phasing. Same as a Line Walker, but unlimited in number of times.

5. Fire blasts of raw magic energy from the hands or eyes (anywhere when in energy form).
Light blasts cause 3d6 S.D.C., 1d4, 1d6, or 2d6 M.D. points of damage (can be regulated by the
Nexian). Heavy blasts do 3d6, 5d6, or 1d4x10 M.D. damage. Range is 1000 feet for light blasts
or 500 feet for heavy blasts (200 feet for 1d4x10 M.D.). One heavy blast or two light blasts can
be fired per melee attack.
6. Can absorb energy at nexus points and from ley lines. Energy causes the nexian to regenerate
2d6 M.D.C. per melee round on ley lines or 1d4x10 M.D.C. per melee at nexus points. If
completely healed, then P.P.E. will regenerate at 15 P.P.E. every 10 minutes on ley lines or 5
P.P.E per melee round at nexus points! They can also tap double the amount of P.P.E. than
normal practitioners of magic.

7. Nexians can control ley line nexus points! Like some alien intelligences, when a Nexian is on
a Nexus point, they can control the amount of energy available by channeling the energy through
their bodies. This means that they can prevent all other beings from tapping the energy from that
nexus point, and can also prevent rifts from opening at the nexus point. They can also create rifts
at nexus points to any dimension known to them, or randomly. Chance to control a minor nexus
point is 100% unless controlled by another being. To control a minor nexus point controlled by
another being, or a super nexus, requires a roll of 50%+3% per level. If a super nexus is
controlled by another being, it requires a roll of 25+3% per level to take control. (Note: If it was
a nexian previously in control, they can try the same thing and retake control.)

8. Other abilities: Can see in all spectrums of light and radiation including thermal radiation).
Nightvision (1000 feet). Do not require food or sleep (gather magic energy from around
themselves). Doesn't breathe air. Energy attacks inflict half damage when in energy form, 75%
when solid. Kinetic attacks do no damage in energy form, full damage in solid form. Magic
attacks can be absorbed! On a successful parry against a magic attack, Nexians heal 1d6 M.D.
If the Nexian fails to parry, they suffer half damage (applies to all magic attacks even if the
Nexian is not aware of the attack). Can fly when in energy form and pass through most solid
structures. Cannot pass through force fields, phase fields, or magic barriers. Also cannot pass
through mega-damage sealed military vehicles (robots and PA included). Regenerate 3d6 M.D.
per minute. Cannot receive cybernetic or bio-wizard implants, they are not compatible.

Nexian - Alien Energy Being


Alignment: Any, but unprincipled and anarchist are most common (they tend to be rather
thoughtless beings, with just a lust to explore).
Attributes: I.Q. 3d6, M.E. 4d6, M.A. 3d6, P.S. 3d6+10, P.P. 6d6, P.E. 5d6, P.B. 3d6, Spd. 4d6
(200 mph +10/level in energy form) (Physical skills only appropriate when in solid form, P.S.
and P.E. are considered supernatural)
Size: Six to nine feet tall in solid form, varies in energy form (1 to 15 feet in diameter
maximum, can change size at will).
Weight: 200-500 pounds when solid, weightless when in energy form.
M.D.C.: 100+P.E.x10+15 per level.
S.D.C./Hit Points: N/A.
Horror Factor: 12 when they reveal themselves as energy beings.
P.P.E.: 100+1d4x100+50 per level (250-550 at first level).
Average Life Span: 5 to 10 thousand years average.
Natural Abilities: See description of R.C.C. powers (above).
Psionic Powers: Mind Block Auto-Defense only.
Magic Powers: See description number __ under R.C.C. powers.
Choose 2 spells from each of the levels from 1-6, and one spell from each of the levels 7-15
and two spells from any level for each level of experience (including first). Most areas of magic
are available including normal spells, temporal magic, elemental, biomancy, African witch spells
(not at first level), necromancy (not at first level), and magic chants/dances/ceremonies (same
effect, but don't require ceremonies or chants). The only magic not available is wards, circles,
and runes, and any other magic that requires physical manifestations. (Note 1: Any normal spell
that requires rituals such as Summon and Control Canines, is cast without the physical
requirements. Protection circles creates an invisible barrier the same size as which would
normally be drawn. Note 2: While spells from many areas are available, Nexians do not gain
any of the special abilities that belong to normal spellcasters.)
Combat: Typically five (5) hand to hand attacks per melee, or ten light energy blasts, or five
heavy energy blasts, or three(!) by magic. Add one melee attack at levels five, ten, and fifteen.
Bonuses: +5 to save vs. magic (+1 at levels 3, 9, 15), +4 to strike in hand to hand (+1 at levels 5,
9, 14), +6 to strike with energy blasts (+1 at levels 4, 8, 12), +4 to parry and dodge, +2 to
initiative (+5 in energy form), +2 to save vs. psionics.
Vulnerabilities/Penalties: Nil.
R.C.C. Skills: Nexians have minimal training, they tend to rely on their natural abilities. Select
four languages (+20%), literate in two languages (+10%), radio: basic (+10%), tracking (+5%),
first aid (+5%), prowl (+15%), two pilot skills (+10%), basic math (+5%), streetwise (+10%), all
lore skills (+5%/+25% if in regards to magic), and two weapon proficiencies.
Secondary Skills: Select 8 skills from any category except electronics, mechanical, medical, and
physical. Plus select two at level four and one at levels seven, eleven, and fourteen.
Alliances and Allies: None really, tend to be loners. When they do make friends, they are very
dedicated. Tend to prefer magical beings and practitioners of magic.
Enemies: Evil supernatural beings love to enslave and/or destroy Nexians for unknown reasons
(especially the Splugorth).
Equipment: A magical and/or techno-wizard weapons (including lesser rune weapons at the
G.M.'s discretion), a set of light magic armor (60-140 M.D.C.), and perhaps some minor
magical/techno-wizard items.
The Nexian may have non-magical items, but they are generally not carried unless they are
hiding amongst normal humanoids (disguise) or they have a place to put them if they want to
change into energy form (Dimensional Envelopes/Pockets are common).
Money: Nexians generally carry little money on them as it cannot change when they go into their
energy form, but they often have a stash of funds with 3d6x100 credits. Those that can create
dimensional pockets/envelopes may also carry money that way. In addition they will have
2d6x1000 credits in minor magical trinkets for use in trade.
Cybernetics and Bionics: Impossible! Mechanical implants are not possible in an energy being.
Even when in solid form implants are automatically rejected and regenerated. Special Note: If a
limb is cut or blown off of a Nexian, it is instantly reformed from the energy of the rest of the
body, but the damage is only regenerated normally.

EXPERIENCE: Use the dragon's experience table.


<P>By: Jason Bridgman ([email protected])
=====================================================================

Plague Monk O.C.C.


The Plague monks are vile magic users, but most of their powers are based on spreading disease
and corruption through the world. The magical powers are from the God of Pestilence, the
Beelzebub, who sends a daemon who is in fact an Avatar of himself to every Plagu Monk
monastery. The Plague monks worship this Avatar, feeding him large amounts of P.P.E. through
prayer and sacrifices. In return, they are given spells woven to spread the joy of the plagues
through the planet. The image of the Plague monk is disturbing. From a distance they seem to
be robed Vatican monks but on closer inspection you see that their robes are unwashed and foul,
and around their girth they wear totems of rotting goats' heads.

The Plague Monk O.C.C..

ALIGHNMENT: Any, but most are evil.


ATTRIBUTE REQUIREMENTS: ME & PE 13, and must bear their suffering
O.C.C. BONUSES: + 8 vs. HF, + 4 save vs magic, + 4 save vs possession. - 3 PB.
O.C.C. SKILLS:
Language & Literacy: Native (98%)
Languages: 2 additional (+ 40%)
Radio: Basic (+ 15%)
Detect Concealment (+ 20%)
Detect Ambush (+ 20%)
Climbing (+ 15%)
Land Navigation (+ 20%)
Lore: Vampire (+ 15%) (see Nightspawn)
Lore: Demons (+ 15%)
Prowl (+ 20%)
Pilot: Any 2
Weapon: Any 5, archaic or modern
Hand to Hand: equivalent to Expert

O.C.C. RELATED: select 5; one more at levels 3, 6, 9, 12


Communication: Any (+10%)
Domestic: Any
Electrical: Basic only
Espionage: Any (+15%)
Mechanical: None
Medical: First Aid only
Military: None
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
SECONDARY SKILLS: Select 3 at levels 2, 4, 7, 10, 13

STANDARD EQUIPMENT: A single robe which can never be washed, a totem, usually a goat's
head, a few rusty and old weapons, two modern weapons in bad repair and the Liber Bubonicus,
Book of Disease. The Staff of Rot and the Death's Head are given to heroes (see below.)

WEAPONS:
Prefer ancient style weapons. Many are proficient with a blunt weapon. They will use modern
weapons as well without hesitation.

MAGIC: The Plague Monk begins as an extremely powerful magic user. At first level select a
total 6 spells from levels 1-4. The Plague Monk also has his own copy of Liber Bubonicus, the
Book of the Disease. The acolyte is given an edition of the Book, and use it when casting the
foul magic of the Beelzebub. They also make their own totem, with which they focus their
magic. If they are casting a spell without the totem, there is a chance that the magic might turn
on themselves ( 100 - experience level x 10)%. Above ninth level the plague monk can cast
spells without the totem, in which case the totem is used for another purpose (see below). The
spells in the Liber Bubonicus are different in that when cast, it reflects on an aspect of disease.
E.g. A plague monk casts Agony on an Inquisitor-Redeemer. The Inquisitor fails to save against
magic, and his body breaks out in oozing boils. Then, the monk casts Strength on himself, and a
thousand maggots and worms surround his arms, as a sort of exoskeleton:

Superhuman Strength
Superhuman Speed
Agony
Metamorphosis: Insect
Miasma of Pestilence (see below)
Stench of the Zl'bub (see below)
Steam of Corruption (see below)

Unlike the Hexon, the Plague Monk will not be able to cast these spells without the Book,
disregarding their experience level.

PSIONICS: In addition to their magical powers they get 1 psionic abilities for each category.

Additional Powers:
Plague Bearers: all plague monks carry a disease similar to the Bubonic plague, but do not suffer
the effects, but will try to spread it. The monk must claw at his foe's skin to spread it in hand to
hand combat. If he strikes, the foe must have against poison. If he fails, all his attacks and
bonuses are halved, rolling down, as boils grow on his body. In 1D4 hours he'll slip into a coma,
with 0 health, and he'll stay in this state for 1D6 weeks. He will not die from this alone, but in
his coma state he is defenseless against physical attacks and diseases. When he recovers there
may be some scarring and minor brain damage. Though clumsy, Plague Monks are feared by
most combatants because of this power. This works less efficiently with the supernatural. They
simply suffer from sickness, all bonuses halved, for 1D6 weeks.
Immune to disease: or rather, its effects. When a virus or disease invades his body, the monk
will be immune to its effects, but can spread it to others.

Spells of the Lord of the flies (Zl'bub magic): All plague monks are immune to this magic.

Miasma of Pestilence: a cloud of filth floats 1 + experience level feet around the caster. Anyone
walking into the area feels diseased and sick. Half all bonuses and attacks, rounding down.
Range: 1 + experience level feet
Duration: 10 minutes per level of experience
P.P.E.: 15

Stench of the Zl'bub: Before engaging in hand to hand combat a plague monk may cast this.
When locked in hand to hand, the opponent must save against poison or lose all his attacks for
that round, as he is coughing and up chucking.
Range: within hand to hand distance
Duration: for first melee round only
P.P.E.: 15

Steam of Corruption: the plague monk breathes out a jet of pus and blood. The victims must
either dodge or save against poison, otherwise, they choke on the putrid mixture and fall into a
coma. This is a wide steam, and has a + 5 to strike.
Range: 10 feet
Duration: Instant
P.P.E.: 40

Special weapons of the Plague Order: Some worthy acolytes are given gifts from the daemon of
Zl'bub at each monastery.

Staff of Rot: The staff is made from a rotting tree, and looks tumorous and twisted. The head of
the staff is shaped like a person suffering from the bubonic plague, his mouth screaming in pain.
The staff can cast all the spells of the Zl'bub with half the P.P.E. cost, as it acts as a direct focus.
It can also be used for hand to hand combat. If it strikes an opponent on bare flesh he still suffer
from the same penalty as the power Plaguebearer.

Death's Head of the Zl'bub: The head of a fallen plague monk is used as a weapon of war in
honor of the deceased. The skull is covered in wax and blood (watertight seal) and is filled with
the pus from the daemon of Zl'bub. When thrown like a grenade, the Death's Head will explode
and inflict 1D6 x 10 damage is a 100 feet radius. Also, all in the blast radius must roll to save vs
poison or suffer from the Plaguebearer power.

I'm working on other "gifts" of the Z'bub. If you email me I will give you some other "gifts" and
the stats for the obese daemons of Zl'bub. I am at DChow888.aol.com.

ALLIANCES AND ALLIES: Very few. The daemons of the Zl'bub use them. Even the Undead
consider them unhygienic. The Hexon don't want anything to do with them. They are not
related to the Darklord, but it seems that they know of each other, and may be allies. Should the
Horseman of Apocalypse known as Pestilence come upon the daemons of Zl'bub they will
become allies.

ENEMIES: Many. Most people will fear the Plague Monk due to their great power and they're
reluctance to clean themselves. Their greatest enemy is the Inquisitor-Redeemers who see them
as heretics.

DESCRIPTION: The Plague monk is trained in one of the Monasteries of Disease, located in
Romania and central America. It is believed they started the Bubonic Plague, and some
scientists claim that they also started the HIV virus (aye?). There monasteries are massive
constructs of stone, covered by years of filth and fungus. In the center of each monastery is a
giant hall, reserved for the obese and slimy daemon of Zl'bub. Each one is a lesser version of the
God of disease, and act as a medium between the mortal pane and his realm. If you want to see
what I think the daemon looks like, see the Yucks (or Fat F*cks) in Bullfrog's Dungeon Keeper.

D B Chow [email protected]
=====================================================================

PREDATOR: ALIEN R.C.C.


This is the Predator as seen in both movies and countless comic books. Self-described as
"Hunters," these alien beings live their life for the Hunt, where they prove themselves to be the
best of the best. They hunt and kill the most powerful creatures/people in an area until they are
the ultimate champions. They also follow an elaborate set of rules designed to govern how they
are to go about the Hunt, although there are Rogues, who are deemed unworthy of participating
in the Hunt and are killed on sight, without honor. The Predators also fight amongst themselves
for status in their clan. Aside from that, Predator clans get along very well, as do their constituent
members (for the most part). They are effectively a military society whose sole purpose in life is
to hunt.

NOTE: These are NOT humans. they do NOT have human standards and have NO regrets
about killing ANYONE. Players and GMs should keep this in mind when determining if they
should be allowed - this type of antisocial character can REALLY screw up a campaign (if
played properly [grin]).

Alignment: 98% are Aberrant (they follow their Code of Honor and have little else in the way of
emotion), with the remaining being Unprincipled, Anarchist, or Miscreant. Anarchists or
Miscreants are ALWAYS Rogues.

IQ: 3D6, ME: 3D6+3, MA: 3D4, PS: 4D6+6, PP: 4D6, PE: 5D6, PB: 2D6-2 (Minimum of 1.
Note: All Predators appear male without inspection of the genital area), Spd: 4D6

Requirements: IQ: 7, PS: 16, PE: 16 These are not natural necessities, but reflect the fact that
stupid or weak Predators die. Invariably.

Horror Factor: 10 unmasked


HP: 1D6 x 10 + PE
S.D.C.: 1D6 x 50
I.S.P.: None
Permanent Base P.P.E.: 6D6 - Their Code of Honor is like a religion to them, and has been
passed on for generations. They are very attractive to P.P.E.. However, they can have
NOTHING to do with magic - no techno-wizard devices, etc. They rely on technology and
themselves and dislike magic in the extreme - it is not an honorable weapon. They do not get
along with mages and will kill them without hesitation if provoked in the least.

Average life span: 10 - 20 years


Natural life span: Anybody's guess. They invariably die before getting there. They are fully
mature at age 3, and extremely old Predators (80+) show signs of weakening (-2 to all physical
attributes except PB)
Height: 7' + 2D6"
Weight: 240lbs + 4D6lbs

Natural Abilities:
Thermal vision to 600'. Blinded for 1D4 melees if surprised by a heat source as large or larger
than a torch. However, this does give them the same vision in the night as in the day. And no,
coating oneself with mud does not hide you. (Arnie got away the first time because he had been
in freezing cold water and was about the same temperature as the surrounding jungle. The
second time was just ridiculous.) Track by heat 90%, -10%/10 min (NOT -1%/minute, you math
geniuses out there... this is by design)

Heals 2D6 HP/S.D.C. every hour.

Mimic Sounds/Speech: Predators instinctively understand ALL languages. They can also
perfectly mimic any sound they hear, and understand the meaning of what they say. Their
speech generally comes out in snippets, clips of language from various people. (GM's note - you
might want to make your PCs write down language strips that they want to be able to say... hey,
even Predators can't remember everything...) Their proficiency in a given language is related to
the number of hours they have heard it spoken - 10% per hour, max 60%. This refers to
SPEAKING - they always UNDERSTAND at _100%_ proficiency!

Hear a whisper up to 30' away.

Leap 15 feet across (25, if running) or 10 feet straight up.

Damage from Hand-to-Hand Attacks:


Restrained Punch: 1D6 (S.D.C.)
Punch: 3D6
Kick: 4D6
Claw: 1D6
Bear Hug: 3D6
Flip/Throw: 2D6
Jump Kick: 1D6 x 10
(all also receive PS bonus)

Bonuses:
+1 attack
+3 Roll with Punch
+2 Parry/Dodge
+4 initiative
+40% Save vs. Coma/Death
+2 Save vs. Poison
+7 Save vs. Horror Factor
+3 Save vs. Insanity

R.C.C. Skills:
Detect Ambush (+30%)
Tracking (+30%)
Wilderness Survival (+20%)
First Aid (+5%)
Hand-to-Hand: Assassin (treated as if they were 2 levels higher then they
actually are)
Acrobatics
Athletics
Boxing
Prowl (+40%)
Pilot: Small Spacecraft (Phase World, Base skill: 60%, + 3% per level)
WP - Pick 3 ancient and 4 modern
Hunting
Land Navigation (+10%)
Skin and Prepare Animal Hides (+30%)

Other Skills: Pick 5 from the following list. Gains 1 at 4th, 7th, 10th, 13th, and 15th
Communications: Any
Domestic: Cook and Fishing only
Electrical: None
Espionage: Detect Concealment, Escape Artist, Pick Locks, and Sniper only (+15%)
Mechanical: None
Medical: Holistic Medicine and Paramedic (counts as 2 skill selections) only (+10%)
Military: Any (+20%)
Physical: Any (+20%)
Pilot: None to start (may be added later)
Pilot Related: Any
Rogue: None
Science: Any except Archaeology, Chemistry, Chemistry: Analytical, and Mathematics:
Advanced
Technical: Literacy and both Lore’s only
WP: Any
Wilderness: Any (+15%)
Secondary Skills: Pick 3 from the above list, without the bonuses.

Standard Equipment: * described below


Predator Hunting Armor*, Predator Battle armor*, Plasma Caster*, Collapsible Spear*,
Boomerang Disc*, Hunting Mask*, Net Gun*, 1D4 pouches, 1D6 skulls/bones from humanoid
creatures - typically worn as a necklace, RMK, IRMSS, First-Aid Kit (part of Hunting Armor),
may have 2 E-Pistols/Rifles and 1 ancient weapon of choice, but if so, the forego the Hunting
Armor and First Aid Kit

Starts off with no vehicle.

Money: None - do not need or want any

Cybernetics: None, and will not willingly get any, even to save their own life. They prefer to be
crippled - battle scars show honor. If they cannot fight, they die.

NOTE: All Predators (except Rogues) must follow the Code of Honor (described below). To
seriously break the Code is to become a Rogue.

PREDATOR: HUMAN O.C.C.

Sometimes, if a humanoid proves worthy, a single Predator or a group of them


will take the person under their wing, teaching them the ways of the Hunt. The change in these
people is remarkable; however, they are still only human. They often DO feel regret for those
they kill, and are never treated as full members of Predator society, though one or two Predators
will often form a close bond with the individual. They are all formidable opponents, and have
earned the right to Hunt.

Alignment: Scrupulous, Any Selfish, or Aberrant. Most are Scrupulous or Unprincipled.

Bonuses: +3 ME, +6 PS, + 1D6 PP, + 4 PE, + 1D4 Spd, + 10 HP, + 6D6 S.D.C. (Considered to
be a Man of Arms)

Requirements (after ALL bonuses): IQ:7, PS: 14, PE: 14

I.S.P.: None
Permanent Base P.P.E.: 4D6
NOTE: Their weight is slightly above normal. Add 1D6 x 10 lbs to a normal human weight.

Bonuses:
+1 attack
+2 Roll with Punch
+1 Parry/Dodge
+3 initiative
Quick Healing: Heals 1D6 HP/S.D.C. per hour.

O.C.C. Skills:
Detect Ambush (+15%)
Tracking (+30%)
Wilderness Survival (+5%)
Hand-to-Hand: Assassin
Athletics
Boxing
Prowl (+25%)
WP - Pick 5
Hunting
Land Navigation

Other Skills: Pick 8 from the following list. Gains 1 at 4th, 7th, 10th, 13th, and 15th levels

Communications: Any (+5%)


Domestic: Any
Electrical: Basic only
Espionage: Any except Pick Pockets and Forgery (+10%)
Mechanical: None
Medical: Holistic Medicine, First Aid, and Paramedic (counts as 2 skill selections) only (+5%)
Military: Any (+10%)
Physical: Any (+15%)
Pilot: Any except Robots and Power Armor, Robot Combat Basic and Elite
Pilot Related: Any
Rogue: Any except Pick Pockets (+5%)
Science: Any except Archaeology and Chemistry: Analytical
Technical: Any (+10%)
WP: Any
Wilderness: Any (+10%)

Secondary Skills: Pick 6 from the above list without bonuses.

Standard Equipment: * described below Predator Hunting Armor*, Plasma Caster*, Collapsible
Spear*, Boomerang Disc*, Hunting Mask*, Net Gun*, 1D6 pouches, RMK, IRMSS, First Aid
Kit (part of Hunting Armor), E-Rifle and 2 clips, knife or short sword (non-vibro)

Starts off with no vehicle.

Money: 1D4 x 100 credits

Cybernetics: None; if they ever receive ANY, they will be rejected from
Predator society. If they ever hunt again, they are fair game for other Predators - they've gone
Rogue.
NOTE: Must follow Predator's Code of Honor (see below)

PREDATOR'S CODE OF HONOR (does not apply to Rogues, and to severely break is to
become a Rogue) -When fighting an honorable opponent, match the weapon as closely as
possible (no long-range weapons vs. melee weapons, nor vibro-blades vs. S.D.C. swords, etc.)
-Always take a trophy and keep it FOREVER! If it is lost or stolen, recovery is IMPERATIVE
TO KEEPING ONE'S HONOR!!
-Invisibility is not fair in Hand-to-Hand combat with an honorable opponent.
-In death, take your enemies with you.
-Never back down from an honorable challenge.
-Be submissive to greater warriors.
-Fight until death or victory.
-Equalize the odds by any means possible (this means that parties are not protected by the Code -
a Predator will pick them off, one by one, until one remains)
-An honorable opponent is defined as one who obeys the Code, more or less. In addition, MOST
Predators will not kill opponents (honorable or not) who are helpless or too easy a target (will
not kill an unconscious victim, nor an honorable opponent who is merely standing in the open,
unawares).

NOTE: There are NO rules when it comes to actual COMBAT. They fight to win, and will not
hesitate to use dirty tricks or unsportsmanlike attacks (i.e. - kneecap or groin)

PREDATOR HUNTING ARMOR


45 M.D.C., AR: 12
Wire mesh covers body, armor plates on both shoulders, forearms, shins, thighs, as well as the
groin area (5 M.D.C. apiece). However, the mesh emits a field which dissipates energy attacks.
This provides an AR of 17 and 80 M.D.C. against Plasma, Ion, and Laser weapons, as well as
vibro blades (which do inflict S.D.C. damage, if they roll between 12 and 17). The mesh's
M.D.C. regenerates at a rate of 1D4 M.D.C. per minute, recharging via a standard 20-year
nuclear battery. The mesh itself is an S.D.C. structure, and can take 30 S.D.C. before tearing and
reducing the amount of M.D.C. output by half and dropping the AR to 15. If it takes 80 S.D.C.,
it is basically destroyed.
However, it is EXTREMELY hard to hit - called shots are -8 to strike. There is a chance that an
attack accidentally hits it, as well - any roll of 24 or higher (obviously modified), or any natural
twenty does damage to the S.D.C. of the mesh. NOTE: The mesh does not protect the Predator
from S.D.C. damage - all damage done to it is taken by the Predator as well. It DOES prevent
M.D.C. damage.

The forearm portions of the armor (5 M.D.C. ea.) contain various interesting implements. In the
right forearm are two claws. These can be extended and used as a weapon to deal 2d6 x 10
S.D.C. + PS bonus, or their vibro-component can be activated, making them mega-damage
weapons which deal 3D6 MD (total - the two blades attack together, and cannot be used one at a
time)
The left forearm contains the Predator's most deadly tool: The cloaking device. When
activated, it bends electromagnetic energy around the Predator, effectively rendering it invisible.
It can in fact be seen, as it has a shimmering outline - Detect Concealment has a -50% penalty if
it is not moving, and a -25% penalty if moving. If the character does not have Detect
Concealment, their base percentage to spot a MOVING Predator is equal to their IQ divided by
two. See the Invisible has NO EFFECT. In addition, Lasers do NO damage - the light is bent
around the Predator to reform on the other side, continuing on to hit whatever is behind it. Ion
and Particle beam weapons do 1/2 damage, but all attackers are -8 to strike. Invisible Predators
have Prowl values of 95%. Fortunately, there are limitations – it can only be active for 1 hour
before it must recharge - recharging takes a time equal to the amount of time it was active.
However, it is constantly recharging, so it can be used briefly for long periods of time (30
minutes an hour indefinitely).

Lastly, on the left forearm there is a keypad which is used to detonate the nuclear power pack, in
the event that the Predator is mortally wounded or captured with no hope of escape. The
explosion does 1D6 x 50 MD to everything within a 200' radius, 1/2 that to everything within
300', and 1/10 that to everything within 500' (NOTE: these are not cumulative - imagine 3
concentric circles. Inside the first does 1D6 x 50 MD, between the first and the second does 1/2
that, etc.).

NOTE: The cloaking device/detonator can be disabled by doing 4 MD to the left forearm. This
is a called shot and is -3 to strike in melee, and -3 for every 50', long-range.

The left shoulder contains a first aid kit which has tools that can be used to perform first aid on a
Predator (not all standard techniques that work on humans work on Predators, since their
physiology is different) NOTE: The human Predators will have human first aid kits.

PREDATOR BATTLEARMOR:
150 M.D.C., -20% Prowl, 25 lbs, AR: 19 (Does not include head protection)

Heavy Battle armor specifically tailored for each individual Predator. It is NEVER worn in the
Hunt. Even Rogues will not CONSIDER using it in the Hunt. It is used in an all-out attack,
typically in the company of many other Predators. Thus, it has no cloaking device, nor does it
have a nuclear detonator. In addition, Plasma Caster (see below) cannot be attached to the Battle
armor, since there is no nuclear power source for them to draw upon. Most often, E-Rifles are
the weapon of choice to accompany the Battle armor.

NOTE: It is VERY rare to see a Predator in this armor. I've seen it in ONE comic book that I've
read (Aliens vs. Predator: War #1). It is really only used in all-out war.

PLASMA CASTER:
This weapon is attached to the right shoulder and is hardwired to the Predator's sight. This, in
combination with the triangle-shaped laser-targeting system give the Predator a +3 to strike with
the Plasma Caster.
Damage: 2D6 MD
Range: 500'
Ammo: Unlimited (connected to power source in armor)
Rate of Fire: 3 per melee (15 seconds)
Falls under WP: E-Pistol

COLLAPSIBLE SPEAR:
A 3' long pole which telescopes to a 6' spear, pointed at both ends.
Damage (+ PS bonus):
Club (not telescoped): 3D6
Spear (held): 4D6
Spear (thrown): 6D6
Max Range: 150', - 1 to strike per 10' beyond 100'
Falls under WP: Blunt (Including handheld spear) and WP: Archery/Targeting

BOOMERANG DISC:
10" in diameter, this small, basically circular disc always returns to the thrower. It is somewhat
collapsible - it collapses in the middle, becoming ellipsoid with a minor radius of 5" (and a major
radius of 10") Damage: 5D6 (does NOT get PS bonus)
Max Range: 200'

HUNTING MASK:
10 M.D.C., adds 3 to AR of both previously mentioned armors. Provides following abilities:
-Has its own, self-contained air supply. Predators CAN breathe air, but it is difficult, halving the
amount of time they can exert themselves. The air system provides air for 8 hours, but
replenishes itself, when possible with components of the outside air.
NOTE: Predators breathe mostly methane, with a few other gasses mixed in. (Flammable? You
betcha.)
-Amplifies user's natural vision: adds 1000', provides passive Nightvision to human wearers.

NET GUN:
This is a small, handheld weapon which fires a titanium-alloy wire mesh to capture and hold
prone an opponent. When the mesh is fired and scores a successful hit, the target must roll
higher than the attack roll on a 1D20 to avoid being knocked down. If they attempted a dodge,
however, they do not get this roll - they are automatically pinned, either to the ground
approximately 20' away or to the nearest vertical structure that will support their weight. The
initial attack does 2D6 S.D.C. due to the tearing the mesh does against the body; in addition,
struggling against it, or the impact with the ground/wall will do damage (even in M.D.C. body
armor, as per the tables in the RIFTS Rulebook, page 12). Treat as a high speed crash at 50 mph
or a fall from 10 feet, depending upon whether they were propelled into a wall or into the
ground. In addition, struggling against the mesh does 1D4 S.D.C. per round (# of chances to
break free = # of attacks per melee). It takes a combined PS of 25 to break free (most characters
will need someone else's help). Predators use this to hold their prey immobile while they either
dispatch with others or advance upon the helpless victim. The net gun is not used with
tremendous frequency by Predators, but is one of the many weapons available to them. It falls
under WP: Revolver. Other useful info: Ammo: 1 net (takes 1 minute to reload)
Range: 200'
Damage: see above
The mesh has a total of 100 S.D.C., but only 20 S.D.C. must be dealt to it to cut a
hole in it big enough for a human to escape through.

These CCs were created by [email protected]. Please do not call them your own, as they are
not. Anyone found in violation of this policy will be taken behind the building and tickled until
they can no longer breathe. Predators and their likenesses are most likely (c), (tm), (r), (ugly),
and (property of) Paramount Pictures. Use them at your own risk, fully realizing that giant
tomatoes can fall out of the sky and crush your house at any moment, thanks to the Greenhouse
Effect.
=====================================================================

Psi-Pilot O.C.C.
The psi-pilot is a pilot which has had his latent psychic powers developed into an affinity for
vehicles. These are the greatest pilots in the three galaxies, being able to get the most out of any
vehicle they fly.

Attribute Requirements: P.P. and I.Q. of 12 or higher, also see attribute


bonuses.
O.C.C. Abilities and Bonuses:
1. Attribute Bonuses: Psi-Pilots have a +1d6 to P.P., +1d4 to M.E. & +3d6 to S.D.C. (or
+2d4 if M.D.C.).
2. Innate Telemechanics: A limited, but special, form of telemechanics is developed
allowing the pilot to partially control their vehicle using their minds. The psi-link requires no
I.S.P.. (Note: they have no other psi-powers). This amazing ability allows them to react more
quickly, and fully utilize a vehicle to its maximum potential. The power also allows them to
pilot vehicles for which they have not been trained, including alien vehicles. Vehicles for which
the psi-pilot has not been trained is at 60% of the normal base + I.Q. bonus if any. (e.g. Psi-pilot
finds a helicopter, but he is not trained.
After linking into the vehicle (one melee action) the pilot can now fly with a skill of 21% plus
his I.Q. bonus, if any. (60% of 35%)). If the psi-pilot is trained in the type of vehicle, but it is an
alien vehicle, the pilot may use it at no penalty after one melee (-10% until then).
3. Bonuses for Psi-link: When linked to a vehicle, the Psi-pilot gains the following bonuses- +4
to initiative, +2 attacks, +3 to strike, and +3 to dodge. All bonuses are in addition to training
bonuses.
O.C.C. Skills:
Language: Native language (98%)
Language: Select one additional (+30%)
Literacy: Native language (98%)
Radio: Basic (+10%)
Basic Math (+10%)
Pilot: Space Fighter (+30%)
Pilot: One air/space vehicle (+30%)
Pilot: Any two (+20%)
Fighter Combat Elite [one type]
Fighter Combat Basic
EVA (+10%)
Weapon Systems (+15%)
Read Sensory Equipment (+15%)
Computer Operation (+5%)
W.P.: Any two
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts (or assassin) at the cost of one "other"
skill.
O.C.C. Related Skills: Select 7 other skills. Plus select two additional skills at levels four, and
seven, and one at levels nine, twelve and fifteen.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic only (+5%)
Espionage: Wilderness survival only.
Mechanical: Automotive and basic only.
Medical: First aid only.
Military: Demolitions only.
Physical: Any, excluding acrobatics.
Pilot: Any (+15%)
Pilot Related: Any (+10%)
Rogue: Streetwise only.
Science: Any (+5% on math)
Technical: Any (+5%)
W.P.: Any
Wilderness: Land navigation and hunting only.
Secondary Skills: The character can select four secondary skills from the previous list. These
are additional areas of knowledge that do not get the advantage of the bonus listed in
parentheses.
Standard Equipment: Space capable M.D.C. body armor suit, two energy weapons and an
S.D.C. weapon. Also has ammunition/E-clips for all weapons, knife, hand-help communicator,
as well as personal items.
Will always have access to some sort of fighter or ship (either owns one or is in military).
Money: 4d6x1000 for an independent or 1d6x100 for military pilot.
Cybernetics and Bionics: None to start with. Will avoid them because they interfere with the
link. More than two cybernetic implants or any bionics totally destroys the psi-link power.

<P>By: Jason Bridgman [email protected]


=====================================================================

RISING KNIGHT O.O.C


A Rising Knight is someone who was offered to become a Cosmo-Knight but decided to take a
slow path there. At about 10th level or so they become true full Cosmo-knights...increase
everything as needed. Also...fallen knights can become Cosmo-Knights again (if they
recognized their wrong doing and are trying to fix it/be forgiven). At level 10 or so (if the player
announced when the char was created that he/she wants to become a knight again) then they can
become Rising Knights...and 10 levels after becoming a Rising Knight they become Cosmo-
Knights again.
Fallen knights that have become Cosmo-Knights again are not looked down upon...just the
opposite. They are considered strong people who saw their errors, fixed them and started and
completed a long, hard journey to fight for the force of good once more. *GM Note: Reborn
Cosmo-Knights will never betray their Code or fall...ever again. So if a Reborn Knight wants to
do something that will cause it to fall...don't let it. You're the conscious of the character, unless
you have good players.* Fallen Knights that are in the process of Rising will be cheered on by
their fellow Rising and Cosmo-Knights.

Alignment: Same as Cosmo-Knight


Attributes: Same as Cosmo-Knight

Size: Varies with race


M.D.C.: 2D6x10+30, plus add 2D6 M.D.C. per level of experience.
Their Cosmic Armor adds an additional 250 M.D.C.. -Half that of a Full Cosmo-Knight
HF: Same as Cosmo-Knight
P.P.E.: 5D4x10 +100, plus 5D4 per level of experience
Average Life Span: Same as Cosmo-Knight

POWERS OF THE COSMO-KNIGHT:


Weakness: Same as the Cosmo-Knight
1. Resistance to Energy: Same as Cosmo-Knight but dramatically reduced. Fire, plasma, etc...
does 1/20 damage and all other energy blast do 1/2 damage.

2. Superluminal Flight: Same as Cosmo-Knight

3. Cosmic Blasts: Reduced version of Cosmo-Knight power.


-DAMAGE: In an atmosphere, these beams inflict 1D6x10 M.D.C. at level 1 and an
additional 1D6x10 at levels 4, 8 and 12. Same in space, cannot be increased like a normal
Cosmo-Knight.
-RANGE: 2000 feet, plus 200 feet per level of experience in an atmosphere. 2.5 Miles (4
Km) in space, cannot be increased.
-BONUSES: +3 to strike, in addition to normal hand to hand combat bonuses.

4. Galactic Awareness: Same as Cosmo-Knight


5. Bio-Regeneration: 1D4x10 M.D.C. per minute
6. Cosmic Armor: Same as Cosmo-Knight except with less M.D.C.. Only provides 250 M.D.C..
7. Cosmic Weapon: Same as Cosmo-Knight, but cannot have any extra powers added to it.
8. M.D.C. Conversion: Same as Cosmo-Knight
9. Bonuses: Same as Cosmo-Knight

O.C.C. Skills, Other Skills, Secondary Skills, Damage, Combat, etc...are the same as a Standard
Cosmo-Knight.
Rising Knights use the Cosmo-Knight XP table.
[email protected]
=====================================================================

Robot Master O.C.C.


Author: Killah ([email protected])
Alignment: <Players Pick> Usually Good
O.C.C./R.C.C.: O.C.C.
Level: Use Glitter boy
S.D.C.: 5d10
M.D.C: 0(Without Armor)
P.P.E.: 0
I.S.P..: 0
Attributes
-----------
IQ: 5d6 + 2
ME: 6d4
MA: 6d4
PS: 6d6 +5 (REALLY STRONG!)
PP: 6d4
PE: 5d6 +2
PB: 5d6 +2 (Almost always handsome)
Spd: 5d6 +2
Weight: <Player pix>
Height: <5-7 feet tall>
Age: <18 - 25>

Hand to Hand: Martial Arts


Weapon Proficiencies: Energy Rifle, Energy Pistol + 5 more
Bonuses: +2 to attack when in Power Armor of some type

Cybernetics/Bionics: Pick 3

Psionics: <NONE>
Magic Knowledge: <NONE>
O.C.C./R.C.C. Powers/Abilities:
<Refer to Head-Hunter>
O.C.C. Skills:
Electronics (+10%)
Robot Combat : elite
Martial Arts
Robot Mechanics (+10%)
<Refer to Head-Hunter for rest>
O.C.C. Related Skills:<Refer to Head-Hunter>
Secondary Skills: <Refer to head-hunter>
Description: A handsome strong young character, most likely grew up around robots. Spent most
of his/her life training as a robot pilot. They know the robot inside and out, they can fly it, fix it
and even redesign it to their likings. As well as training in robots these breed of fighters also
trained in the gym. A Robot master is basically a cross of a Head-Hunter, A Glitter boy and
someone you don't want to fight in a bar. If Robot master is a Female most ALL men will
"RISE" to her occasion. If Robot master is male most all female will be madly in LOVE with
him.

Robot Training Camp: Most all Robot masters were sent to a special training camp by their
parents when they were in the ages of 12-15. At the camp their were taught Nature survival ,
Robot Mechanics and Of course Advanced Robot piloting.

<Please REFER to the HEAD-Hunter Section in your Rifts book for any additional information
(i.e. Gear).>

Killah ([email protected])
=====================================================================

Rune Caster O.C.C.


Attribute Requirements: Minimum P.E. of 10. Note: Only S.D.C. races may become rune
casters. Also, races with scales or natural armor cannot be rune casters as the runes must be
inscribed on the skin. (As an interesting note on humans and other races which normally have
body hair is that they lose all body hair on their arms, legs, and torso.
Wolfen have a particular dislike for this a property, and hence only a handful have become
rune casters.) Only humanoids are allowed (because body runes only work on humanoids). True
Atlanteans and any beings with magic tattoos may not become rune casters because the tattoos
interfere with body runes.
Typical Alignments: Scrupulous and unprincipled are most common, although any alignment is
available. Evil rune casters are extremely rare.
O.C.C. Abilities and Bonuses:
1. Mega-damage transformation! By inscribing the body with runes, the caster becomes a
mega-damage being. Base M.D.C. is 3d6x10, plus 2d6 M.D.C. per level of experience. Note
some runes and rune spells may add to the M.D.C. of the caster.
2. Attribute Bonuses: +2 to P.S. and P.E. +1 to M.E. Also the rune caster gets any normal
bonuses do to race and skills.
2. Combat Bonuses: +1 to initiative, +2 to parry and dodge, +3 to parry with rune weapons
(including long range attacks, which means only a -1 penalty -- +5 total parry bonus). All
bonuses are in addition to attribute and skill bonuses.
3. Resistance Bonuses: +3 to save vs. magic and psionic attacks. Immune to poisons an
toxins (a side effect of the runes).
4. Rune covered bodies. All rune casters have almost their entire bodies covered with
runes. Only the head, palms of the hands, and bottoms of the feet are free of runes. The runes
go as high as the base of the neck in the front and the hair line in the back of the head, as well as
on the fingers until the first knuckle, but not on the toes. The runes have assorted functions
ranging from protection to attack to healing. All rune casters have the following body runes:
heart rune, basic protection rune, healing rune, and the warning rune. Also select three more
body runes at first level.
Also see below: Note some of the more powerful runes DO require being drawn on the face
(greater healing) and many rune casters have meaningless symbols drawn on their faces for
decoration.
5. Rune Magic. The rune caster is a master of rune magic, and as such has the following
abilities: Recognize real runes and rune weapons 80%+2%/level, identify runes, wards, and
symbols 60%+3%/level. Cast rune spells. Knows a total of 10 rune spells, two augmentations,
and they have seven slots for more spells/abilities or body runes. (A rune caster may learn two
spells per ability slot.) Add one new rune spell/ability or body rune at each level after first.
Also, all rune casters can create rune weapons, but the time, materials and P.P.E. required makes
the skill of little practical use. Base P.P.E. is 2d4x10 + 20 + P.E. attribute + 15 per level of
experience. (First level ranges from 55-115 in addition to the characters P.E.) Rune casters can
gain additional P.P.E. from the same sources as other practitioners of magic.
O.C.C. Skills:
Three Languages of choice (+20%)
Literacy in the same three languages (+15%)
Basic Math (+30%)
Lore: All (+5%)
Wilderness Survival (+10%)
Two ancient W.P. of choice
One modern W.P. of choice
Hand to Hand: Basic
Hand to Hand: basic can be changed to Expert at the cost of one "other" skill or martial arts
(or assassin) for the cost of two "other" skills.
O.C.C. Related Skills: Select 8 other skills. Plus select two additional skills at level three and
one at levels six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any.
Electrical: None.
Espionage: Escape and Intelligence only.
Mechanical: Basic only.
Medical: First aid (+10%).
Military: None.
Physical: Any except gymnastics and acrobatics.
Pilot: Any except robot or power armor (+5%).
Pilot Related: Any (+5%).
Rogue: Any.
Science: Any (+5%).
Technical: Any (+5%).
W.P.: Any.
Wilderness: Any (+10%).
Secondary Skills: The character also gets to select five secondary skills. These are additional
areas of knowledge that do not get the advantage of the bonus listed in parentheses. All
secondary skills start at the base skill level. Also, skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Tend to avoid technology. Will have one greater and one lesser rune
weapon (created while an apprentice, the greater weapon is the test to become a full rune caster)!
Will also have a suit of mega-damage armor (often enchanted by runes), a modern or techno-
wizard weapon appropriate for their weapon proficiency, and usually some minor rune enhanced
objects depending on their rune skills.
Will usually dress in clothes designed to hide their runes (only some require touch)
including deep robes, capes, and gloves.
Money: Will usually accumulate a small fortune by selling minor rune objects, in addition to the
fortune in items they keep. Will usually have 1d6 x 10,000 credits and 1d4 x 5,000 in gems and
precious metals. May or may not carry them on their person.
Cybernetics and Bionics: Most would not consider these even for medical reasons. Any implants
reduce magic the same as other practitioners.

NOTE: Uses the same experience as the Temporal Wizard.

by Jason Bridgman

=====================================================================

RUNE WEAPON R.C.C.


by DaBeechMan

Actually, this is a lot like a Bot. The character literally is transformed into a rune weapon! This
R.C.C. is way powerful, with serious limitations. For one thing, the character must be Level
15 to make the transformation.

Requirements: ME: 20

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/S.D.C.: None! 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.
P.P.E.: 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. I.S.P. 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 possessed 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.

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. The weapon only gets experience
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
EXPERIENCE 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 EXPERIENCE. Increase the chance of being rescued by 2% every time
someone walks by. If the weapon 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

O.C.C./R.C.C.: Any O.C.C. or R.C.C. may be a rune weapon, so long as it was 15th level in that
O.C.C. or R.C.C. when it was transformed.

Gear: None

Cybernetics/Bionics: 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 EXPERIENCE 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).

=====================================================================

Shocker R.C.C.
You've all seen the Buster, and his psionic control of fire and heat. You may have seen my
Icer R.C.C., with his psionic control of ice, snow, and cold. As you may have guessed, here is the
Shocker. This R.C.C. has psionic control of electricity.

Attribute Requirements: IQ 6, ME 11, PP 7, SPD 7

P.P.E.: 3D6

Psionics
Chose 2 powers from each category but Super, and get the following special powers:

Impervious to Electricity: Even MD damage bolts (Particle Weapons) do NO damage. Ion


weapons do only 1/2. Laser weapons do3/4 damage.

Shield from Electricity: A shield can be erected that blocks electricity. It has the same effect as
the above power on MD weapons. RNG: 20 feet +3 feet per level of experience. I.S.P.: 5
Duration: 3 minutes +1 minute per level of the Shocker

Lightning Storm: The ability to create a freak lightning storm. This makes the weather turn nasty
and a storm to appear. It's just a normal lightning storm, but they're still lethal. RNG: 50 feet or 2
miles I.S.P.: 3 or 20, Duration: 3 minutes or 30 minutes.

Electric Blast: The ability to shoot a bolt of lightning at an opponent. RNG: 200 feet for S.D.C.,
700 Feet for MD, DMG: 3d6 S.D.C., 5d6 S.D.C., 1d4 MD, 2d6 MD, 4d6 MD, 1d6x10 MD,
I.S.P.: 3, 5, 6, 9, 13, 25.

I.S.P.: 3d4x10 I.S.P. (+7 per level of experience)

Regains 3 I.S.P. per hour of activity, regains 10 I.S.P. per hour of rest/meditation.

Bonuses:
+1 vs. psionics and magic
+2 to Dodge
+1d6x5 to SPD
+1d4 to PP
+1d6 to S.D.C.

R.C.C. Skills
Language: Chose 1 at 85%
Radio: Basic (+20%)
Basic Electronics (+40%)
General Athletics
HAND TO HAND: Basic (Can be switched to Expert for 4 Other Skills.)
1 WP of choice

R.C.C. Related Skills: Chose 4 OTHER skills. Chose 2 more at levels 3, 5, 8, 11, and 14.
Communications: Any (+5%)
Domestic: Any
Electrical: Any (+20%)
Wilderness Survival (+10%)
Mechanical: Automotive, Mechanical Engineer (The latter Counts as
3 skills, not available as a secondary skill.)
Medical: First Aid or Paramedic (+5%)(Paramedic counts 2 skill
selections)
Military: Any (+5%)
Physical: Any but Acrobatics, Boxing, and Wrestling
Pilot: Any
Pilot Related: Any
Rogue Skills: Any
Science: Chemistry and Basic and Advanced Mathematics (+5%)
Technical: Any (+10%)
WP: Any
Land Navigation (+5%)

Secondary Skills: Chose 3 skills from the list above without bonuses.

Standard Gear: Light MD body armor of choice, MD laser pistol or vibro-dagger. Clothes, boots,
sunglasses or tinted goggles, canteen, backpack.

Credits: Starts with 1d4x50 Credits.

Cybernetics: Will never get cybernetic nor bionic augmentation. May consider cybernetics to
replace lost body parts or for other medical reasons.

=====================================================================

Silver Ball R.C.C.


The Silver Ball is a race of highly intelligent sphere-shaped bipeds that are powerful
psionics. They have no home world and are Megaverse explorers. They seem to have no real
love, they just like to wander and explore. Use the dragon experience table, but add 500 to reach
level 2, 1000 to reach level 5, and 3000 to reach level 10.
Silver balls have no sex, cannot reproduce unless they are at least 3000 years old, and have
no features except a silver ball shaped body with a slant on the front for an eye, and two thin
arms and two thin legs with bird like feet.

Alignment: Any, but few are evil and most (about 70%) are Unprincipled.

Attributes: IQ 5D6+3, ME 4D6+4, MA 3D6, PS 2D6, PP 2D6+2, PE 3d4, PB 4D6, Spd 1d6x10.

M.D.C.: 1d6x25 +5 per level of experience

AWE: 7

Magic: When rolling up your Silver Ball, roll 1d10. On a 1-3 the character has no magic and
only 2d4 P.P.E.. Add 10 M.D.C. and 1 to PS and SPD. On a 4-8, the character can chose 3 first
level spells, with an additional spell at levels 3, 7, and 10. The levels you can chose from are: at
level 3, spell levels 1 and 2, at level 7, spell levels 1-4, at level 10, spell levels 1-6. The character
has 1d4x10 +10 P.P.E. to begin with and gains 3 P.P.E. per level of experience. On a 9 or 0 (10),
the character can chose 5 spells from levels 1-3. At level 3 and 5, chose 2 spells from levels 1-5.
At level 7, chose 1 spell from levels 1-8. At level 12, chose 3 spells from level 1-11. Base P.P.E.
is 2d6x10 +5 per level of experience. -1 PS and -5 M.D.C..

Psionics: When creating your silver ball, roll 1d12. On a 1, the silver ball may only chose 1
psionic from the sensitive category and only has 1d4 I.S.P., +1 per level of experience. Add 1 to
PS and 5 to M.D.C.. On a 2-4, the character may chose 2 psionics from all categories but super.
The character has 2d6+ME I.S.P. to begin with, and gains 2 per level of experience. On a 5-10,
The character may chose 3 psionics from all categories but super. Plus the character gets PSI-
SWORD at level 5. Base I.S.P. is 1d4x10+ME. Add 3 per level of experience. Note that on both
the above two, that's 2 and 3 from each category as in you chose 2 from Sensitive., 2 from
Physical., and 2 from healer. NOT You only get 2 from all three. Thus, a 2-4 really has 6
psionics, and a 5-10 has 9 (10 with psi-sword). On a 11 or 12, the character may chose 4 psionics
from each category but Super {In the same way as described above, so a total of 12}. The
character also gets 2 super psionics at level 1. Base I.S.P. is 2d4x10+ME, add 5 I.S.P. per level
of experience. At level 3, 7, 9, and 12, chose 1 psionic from any category but super (This means
1 from each, for 3). At levels 2, 6, and 13, chose 1 psionic from super ONLY.

Saves vs. Psionics as minor if you rolled a 1-4, as a major on a 5-10, as a master 11 or 12.

Other Powers:
Immune to gases and poisons (Except MD corrosive)
Regenerates 1d6 M.D.C. every 3 minutes.
Cannot be turned into vampire.
If a vampire bites a Silver Ball, the same thing happens as with
an Ironoid, they permanently lose 3D6 HP.
Average Life Span: 500 years

Habitat: None. Does not need anything, and could care less what its environment is. Can be in
temperatures as low as -130 degrees to as high as 500 degrees without discomfort.

Friends: Dragons and Titans seem to like Silver Balls

Enemies: Metztla hate Silver Balls for reasons unknown (there is no reason, really)

Size: The main body (Ball) is about a foot in diameter. Height is from 3 to 7 feet.

Weight: From 230 to 700 lbs.

R.C.C. Skills
Math: Basic at 98%
1 science skill of choice at +30%
2 Languages at 96%
1 Literacy at 92%
HAND TO HAND: Basic

R.C.C. Related Skills: Chose 7 at level one, 2 more at levels 3, 6, and 12.
Communications: Any (+10%)
Domestic: Any
Electronics: Any (+5%)
Detect Ambush (Only available to ones with the least psionic power)
Detect Concealment
Forgery (+5%)
Intelligence (+5%)
Mechanical: ANY (+5%)
Medical: First Aid only (+10%)
Military: Any
Climbing
Pilot: Any but Robots or Power Armor (+10%)
Pilot Related: Any (+5%)
Rogue Skills: Any (+5%)
Science: Any (+10%)
Technical: Any (+10%)
WP: Any
Land Navigation (+5%)

Secondary Skills: Chose 3 from the above list at level one with no bonuses.

Gear: None: can't wear armor, and has no use for anything. Isn't strong enough to use many
weapons, but may use some pistols. Likes Swords and Spears.

Money: None.
Cybernetics: It is not possible to design them for their strange biology.
=====================================================================

Smurf Faerie R.C.C. (Schtroumpf in Euro) by Jason Stephenson


([email protected])

Everyone knows the Smurfs, those lovable little blue-skinned faeries of pre- Rifts legend. They
cannot fly and live in deep forests far from larger folk. They can communicate with all
woodland creatures and all wild animals will obey their commands. They usually go around
naked or wear clothing of spun spider silk.

Alignment: Tend toward selfish.


Attributes: IQ 3D6, ME 2D6, MA 2D6, PS 1D6, PP 3D6, PE 2D6, PB 4D6+6 (minimum of 16),
Spd 3D6 (remember, they can't fly).
Natural Abilities: Nightvision 90 ft., see the invisible, keen normal vision, sense the location of
water 60%, sense ley lines 80%.
Magic Spells: Charm, love charm, grow plants, animate plants, sense evil, summon & control
animals, tongues, and the faeries dance.
Combat: 3 hand to hand or 3 with magic.
Additional Bonuses: +1 to save vs. magic.
R.C.C.: creature of magic and nature/woodland faerie
R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional
languages at the base skill +10% bonus, identify plants & fruits 80%, land navigation 82%,
wilderness survival 90%, preserve food 90%, track animals 60%, faerie lore 90%, sing 60%,
dance 74%, pick pockets 50%, prowl 80%, climb 80/70%, and one ancient weapon proficiency
of choice. Skills do not increase!
Size: 6 inches (152 mm) tall
Weight: 6 ounces (250 grams)
Notes: Never wear armor and don't trust most big folk. Use typical faerie weapons.

Smurfberries: Turns the victim blue and causes them to become obnoxiously cheerful and
friendly to the point of losing all aggressive qualities. The victim will be unable to engage in
combat except in self-defense and then will lose all bonuses to strike, parry and dodge due to
joviality and a sudden lack of concern for their personal safety. In addition, the character will
begin to "talk Smurf" (that is, saying everything is Smurfy and appending Smurf to every other
noun). The effects of Smurfberries last 2D6+2 hours, unless a remove curse spell is used
first.
=====================================================================

Spiker R.C.C.
Picture a human with spikes all over his body. Now make him about 7 feet tall. Now color
him (or her, they have no sex) silver. You have the SPIKER R.C.C.. A genetically engineered
Bio-Warrior designed as a Gargoyle killer. You'd think the NGR would like these things, but
they kill them just like any other creature. Currently 157 reside on Earth. 58 are in a community
in the Rocky Mountains, 69 are in a community in Poland, and the rest are lone or paired
wanderers.

Alignment: Any, but mostly (83%) good.

Attributes: IQ: 3d4, ME: 3d6, MA: 2d6, PS: 5d6, PP: 4d6, PE: 4d6, PB: 2d6, SPD: 6d6.

On a roll of 17, add 1d6 (or a roll of 11 or 12 on the IQ)

M.D.C.: 1d4x1d6x15 (Pretty cool, eh.)

Horror Factor/Awe: Equal to PB + MA Divided by 2 rounding down

P.P.E.: 2d4x5

Natural Abilities: Has all the normal senses of a human (NOTE: The hands are NOT covered in
spikes, nor are the feet.) Including vision (although there are no apparent eyes, ears, etc.),
Hearing, Smell, etc. They do have 3 powers of note: 1. They can sense ALL movement within 30
feet, regardless of walls or barriers, 2. The effects of DU rounds are negated and U rounds DO
heal, just takes 3x normal time. Bullets need not be removed, 3. the spike's on the characters
body can all be launched. This causes 1d4x50 Damage to all within a 20 foot range, but does
1d4x20 damage to the SPIKER and the Spikes take 1d4x2 days to regrow. Until then,
permanently reduce 10 M.D.C.. All spike bonuses are canceled.

Combat: See HAND TO HAND but add +1 Parry.

Damage: Strength has no effect for the Spikers.

Punch: 2d6 MD, Spike Swipe (Forearm): 4d6 MD, Kick: 2d6 MD, Knee or Elbow with Spike:
1d6x10 MD (counts as 2 attacks), Power Punch or Jump Kick: 3d6 MD (also count as 2 attacks).

Bonuses: +3 vs. Magic, +2 vs. Insanity, +5 vs. Mind Control, +2 vs. Psionics, Immune to all
toxins. (Cannot and does not eat, breath, or sleep.)

Double all damage to Gargoyles (the whole family) and Vampires

Psionics: 1d4x10 I.S.P.. Chose 3 powers from any of the three major categories (this does not
include Super.)

Magic: Chose 1 spell from level 1 and 1 spell from level 2. This is the FULL effect of the
characters magic knowledge and they use it as more of a natural power then a Magic Spell.

Healing: The creature heals 2d4 MD every 5 minutes.

Size: from 6' 5" to 9' 8"


Weight: From 300 to 780 lbs.
Habitat: None, lives freely anywhere. Including vacuums and under water.
Average Lifespan: 600 years. Maximum is about 3000 years.

Reproduction: They cannot reproduce. There are currently about 2 million in the Megaverse
(although about 1,800,000 live on just one world (their home world).

Enemies: GARGOYLES AND THEIR KIN!!!!!!!

Friends: Get along (perhaps designed by) True Atlanteans, Undead Slayers, Psi-Stalkers (share a
close bond with these), and Dragons.

R.C.C. Skills
Chose 3 languages at +35%
Chose 1 Literacy at +15%
Detect Ambush (+20%)
Detect Concealment (+15%)
Tracking (+20%)
Athletics: General (ignore S.D.C. bonus)
Prowl (+10%)
Climbing (+5%)
Lore-Demons and Monsters (+15%)
Chose 3 ancient W.P.
Chose 1 Modern W.P.
Land Navigation (+15%)
HAND TO HAND: Basic (Cannot be changed, but is 1 level above character's level. A first level
character would have Level 2 HAND TO HAND: Basic.)

Other Skills: Chose 2 from the following list


Communications: Radio: Basic Only
Domestic: Any
Electrical: Electronics-Basic (+5%) Only
Espionage: Any (+10%)
Mechanical: Basic Mechanics Only
Medical: First Aid only
Military: Any (+5%)
Physical: None
Pilot: None
Pilot Related: None
Rogue Skills: Any
Science: Math Basic (+5%)
Technical: Any (+10% on Lore’s and Languages, +5% on Literacy)
W.P.: Any
Wilderness: Any (+5% when applicable)
Secondary Skills: Chose 1 skill without the bonuses listed above. Chose an additional one at
levels 2, 5, 7, 9, 11, 13, 14, and 15.

Exp. Levels: Same as Dragon

Gear: Chose 1 ancient weapon that is magical and has 10 M.D.C. and does it's normal S.D.C.
damage in MD.

Credits: 1d4x5

Cannot accept Bionics or Cybernetics, but I think you're all smart enough to figure this out by
now.
=====================================================================

Spirit R.C.C.
There was pain. There was horrible pain. Not from the death as much as from the life -- the
regret. But now... now you have a second chance... of sorts... If you can overcome your own
pain, you might just last long enough to see your enemies destroyed... your love requited... your
life remembered.
Spirits are the ghosts of men and women who died in extremely emotional situations which
left them with some earthly thing left undone. An incomplete Spirit cannot let go of the material
world -- it fears what the
afterlife might truly be like. And it yearns for completeness. Unity.
Spirits are further classified into three main groups by parapsychologists: wraiths, haunts,
and specters. Wraiths are commonly good beings that serve as protectors of some sort. Either
they protect a person the knew in life, or a treasure they kept hidden. Haunts seek remembrance.
They want to be known to someone for some specific reason -- an unrequited love or a
playwright who never finished his final masterpiece are examples.
Specters are by far the worst. Some may be good -- seeking to bring their killers to justice -- but
many are evil, tormenting a specific individual or group that scorned them in life. And all
specters are violent and hostile.
Spirits may have lived as any sort of being in any sort of occupation, but they start their
class advancement over after death. It's a new state of life they are entering and, even though
they may remember some old skills, all experiences are new to them.
(Note: new Spirit characters can be made from old, deceased NPCs or PCs; keep skills and
attributes as they were, but add R.C.C. bonuses, including the extra D6 to SPD and ME. All
other aspects change -- even magic is lost to the change.)

Alignments: Any
Attributes: The number of six-sided dice rolled is as designated:
IQ 3D6, ME 4D6, MA 2D6, PS 3D6, PP 3D6+1, PE 3D6+1, PB 3D6, SPD 4D6
Hit Points: ME +3D6, plus 1D8 per level.
Horror Factor: Equal to 20 minus PB with a minimum of 7.
P.P.E.: 1D4x10
Natural Abilities: Nightvision 60'. See into both the physical and astral planes simultaneously.
Detect magic, the supernatural, and psionics within 100'. Spirits are naturally invisible and
intangible (note that this means Spirits can pass through walls and other obstacles -- only
magical barriers and walls made of pure iron will stop them). However, this also means they
can't normally interact with the physical world. They must use their psionic powers to contact
the material world. All Spirits can become visible for a time, if they spend 5 I.S.P. -- the
duration is ten minutes per level, and the clarity of the image also depends on the level (a second
level Spirit appears as little more than a hazy cloud, while a tenth level Spirit is almost
indistinguishable from a living creature). No matter how high the Spirit's level, however, there
are two unsolvable problems: when someone films or takes a photograph of the Spirit, the image
always comes out blurred and ghostly, and Spirits cast no shadows. Note that exorcism spells
and effects will drive a Spirits from the area for the extent of the duration. Damage and Spirits:
Ordinary attacks do not damage Spirits in their natural form. Non-physical psionic and magical
attacks do harm them, as do rune weapons, holy weapons, and weapons forged from pure iron.
When they have taken a physical form (usually via possession), any damage done to the body
does half damage to the spirit. All damage that can harm the body, regardless of whether it is SD
or MD drains from the Spirit's Hit Points equally. Spirits heal Hit Points back at the rate of 1
every minute (4 melees). Spirits are also obviously immune to poisons, toxins, fire, disease, etc.
in their natural form. If a Spirit loses all of its Hit Points, it is discorporated (and ejected from
anybody it may be inhabiting).
It must then make a saving throw versus coma/death. If the roll is successful, the Spirit will
reform within 1D4 hours. If not, it is destroyed forever -- sent into eternal torment in an endless
limbo dimension.
Combat: One attack without any training, or those gained from Hand to Hand combat and/or
boxing. Psionic attacks equal the number of Hand to Hand attacks per round.
Bonuses: +1 to initiative, plus those gained from attributes and skill
bonuses.
Psionics: All Spirits are considered master psionics. Base I.S.P. is equal to ME +40; add 2D4
per level. Spirits can also draw off of the I.S.P. and P.P.E. of those around them. Living
creatures get a saving throw versus psionics to avoid having their energy drained. One point of
P.P.E. equals 4 points of I.S.P..
At first level, Spirits have the following abilities: see aura, mind block, empathy, see the
invisible, and mentally possess others (in which their soul takes total control, actually entering
the host body; duration is raised to 10 minutes per level). In addition, Spirit characters may
select one new power from the following list at each new even numbered level: healing touch,
increased healing, induce sleep, psychic diagnosis, psychic purification, psychic surgery, alter
aura, ectoplasm, levitation, resist fatigue*, resist hunger*, resist thirst*, summon inner strength*,
telekinesis, clairvoyance, object read, sense evil, sixth sense, and telepathy. Those powers
marked with asterisks function only on a possessed body. Spirits also gain one Super-Psionic at
third level (but cannot pick Bio-Regeneration: Super, Psi-Sword, or Psi-Shield).

R.C.C. Skills:
Speaks native language at 98%, plus one other at +10%. Hand to Hand combat is none -- Basic
cost 1 other skill selection, Expert costs 2, and Martial Arts or Assassin cost 3.

Select 7 Other Skills from the following list:


Communications: any
Domestic: any (+10%)
Electrical: any,
Espionage: any
Mechanical: any
Medical: any (+5%)
Military: any
Physical: any
Pilot: any (+5%)
Pilot Related: any
Rogue: any
Science: any,
Technical: any (+10%)
WPs: any
Wilderness: any.

Plus select 4 more Secondary Skills from that list (without the bonuses listed in parenthesis), and
select one more Secondary Skill at levels 3, 6, 9, and 12.

Equipment and Money: none.


Cybernetics and Bionics: Obviously, they can't acquire these themselves.
Spirits can possess borgs, but the victim gains a +2 to save if he is partial conversion, and +5 if
he is full conversion.

XP: Use the Burster table

Christopher Watkins
=====================================================================

Statisti R.C.C.
Often called ÒStats, Ó because of their phenomenal ability with mathematics, these
beings look virtually identical to humans, despite being D-Bees from another dimension. They
are a race of beings who take honor quite seriously.

Alignment: Any, but most tend toward the honorable alignments of Principled Good,
Unprincipled Selfish, and Aberrant Evil.
Attributes: The number of dice rolled is as designated: I.Q. 3D6, M.E. 3D6+10, M.A. 2D6+2,
P.S. 3D6+4, P.P. 3D6+2, P.E. 3D6+8, P.B. 3D6, Spd 2D6
M.D.C.: 3D4*10+40 on RIFTS Earth, plus 1D6 M.D.C. per level of experience.
Horror Factor: None
P.P.E.: 4D6
Natural Abilities: Exceptional mathematics (see skills), high physical and mental endurance,
superior sense of hearing equal to cybernetic amplified hearing (see skills), and superior tactile
sense (see skills).
Bonuses: +3 to initiative, +1 to parry, +2 to dodge, and +2 to save vs Horror Factor in addition to
those bonuses gained from attributes, O.C.C., and skills.

Magic: By O.C.C.

Psionics: None

O.C.C.: Any O.C.C. (except Glitter Boy), including equivalents to the CS Military. However,
while not opposed to bionics and cybernetics, the Statisti never go for more than partial
conversion. Note: reduce the number of Secondary skills by one-half to reflect the time spent
honing the character's natural abilities.

Skills of Note: Speaks and is literate in Statisti at 98%, speaks one additional language at 90%,
plus select one additional W.P.
Exceptional Mathematics: A natural ability to automatically understand and perform
advanced mathematics in one's mind with the accuracy and speed of a calculating machine. This
includes simple addition, subtraction, multiplication, division, fractions, percentages, algebra,
geometry, calculus, statistics, and so on. Base Skill: 80%+4% per each level of experience.
Remember Numbers: Part of the phenomenal mathematics skill is the ability to picture
and remember numbers instantly and permanently. This includes phone numbers, addresses,
combination lock sequences, and so on. The total recall ability is restricted exclusively to
numbers. Base Skill: 76%+4% per additional level of experience. A failed roll means the
number is forgotten.
Additional Bonuses: Mathematical: +10% Cryptography, +5% Pick Locks, +5%
Locksmith, +10% Chemistry, and +10% Chemistry: Analytical.
Estimate Distance of a Sound: 60%+5% per level of proficiency.
Estimate Speed of Sound's Approach or Departure: 50%+5% per level.
Recognize a Sound Through Intense Concentration: 40%+5% per level of experience.

Imitate a Voice: 35% + 5% per level of experience.

Additional Bonuses: Superior Sense of Touch: +10% to skills that require a delicate, light touch.
For example: Demolitions, Pick Pocket, Pick Lock, Palming, etc.

Average Life Span: 150 years.


Habitat: Can be found anywhere. Considered an alien or D-Bee on RIFTS Earth.
Enemies: Non per se. May associate with anyone.
Allies: Non per se. May associate with anyone.
Physical Appearance: These D-Bees are virtually identical to humans. While their skin color
tends to be more ashen in shade, the most obvious difference between Statisti and Humans is the
fact that the Statisti have an additional opposable thumb on each hand.
Size: 6ft (1.82m) plus 1D6 inches.
Weight: 150 to 300lbs (68 to 136kg).

Dustin M [email protected]
=====================================================================
SUMMONER O.C.C.
Attribute Requirements: IQ:12+, PE:12+, ME:12+

Experience Table: Same as Techno-wizard

P.P.E.: (3D6 X 10 + PE) + 10 per level

S.D.C.: 25(+)

BONUSES: +5 vs HF, +1 save vs ritual magic at level: 1, 5, 10 & 15


+1 save vs spell magic at level: 2, 6, 11 and 14
+1 Spell Strength at level: 3, 7, 9 and13

O.C.C. SKILLS:
Math: Basic(+10%)
Lore: Monster(+25%)
Lore: Faerie(+15%)
Language: Select 3(+15%)
Language:+ 1D6 more(+10%)
Wilderness Survival(+5%)
HAND TO HAND: Basic
Running
Ride: Creature(+10%)
WP: Knife

O.C.C. RELATED SKILLS: Select 6 at first level, then 2 at levels 3 & 6 and 1 at levels 9 &12

COMMUNICATIONS: Radio: Basic


DOMESTIC: Any(+5%)
ELECTRICAL: None
ESPIONAGE: Any(+5%), except Forgery & Disguise
MECHANICAL: None
MEDICAL: Holistic & First Aid only(+10%)
MILITARY: None
PHYSICAL: Any
PILOT: Any(+5%), except RV & PA
PILOT RELATED: Any(+5%)
ROGUE: Any(+5%)
SCIENCE: Basic and Advanced Math only(+5%
TECHNICAL: Any(+10%)
WP: Any
WILDERNESS: Any(+5%)

SECONDARY SKILLS: Select 6


MONEY:2D4 X 1000 in credits ; 2D6 X 1000 in Black Market Items

CYBERNETICS/BIONICS: NONE! ! ! !

EQUIPMENT: M.D.C. Armor, clothes, knapsack, back pack, 1D6 small sacks, 2 large sacks,
ritual equipment, pocket mirror, silver cross, 4 cloves of garlic, 2D4 wooden stacks and mallet,
salt, canteen, binoculars, tinted goggles, air filter/gas mask, lighter as well as other stuff

---WEAPONS: Ornate ritual dagger( worth:1D4 X 1000 credits), .45 w/ 2 silver bullet clips,
Energy Rifle w/ 1D4 clips, Energy Pistol w/ 1D4 clips, 1 other weapon of choice and 1D4 + 1
additional E-clips

---VEHICLE:A good riding animal of choice( tamed)

SPELLS: All summoning, Armor of Ithan, Familiar Link, Repel Animals, Expel Demons, See
Aura, Sense Magic, Sense Evil, Magic Net, Seal, Domination, Constrain Being, Control Entity,
Create Golem, Lightning Bolt and Fire Ball ---Plus select 1 additional spell every other level
---Level of spells to be is limited to level of chooser

*NOTE*: Change this as you wish, it is your game.


=====================================================================

SWAT TEAM O.C.C.


Requirements: ME 11, MA 9, PS 13, PE 14

O.C.C. Skills
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%

Skill Programs
Medical Program - Biology, Criminal Sciences/Forensics, (Chemistry, & Chemistry:
Analytical prerequisites not necessary) Paramedic, Pathology. +20% to all skills
Police Program - WP Auto Pistol, WP Shotgun, WP Automatic Rifle or Submachine Gun,
Hand-to-Hand: Expert, Radio: Basic, Pilot: Auto. (+20%)
Select 1 other skill program, excluding Espionage, Pilot: Advanced, or Stage Magic. +20%
to all skills.

Secondary Skills: 8, +2 at 3, 6, 9, 12, 15

OR
Math: Basic 98%
Literacy (Native Language) 98%
Native Language 98%
Biology (+20%)
Criminal Sciences/Forensics (Chemistry, & Chemistry: Analytical prerequisites not necessary)
Paramedic (+20%)
Pathology (+20%)
Radio: Basic (+20%)
Pilot: Auto (+20%)
WP Auto Pistol
WP Shotgun
Hand-to-Hand: Basic

Other Skills: 5
Communications: Any (+5%)
Domestic: Any
Espionage: Any (+10%)
Electrical: Basic Electronics
Mechanical: Basic, Auto Mechanics, Locksmith (+5% on Locksmith, Mechanical Engineer
prerequisite not needed)
Military: None
Medical: None (see skill programs)
Physical: Any
Pilot: Any ground, air, sea. No Power Armor, Robots, or spacecraft.
Pilot Related: Any
Science: Chemistry, Chemistry: Analytical, Math: Advanced, Psychology (+10%)
Technical: Any (+5%)
WP: Any

Secondary Skills: 8, +2 at 3, 6, 9, 12, 15

S.D.C.: 1ds4 x 10
XP: Use the Genius/Natural from Beyond the Supernatural
=====================================================================

Tattooed Weapon Master O.C.C.


author: Brad Skibinsky (based on an original idea from Kevin Siembieda/Palladium Books)

The tattooed weapons master is an elite class of tattooed warrior slave. This T-man is taught the
art of melee combat using hand-held weaponry. These slaves are popular in arenas and
sometimes as personal bodyguards or assassins.

This is a sub-class of the tattooed man O.C.C.. to create this character, use the stats for creating
a t-monster man, and apply the following modifications:

T-weapons master creates magic weapons at normal P.P.E. amount. replace all wilderness skills
with WP skills. Exotic WP skill selection : WP paired weapons, WP net, WP grappling hook, or
any other weapon proficiency found in any palladium book.
HAND TO HAND selection: any, including from other games (NO NINJAS & SUPERSPIES;
however, can choose the art of sword drawing from the martial arts powers if a martial artist or
gladiator HAND TO HAND) these skills are from the palladium book entitled adventures on the
high seas... I’m only including them for completion of this character’s description. Author:
Kevin Siembieda.

HAND TO HAND Gladiator (from adventures on high seas)


level 1 +3 parry (3 Attacks per melee to start)
2 +1 Attack Per Melee
3 +2 damage (counts as MD when supernatural strength engaged)
4 disarm opponent on natural 18-20
5 +2 strike
6 +1 Attack Per Melee
7 +2 parry +3 dodge
8 stun 17-20
9 kick 1d6
10 +1 Attack Per Melee
11 +2 parry/dodge
12 critical strike 18-20
13 +1 Attack Per Melee
14 +2 damage(see above)
15 critical strike from behind (3x damage)

WP net (see high seas, p 8)


1. snaring an opponent's weapon (disarm opponent on nat 18-20)
unless opponent parries successfully w/ NO BONUS.
2. snare opponent-opponent must dodge or is snared (the net, if
magic , is indestructible).
+1 strike @ level 1,4,6,9,12,15
+1 parry @ level 2,5,7,10,13
+1 throw @ level 3,6,8,11,14

change all 'animal' tattoos ot 'simple weapon' tattoos and vice versa change all 'monster' tattoos to
'magic weapon' tattoos and vice versa ** note that WP skills should reflect weapons tattoos given
to the slave.
insanity: see T-man insanity table.

XP: character advances as per t-monster man O.C.C


=====================================================================

Treant R.C.C.
These creatures are composed of living plant matter. They look like walking trees that have legs,
hands, arms, and a face. They are magical/elemental in nature and therefore are Mega Damage
creatures in Rifts earth.
Alignment: Any, but typically anarchist.
Attributes: IQ: 3D4+3, ME: 3D6, MA: 3D6, PS: 20+4D6, PP: 3D6, PE: 10+3D6, PB: 2D6,
Spd: 3D6. Note: PS and PE are considered Supernatural.
M.D.C.: 100 +PE +3D4 per level.
S.D.C.: For none M.D.C. worlds 200.
Hit Points: -NA-, for none M.D.C. worlds 40 +PE +2D6 per level
Height: To 20 ft tall. (minimum of 7 ft tall)
Weight: 300 lbs to 2 tones.
P.P.E.: 65 +PE +2D6 per level

Special Abilities: Nightvision 120', Supernatural physical strength and endurance. Impervious
to normal fire and cold, half damage from magic fire and cold. The ability to sense any water
within 100 ft, includes water underground. Impervious to normal gases and disease, but attacks
(both conventional and magic) that destroy plants does damage to these creatures. They don't eat
normal food but they must "root" (stick their toes into the ground to suck up water and nutrients)
for 8 hours per 24.

Magical Abilities: Natural Warlocks, get all the abilities of a warlock, including the extra skills,
and the ability to summon elementals. But not the OCC skills.

Skills: The following R.C.C. skills are known by all Treants.


All Wilderness Skills (+20%, +30% for Land Navigation)
Language: Dragonese (+15%)
Basic Math
Singing (+20%)
Dance (+20%)
WP Blunt
HAND TO HAND Basic
Wilderness Survival (+30%)

Select 4 skills from the following list:


Archeology Any ancient weapon proficiencies
Anthropology Detect Ambush (+10% in wilderness)
Astronomy Detect Concealment (+10% in wilderness)
Prowl (-5%, there big) Language: Any (+5%)
Botany (+10%)

Select 1 other skill at levels 5, 10, and 15.

Average Life Span: 1800 years


Experience: Use the dragon experience table.
Bonuses: +2 save VS magic, +5 save VS possession/mind control.
=====================================================================

Turtextron R.C.C.
A rare race of humanoids, the Turtextron get the first 2 parts of their name from their ways.
The “Tur” is for Turtle. They have heavy armor plating all over their body and it looks like that
of a turtle, and their head is shaped like a turtles. The “Tex” is for Tech. TurTextron's don't use
technology. There is no exception to this rule. The only Tech they may use is MD ancient
weapons (Vibro-Blades, etc.) and M.D.C. shields. NOT M.D.C. armor, unless it is primitive in
design. The reason is that, centuries ago, technology killed their race. Use the Techno Wizard
experience table.
Only a Turtextron can tell the sex of another Turtextron. They may mate only after they
have reached 500 years, and then sex is pretty much like a human and they mate for life. When
one partner dies, the other loses, permanently, 1d4x50 M.D.C. and reduce all 8 attributes by 1
point.

Alignment: Any good, selfish, or Aberrant. No Diabolic or Miscreant.

Attributes: IQ 4D6, ME 4D6, MA 3D6, PS 4D6, PP 1D6, PE 3D6, PB 2D6, Spd 1D6.
Attributes are supernatural

M.D.C.: 4d4x100 +25 per level of experience

Horror Factor: 7

Magic: All Turtextron possess a small amount of magic, although they cannot learn new spells.
Chose 2 first level spells and 1 second level spell. P.P.E. is 2d6 + PE. Add 2 P.P.E. at levels 5
and 9.

Psionics: All Turtextron possess a fair amount of psychic power (considered a Major Psionic).
Chose 4 spells from any category but super at level 1. Chose 1 super psionic at level 5. Chose 3
spells from any category but super at level 10. I.S.P.: 1d4x10+ME. Add 2 per level of
experience.

Average Lifespan: 2000 years

Habitat: Vegetarians. Have a turtle like beak which does 1d4 MD on a bite attack. They must eat
at least 20 lbs. of plants per week or starve and die within 36 yours. During this starved period,
divide EVERY skill and ability by 1/2 in all areas. They prefer swamps where there is plenty of
algae and moss and fern for them to eat.

Friends: None to speak of. Earth Elementals seem to like them though. Tend to have a mutual
friendship with Silver Balls and Ironoids.

Enemies: None to speak of. Gargoyles dislike them more than other races.

Size: From 7 to 12 feet tall


Weight: From 700 to 3000 lbs.
Bonuses
+1 to save vs. insanity
+3 to save vs. all poisons
Add 2 MD to all kicks and punches because of small nails.

Powers
Nightvision (100 feet), see the invisible, Regenerates 2d6x10 M.D.C. per 2 minutes until level
10. Ant levels 10 and above, they regenerate 3d6x10 per 6 melees (1 and 1/2 minutes). Cannot be
turned into a vampire. Can survive in extreme temperatures (needs no oxygen, and can survive in
temperatures as low as 20 degrees or as high as 400 degrees). Fire (including MD plasma and
magic) does only 1/2 damage.

Envelope: Twice a day, the Turtextron can form into a black ball about 3 feet in diameter. The
ball has 1d6x1000 M.D.C. and lasts for 5 minutes or until it is destroyed. If the time expires or it
is destroyed, the Turtextron appears unharmed and has totally regenerated and healed all
damage. Poisons are staled but not cured while in the Ball. At 12th level and above, the ball
becomes 3d4x1000 M.D.C. and lasts for 30 minutes.

R.C.C. Skills
Language: Speak 3 at 98%
Literacy: Chose 2 from the above at 85%
Play Musical Instrument (Chose One): 70%
Math: Basic: 90%
Horsemanship (+20%) (Most horses can't carry a Turtextron, but many other animals can.)
2 Sciences of choice (Excluding Archeology, Chemistry-Analytical, & Math-Advanced) (+30%)
1 WP Ancient of choice
Land Navigation (+20%)
HAND TO HAND: Basic

Other Skills: Choose 3 Other skills from the list below. +1 additional at levels 2, 4, 7, 9, & 13
Domestic: Any (+10%)
Detect Ambush (+10%)
Detect Concealment (+15%)
Tracking
Wilderness Survival (+30%)
Holistic Medicine (+15%)
Physical: Any but Gymnastics, Acrobatics, and SCUBA. (+5%)
Pilot: Only Boats-Sail Type is available
Rogue: Any but Computer and Pick Locks (+5%)
Technical: Any but the Computers and Photography (+10%)
WP: Any Ancient only
Wilderness: Any (+5%)

Secondary Skills: Chose 3 from the list above without the benefit of bonuses.

Gear: None
Credits: None
Cybernetics: Will NEVER get a cyber system. Would rather die.Will only get a bio-system if
absolutely necessary to save their OWN life.
=====================================================================

Vampire Hunter OCC


The Vampire Hunter is a character driven fanatically to the goal of destroying all vampires.
The character sees vampires as a creature from the depths of hell who pose the most serious
threat to humanity, humanity has ever seen. They may be right. Vampire Hunters focus on
physical and mental strengths to defeat their foes. The longer they live the more knowledgeable
they become about their enemy, yet as they grow older they often are not strong enough to carry
on their crusade.
The Vampire Hunter can be of any alignment. Just because the vampires that they seek to
destroy are evil by no means indicates that their Hunters must be Principled! Some characters
will attempt to overcome any boundary in-between them and their goal, even if it means hurting
or killing a human being.
A Vampire Hunter will work alone if need be, but they tend to like to work in groups. They
feel that there is more safety in numbers, and frankly they are confronting an evil that has much
more power than they, so having other people with them increases their chance of survival.
However most Vampire Hunters do not like to work among their peers. They dispute and
bicker over methods and targets, but this is a smoke screen to cover up their clashing ego's,
Reid’s Rangers are an exception... They are bound together by Reid’s leadership abilities. But
other hunters will often find or assemble a group of hearty adventurers to help them further their
cause. These characters are usually relatively naive about vampires, and the Hunter takes great
enjoyment on acting as a strange kind of mentor. A Vampire Hunter also often takes an
apprentice, a person he or she can teach to carry on the good fight, in case they fall in battle, or
for some other reason cannot continue their quest. The Hunter treats this apprentice as a loved
son or daughter
One of a Vampire Hunters greatest dangers is the distinct possibility that he or she may
someday become what they loathe. Some Vampire Hunters who become vampires themselves
commit suicide if they can, yet most become the most ruthless creatures of the night, as if their
fanaticism for the destruction of vampires has transformed to a lust for blood most vampires
cannot even comprehend.

Vampire Hunter Powers:


Some people say these powers don't exist, that they are just rumors created from the ranting’s of
Vampire Hunters... Others say that these powers are a special sort of psionics, and still others say
a deity granted the Vampire Hunter these strange powers. The real answer? Nobody knows not
even the Vampire Hunters themselves, but never the less they DO work.

1. Smell Undead: When a Vampire Hunter is within 1 mile of a vampire (or other undead) they
smell something in the air. It’s common to see a Vampire Hunter take a deep breath and say
something like "Yep there's vampires here"
2. Immune to ghoulish horror: Vampire Hunters face horror so often they have become numb to
it. They can be surprised but any HF from an undead creature affects a level 1 Hunter at one half
its normal value, and at level 5 not at all.

3. Faith: A Vampire Hunter's greatest weapon, the one that makes their strikes ring true, and their
flee in terror, can simply be called faith. 3 times a day Vampire Hunters can call upon their faith
to add a + 2 bonus to any roll against undead, or exorcise a demon, or be a minor help for many
other actions. However the player must declare its use before the action (not after the roll.)

4. Induce fear in undead: Undead who realize the Vampire Hunter for what he/she is have to
check against a HF of 12. Vampires will have unpredictable reactions to this. Some will flee in
terror, others will attack like a raccoon that's been backed into a corner. But the reaction will
always be extreme.

* Note a vampire cannot tell a Vampire Hunter like a Hunter can detect a vampire, once the
Hunter is approaching with a stake in one hand and a water gun in the other, bearing a silver
cross....

5. Weapon Making: Vampire Hunters know how to create vampire killing weapons, and they
commonly modify guns, crossbows, make water pistols. A Vampire Hunter will give these
weapons to other people in town, hoping they will protect themselves

Requirements: IQ:12 ME:14 PE:10

OCC SKILLS
Radio: Basic
Basic Electronics
Detect Ambush
Detect Concealment
Pick Locks
Tracking
Wilderness Survival
Hand to Hand Basic
Athletics (general)
Climbing
Prowl
Language
Lore (Vampires, Demons & Monsters)
W.P. Archery and targeting
W.P. Automatic Pistol
W.P. Special (self-designed weapons)
Carpentry
Hunting

OCC Related Skills


Select 5 other skills. Plus two at level three, two at level six, one at level nine, and one at level
twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Any except Robot Electronics
Espionage: Any
Mechanical: Weapons Engineer only
Medical: First Aid or Medical Doctor only
Military: None
Physical: Any except Body Building or Boxing
Hand to Hand (cost ex=2 , mar=3 assassin=4)
Pilot: Airplane, Auto, Boat, Horsemanship, Motorcycle and Truck
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any
W.P.: Any except Heavy Energy Weapons
Wilderness: Any

Secondary Skills: The PC may choose 4 Skills from those available above.

Starting equipment: 1d4 X 500 credits, A vehicle (usually large enough for 1 - 2 people to live
in) OR a small home. Numerous guns, crosses, stakes, water pistols, garlic, and 1 techno-wizard
made weapon.

Experience table the same as a Cyber Doc.


=====================================================================

Wildrunner R.C.C.
With the advent of psionic powers came into being the Wildrunners, beings whose
mental powers developed toward the control of beasts. In this regard, they are extremely
powerful individuals, capable of mentally dominating even the mighty dragons!
These are uncommon beings who generally dislike contact with civilization, spending
most of their existence in the wilderness. They are sometimes sought out by Coalition forces for
their ability to control supernatural creatures, and used to help eradicate their threat to
humankind. Wildrunners in the wilderness tend to be solitary beings, except for a gathering of
befriended animals who accompany them. As a Coalition soldier, a Wildrunner will generally be
assigned to work with a Search and Destroy team of Dog Boys, Psi-Stalker, and Duster.
Wildrunners are a valued asset of the Coalition in its campaign against supernatural creatures.

Wildrunner Powers
1. Psionic Empathy/Control of Creatures. Wildrunners have an affinity with animals of
all kinds. Domesticated animals will always take an immediate liking to a wildrunner and will do
their best to please him; +20% bonus to ride a horse and work with all domestic animals.
Wild animals will react to the wildrunner as if he was a fellow woodland creature,
allowing him to walk among them without fear. This allows the wildrunner to operate in the
wilderness without causing animals to react to his presence; birds do not fly away, animals do
not run, and therefore do not indicate a wildrunner's approach. Even watchdogs will not bark at
the presence of a wildrunner.
Wildrunners not only have an empathy with animals, they can psionically control
animals. This ability requires a saving throw to negate, otherwise the animal will be under the
wildrunner's mental domination. Controlling an animal (or supernatural beastie) costs 4 I.S.P..
for every 10 minutes of domination. Supernatural beasties are allowed a saving throw every 10
minutes, other animals are only allowed the initial save. Intelligent supernatural demons
(including vampires) may also be controlled at the cost of 8 I.S.P.. for every 10 minutes of
mental domination.
Note: this ability also applies to attempts to control dragons, although this is an
extremely risky proposition. Attempts to control dragons must be made when the wildrunner is
in actual, physical contact with a dragon, and the following conditions apply: saving throw is at
+4 (every 10 minutes!), I.S.P.. cost is 12 points per 10 minutes of control. Also note that when a
dragon comes out of mind control, he is very disturbed and willing to shred the wildrunner!
Special Note: because of his special rapport with animals, a wildrunner will try to never
unnecessarily kill any animal. He will hunt for food, however, and shows no compassion for
amoral supernatural beings.

2. Other Psi-Powers. Wildrunners also possess the following psionic abilities: Empathic
Transmission (super), Prescience Sense, Empathy, Nightvision, Bio-Regeneration, and Mind
Block. Wildrunners also have a +2 bonus to save versus mind control. They can also use items of
Techno-Wizardry, and especially enjoy TW weapon types.

3. Physical Bonuses. Enhanced senses make it difficult to surprise a wildrunner, giving


a bonus +2 to initiative rolls. +10 to S.D.C., +1d6 to P.E. and M.A., +1d4 to M.E.

Attribute Requirements: P.S. 10, P.P. 11, M.E. 16.

P.P.E.: 2d6.
I.S.P..: 2d4 x 10 + M.E. attribute number is the base I.S.P.., plus 10 I.S.P.. per level of
experience. Considered a master psionic.

O.C.C. Skills:
Detect Ambush (+15%)
Detect Concealment (+15%)
Acrobatics (+10%)
Climbing (+20%)
Prowl (+20%)
Wilderness Survival (+20%)
Identify Plants (+15%)
Tracking (+15%)
Land Navigation (+15%)
Horsemanship (+10%)
W.P. Sword
W.P. Knife
W.P. Energy Pistol
W.P. Bolt Action Rifle
Hand to Hand: Expert (can change to Martial Arts at cost of 1 "other" skill)

O.C.C. Related Skills: Select 8 other skills. Add 3 skills at level 3, 2 at level 6, 1 at level 9, & 1
at level 12.
Communications: Basic Radio only
Domestic: any (Fishing +5%)
Electrical: none
Espionage: any
Mechanical: none
Medical: Holistic Medicine or First Aid only (+5%)
Military: none
Physical: any (+5% where applicable)
Pilot: any
Pilot Related: any
Rogue: any (except Computer Hacking)
Science: Basic Math only
Technical: Art, Language, Literacy, and Lore only
Weapon Proficiencies: any
Wilderness: any (+5%)

Secondary Skills: The character also gets to select 6 secondary skills from the previous list.
These additional areas of knowledge do not get the bonuses listed in parentheses. Also, skills are
limited (any, only, none) as previously indicated in the list.

Standard Equipment: Wildrunners usually have equipment very similar to that possessed by the
Wilderness Scout, and should refer to that list.
Weapons usually carried include: energy pistol and a couple of spare E-clips, S.D.C.
knife, bolt action hunting rifle and S.D.C. ammunition. Vehicle generally will be some form of
riding animal, be it horse or some similar creature befriended by the wildrunner. However,
mechanical forms of transportation may also be used.
Coalition Wildrunners will have PSI "Dead Boy" body armor, a C-18 energy sidearm,
and a vibro-blade in addition to whatever equipment they possessed before coming to work for
the Coalition. Availability of other equipment depends, as usual, upon the relationship between
the Wildrunner and his superiors.

Money: 2d6 x 100 in credit, and 1d4 x 1,000 in black market items. Coalition Wildrunners earn
2000 credits per month for their services.

Cybernetics: Wildrunners will generally avoid cybernetic implantation except to replace missing
body parts.

Extermination Specialist experience table: same as Psi-Stalker


[email protected]
=====================================================================

Woowari R.C.C.
A friendly and peaceful people, the Woowari are indigenous to forested world in
another dimension where they live in harmony with their environment.

Woowari
Alignment: Any, but the vast majority are unprincipled or anarchist.
Attributes: The number of dice rolled is as designated: I.Q.: 3D4+4, M.E.:
2D6, M.A.: 2D6, P.S.: 3D4+6, P.P.: 3D4+6, P.E.: 3D4+6, P.B.: 2D6+2, SPD.: 3D4.
Hit Points: P.E. + 1D6 per level.
S.D.C.: 20 plus those gained from physical skills.
Horror Factor: none
P.P.E.: 1D6
Natural Abilities: heal at double the normal rate.
Bonuses: +2 to save vs poisons and toxins, plus those gained from attributes,
O.C.C., and skill bonuses.
Magic: By O.C.C. only.
Psionics: One in one hundred Woowari will be a psychic healer with eight psionics from the
Healing Category.
O.C.C.s: May choose from Wilderness Scout, Vagabond, or the equivalents of Druids.
Skills of Note: Language: Woowari 98%, Mathematics: Basic +10%, and
Horsemanship +15%
Average Life Span: 60 years.
Enemies: None per se.
Allies: None per se.
Size: 6ft to 7.5ft (1.8m to 2.3m).
Weight: 100lbs to 220lbs (45.4kg to 100kg).
Appearance: A tall, thin rather average looking humanoid, their thoughts are usually as simplistic
as their looks. Ranging from a pale pink to a light gray in color, the Woowari have large, dark
eyes and light colored hair. Their hands have three fingers with two opposable thumbs.

Dustin M [email protected]
=====================================================================

Yautja Hunter R.C.C.


[Creator's Note: The Yautja Hunters are my rendition of the Predator, as based on the Dark
Horse comics and the Bantam/Spectra novelizations of those stories. Detailed description of the
Yautja and their culture may be obtained from these books.]

Yautja Hunter
Alignment: Any, but the vast majority are aberrant or anarchist.
Attributes: The number of dice rolled is as designated: I.Q.: 4D6, M.E.:
4D6+2, M.A.: 4D6, P.S.: 2D6+20, P.P.: 4D6+10, P.E.: 2D4+20, P.B.: 2D6, SPD.:
6D6.
M.D.C.: P.E. plus 6D6*10+100, and 2D6 M.D. per level
Horror Factor: 14
P.P.E.: 1D6*10
Natural Abilities: Natural M.D.C. body structure, supernatural strength and endurance (can carry
100 times P.S. in pounds, and can lift 200 times P.S. in pounds), heightened sense of hearing
(equal to cybernetic amplified hearing), superior eagle-like vision (able to read a sign from three
miles) heals ten times faster than normal.
Combat: Three plus those gained from hand to hand combat skills and boxing.

Bonuses: +3 to strike, +5 to parry and dodge, +10 to save vs horror factor +2 to save vs poisons
and toxins, plus those gained from attributes and skill bonuses.

Damage: Variable depending on P.S. attribute. See supernatural strength chart.

Magic: None
Psionics: None

R.C.C. Skills of Note: Language: Yautja 98%, Literacy: Yautja 98%, Mathematics: Basic 98%,
Climbing 90%, and Prowl 80% +5%.
Skills gained from the heightened sense of hearing: Estimate the distance of the sound:
60% +5% per level of experience; estimate the speed of the sound's approach or departure: 50%
+5% per level of experience; recognize a voice or sound through intense concentration: 40%
+5% per level of experience; imitate a voice 35% +5% per level of experience.

Hunting skills are as follows: Wilderness Survival: +30%, Land Navigation: +30%,
Tracking: +35%. Additionally select six espionage/military/wilderness skills, four ancient
W.P.s, two modern W.P.s, four physical, and a hand-to-hand combat skill (any), all with a bonus
of +15%. Also select six secondary skills from any of the categories.

Level of Experience: Player characters use the same experience table as the Techno-Wizard.
Average Life Span: 200 to 350 years.
Enemies: None per se.
Allies: None per se.
Size: 6.5ft to 9.8ft (2m to 3m).
Weight: 350lbs to 550lbs (160kg to 250kg).
Appearance: A giant reptilian humanoid.

Yautja Shift Suit


This suit of body armor gives the Hunter the incredible ability to blend in with his environment.
In also has a shoulder mounted plasma ejector.
M.D.C.: 100
Weight Class: Medium
Weight: 17lbs (7.7kg)
Prowl Penalty: Excellent mobility; no prowl penalty!

Features:
1. Chameleon: A truly unique power that allows the hunter to blend into and adapt to his
environment, the Shift Suit enables the individual to change color and texture to blend into his
environment. Movement destroys the effectiveness of the chameleon ability.
Chances of being unseen:
90% Undetectable if completely still.
70% Undetectable if moving 2ft per melee or less.
20% Undetectable if moving 6ft per melee.
Totally ineffective if moving any faster.
Duration: Indefinite as needed.
2. Burner: this shoulder mounted weapon is a short range, but devastatingly powerful
weapon.
Mega-Damage: 1D6*10 M.D. per blast.
Range: 1200ft (365m)
Rate of Fire: Aimed, Burst, Wild; see modern Weapon Proficiencies.
Payload: 20 blasts; one blast can be recharged every ten minutes.
3. Optics: the Shift Suit has the full range of optical enhancements found on power
armors.
4. Other Features:
- Insulated, high temperature shielding for up to 200 degrees centigrade. Normal fires do
no damage. Nuclear, plasma, and magic fires do full damage.
- Radiation shielded.
- Polarized and light sensitive/adjusting tinted visor.
- Helmet face plate is removable.
- Wrist Mini-Comp: A multi-purpose miniature computer and display that will indicate
system errors within the armor, damage levels, and oxygen supply, as well as direction
(compass), time, and date.

Dustin M
[email protected]
=====================================================================

Yi-Xian CCC (Complete Character Class)


The Yi-Xian Alien (The 'One Immortal' Alien)
-----------------

The Yi-Xian is an alien from another planet very different from Rifts Earth. This alien is now
present on Earth and on various other locations in this galaxy by complete and utter mistake.
The first Yi-Xian alien was brought to Earth when some rogue scientists were experimenting in a
small laboratory in a city in China, somehow a chemical reaction was triggered and mixed with
some of the local ley line energy with opened a rift. A matter of seconds after the rifts opened an
alien was passed through and into a was at massive speeds.
The alien got up and ran outside (leaving a large imprint in the wall) into the streets.
It ran through the streets of the city and ended up being gunned down by one of the local Triads.
Later the alien got to its feet and escaped outside the city. The locals that witnessed this branded
the alien the Yi-Xian, Chinese for 'One Immortal'.
Since the first accident, scientists, assisted by some Techno-Wizards and a few shifters, have re-
opened the rift in attempts to send researchers with a small military force through, however the is
some force preventing the reverse pass through the rift. Only travel from the dimension to Earth
is possible.
Since the first, many more Yi-Xian aliens have been appearing through the world for reasons yet
to be determined.
(Creators Note: The reason I came up with is that the aliens from the home world want to find
out more about the other side of the rift.)

Alignment: Any
Attributes: IQ: 2D6+3 ME: 3D6 MA: 2D6+5 PS: 5D6+6 PP: 5D6+4 PE: 3D6
PB: 2D6 Spd: 4D6 PS & PE considered supernatural
P.P.E.: 4D6 I.S.P.: 4D6

Size: Height: 6' to 8' Tall Weight: 200 to 500 lbs


Description: The Yi-Xian alien is a very big, well-built creature it moves with the swiftness
and speed of a bird, strikes with the precision of a tiger, and with the strength of an Ox. They are
dark in color, smooth rock like substance, but warm to the touch like humans. Usually black,
Dark blue, Red, Grey, or a blend of colors

M.D.C.: 50 + 1D6 per level


Horror Factor: 5
Average Life span: Unknown
(Creators note: Can live forever not affected by aging)
Natural Abilities/Weapons/Notes:
1 -> Retractable 'spines' on forearms does 2D6 MD for a forearm strike
2 -> Regenerates 1D6 M.D.C. per melee
3 -> Master Swordsmen and Combat artist
+2 Attacks, +4 Strike/Parry, +2 Roll, +2 Imitative
Custom Hand to Hand style
WP Paired Swords
4 -> Can use both hands with equal skill
5 -> Limited invulnerability:
One M.D.C. is reduced to 0, the regeneration process is not over the alien begins to heal
all wounds and is ready to fight after a matter of minutes. If dismembered, and killed will form
together and heal with no visible scars. Can re-attach missing/removed body parts in one minute.
If placed in an oxygen-less atmosphere, it goes into a hibernation (no healing) and will not come
out until placed back in an oxygen atmosphere (even if a little).
TO KILL: Simply remove the lungs.)
6 -> Note: Breathes through mouth but also absorbs oxygen through skin.
Translation: Can live in water and other oxygen-containing materials
7 -> Can create a Psi-Sword at will with no P.P.E./I.S.P. expenditure Damage is 4D6 MD +
1D6 at all even levels (2,4,6,8,10 etc.)
8 -> Does damage to vampires.
9 -> 100 time normal damage to Alien Intelligences & Gods

Psionic Powers: Roll % 1-80: None


81-00: Minor Psi-Powers
Select 2 Psi Powers from any One Category excluding Super
Combat: See Natural ability #3 and #7
Vulnerabilities/Penalties: See natural ability #5

O.C.C's: This is a Complete Character Class, meaning that it is an R.C.C. and O.C.C. in one. An
O.C.C may be Picked --BUT-- then they lose the following:
-Natural Abilities #3,4,7,8,9
-Lose 2D6 from PS,PP
-Lose 1D6 from Speed
-Is considered a Traitor and will be attacked TO DEATH by any and all
other Yi-Xian aliens that see it (they can just tell).
-Color continually changes
-Character glows (-10 prowl and related)

Allies: None known.


Enemies: Mei-Long alien clan. Aliens from same planet.
Dislikes: Gangs (from first encounter)
Reptilian creatures (reminds them of Mei-Long)
Money: 3D6 * 2000 credits in alien gems (1D12 gems at 1000 each) Cannot be used to buy when
creating character MUST be converted first

Starting Equipment:
1 Energy Pistol of Choice*
1 other Energy Weapon of choice*
4 E-Clips for each
Chi-Jen Energy Sword (standard Yi-Xian weapon)
Variable length 1-8ft long
1 ft long control handle
5D6 M.D.C. Damage
Casual set clothing
* Black Market items included, any selections much be OK'd by GM

Saves: +5 Save vs and Magic Saves as Minor Psionic (regardless of Psi present or not)

Cybernetics: NONE, will be rejected as fast as they are put in

XP Table: Same as Cyber-Samurai from Rifts Japan


Skills:
CCC Skills:
WP Sword, Paired
Prowl (+24%)
Hand to Hand: Xian (see below)
Body Building (No S.D.C./M.D.C. bonus)
Tracking (+10%)
Pilot: One of Choice (+10%)
Language and Literacy: Yi-Xian (98%)
Language: One of choice (+15%)
Understand English (50% + 5% / level)
Zero Gravity Combat and Movement
Computer Operation (+5%)
WP Sharpshooting: Energy Pistol
Basic Electronics (+10%)
Intelligence (+10%)

10 Related Skills
8 Secondary Skills
Related Skill bonuses:
Espionage: +10%
Physical: +10% where applicable
Pilot: +5%
Pilot Related +5%
Technical +5%
Mechanical +5%
Rogue: +10%
Medical: Paramedic or First Aid
Military: Any

Hand to Hand: Xian (The Immortal Hand to hand style)

Exclusive to Yi-Xian aliens but can be taught by master at 10th level plus but level limit is that
of teacher (student cannot surpass teacher)

(Creators Note: I used Ninjas and Superspies combat tables for examples as well as the ones in
Mystic China, both Palladium Trademarks)

Defensive moves: Automatic Parry, Parry, Dodge, Roll with P/F/I, Backflip: All Disarm,
Circular Parry, Maintain Balance
Hand Strikes: Punch, Palm, Power Punch, Knife Hand, Forearm
Foot strikes: Kick, Snap, Crescent, Round-House/Round Kick, Backward Sweep, Knee, Axe
Kick, Reverse Turning Kick, Combination Grab/Kick, Tripping/Leg Hooks
Other Stuff: Body Flip/Throw, Critical on 20 & from Behind, eventually death blow, Critical
Flip/Throw, *Sword Throw (special: The Character has learned to throw their sword as straight
as an arrow (like in the movies) 5ft per point of PS over 8. Damage is as normal strike)
*Blunt end KO (special: Using the hilt of the sword, the character makes a knock-out
attack. Roll to strike, if success roll 1D20 14+ is a successful Knock-out for 3D6 melee's
If attempted from behind, roll strike, KO is automatic if hit)
Backflip: All, choke
Automatic hold: Arm, Body, Neck
Automatic lock: Wrist, Finger, Elbow

What I did for the damages in Ninjas and Superspies is just took normal S.D.C. damages and
converted them directly to M.D.C. (1D6 SD does 1D6 MD)

Pick 2 Martial Art Powers from Special Katas, Martial Art Techniques, Invisibility Techniques
Pick 1 Atemi Ability (excluding Dim Mak) or 1 Advanced Atemi (excluding Long Range Dim
Mak)

Advancement Table:
1 -> Critical on 20, Behind +2 Parry/Dodge, +3 Roll
2 -> +1 Strike, +2 Disarm
3 -> +1 Strike on Body flip Does 2D6 now
4 -> +1 Attack Critical on 18-20
5 -> Death Blow on 18-20 +2 Strike
6 -> +1 Attack
Pick One Martial Art Power from Mystic China or Ninja's & SuperSpies
7 -> Automatic Body Flip/Throw @ 2D6 M.D.C. +2 Damage
8 -> +1 Attack, Blunt end KO on 10+
9 -> +2 Roll, +1 Damage +1 Maintain Balance
10 -> +1 Parry/Dodge +1 Disarm
11 -> +1 attack
Pick One Martial Art Power from Mystic China or Ninja's & SuperSpies
12 -> +2 Roll, +1 Maintain Balance, +2 Damage
13 -> +1 Parry/Dodge +1 Strike
14 -> +1 Attack, +1 Strike
15 -> +2 Damage

Well, this is it. The end of this one. I'd really like to hear some feedback on this, how you like it,
how it plays, etc... If this is successful I will start working on the Mei-Long, the Yi-Xian's arch
enemies...

Nighthawk ([email protected])

Appendix A

Excerpts From A Coalition Campaign:


Welcome, True Believer!! This file contains information about the Coalition States that I used
while running a Rifts campaign. I haven't been actively playing for a couple of years, but I still
keep up on the products and I look forward to the time when I can sit down and play again.
Anyhow, I was wandering through AOL the other day and found out that so many people had
been uploading Rifts files and I decided to upload a few and see if people could use the stuff. I
previously put up a file which has a complete listing of all "official" OCC's and R.C.C.'s from
Palladium games that I have in my possession. Obviously, whatever I don't have is not in that
file, but I believe it is fairly comprehensive. Some of the information given below is from my
own imagination, but some of it was inspired from different sources. The Wildrunner is an
adaptation of the "Beast master" character class presented in Dragon Magazine. The Duster came
from my desire to inject "Jedi Knights" into my campaign (It didn't turn out the way I'd
planned...). The Gomer Boy is obviously derived from "Gomer Pyle, U SMC," and the Sea
Wolves are an adaptation of US Navy Seals. The Coalition chain of command I took pretty much
straight out of Robotech, but I inserted some ranks from Twilight: 2000. The composition of the
Extermination Units is modeled after the list of Coalition strike forces found in Rifts Sourcebook
Number One. Last, but definitely not least, I have to give credit to Kevin Siembieda and all the
folks at Palladium Books who have given all of us such a great Megaverse in which to spend our
free time. If you ever get a hold of this, Kevin, my hat is off to you!! If you enjoy these
characters and information, or if you just absolutely hate them, feel free to comment on them to
me. My email address is [email protected], and I'd be happy to hear from anyone about Rifts.

Coalition Experience Tables:

Occupation Appropriate Table


--------------------------------------------------
Centurion CS Military Specialist
Commando CS Military Specialist
Duster Mystic
Entertainment Specialist CS Grunt
Extermination Specialist Psi-Stalker
Inquisitor Techno-Wizard
Oceanic Specialist CS RPA Elite

Coalition Military Chain of Command:

Heads of State:
Emperor
Head of Propaganda
Military Counsel
Special Advisors
Individual Coalition State Governors

Commissioned Officers:
General
Lieutenant General
Major General
Brigadier General
Colonel
Lieutenant Colonel
Major
Captain
First Lieutenant
Second Lieutenant

Non-Commissioned Officers:
Sergeant Major
Master Sergeant
Sergeant First Class
Staff Sergeant
Sergeant

Enlisted Personnel:
Corporal
Lance Corporal
Private First Class
Private

Military Specialists Not Within Chain of Command:


(those who take orders from officers, but cannot issue commands)
Mercenaries
Civilian Urban Guides
Equipment Analysts

Coalition OCCs Initial Rank Status Nickname


------------------------------------------------------------------------------
Dog Pack * Private PSI unit
Extermination Specialist Private PSI unit Wildrunner
Duster Private PSI unit
Psi-Stalker % Private PSI unit
Borg Private Soldier
Grunt Private Soldier
Oceanic Specialist Private 1st Class Soldier Sea Wolf
Entertainment Specialist Lance Corporal Soldier Gomer Boy
RPA Elite Lance Corporal Soldier Sam
Technical Officer Corporal Soldier
Commando Corporal Soldier Swift
Glitter Boy & Sergeant Soldier
Centurion Sergeant I.P.@
Military Specialist Lieutenant Soldier
Inquisitor --- I.P.@
Crazy --- Mercenary
Headhunter --- Mercenary
Juicer + --- Mercenary
Wilderness Scout % --- Mercenary

@ I.P. = Internal Police

* Coalition Dog Packs are not used by CS Free Quebec, however, the other members of PSI
units are somewhat common. In CS Lone Star, the mutant dogs may be trained as RPA Elite or
Military Specialists.

% CS Iron Heart has a massive force of psi-stalkers and wilderness scouts.

& Glitter Boys are used solely by CS Free Quebec.

+ Juicers are technically illegal to hire, but at least one is known to be working for the Coalition
in Chi-Town, they may be more common in Free Quebec.

Non-Military Coalition OCCs (OCC to use for stats)

Archives Scholar (Rogue Scholar)


Bionics Specialist (Cyber-Doc)
Civilian Urban Guide (City Rat)
Equipment Analyst (Operator)
Medical Doctor (Body Fixer)
Research Scientist (Rogue
Scientist) Vagabond %

% Vagabonds are simply the uneducated Coalition citizens

Note: the non-military OCCs are listed mostly for reference only. Players might find the Civilian
Urban Guide or Equipment Analyst interesting for playing, but the others are mostly for the
GM's use.

Typical Deployment of Coalition Extermination Units

Light Extermination Unit: (7)


1 Wildrunner
1 Duster
1 Psi-stalker (unit leader)
2 Dog Pack soldiers
2 Dog Pack heavy weapons

Heavy Extermination Unit: (10)


1 Wildrunner
1 Psi-stalker (unit leader)
1 Duster
1 Swift
3 Dog Pack soldiers
2 Dog Pack heavy weapons
1 Dog Pack second in command

Special Forces Extermination Unit: (22)


2 Wildrunners
2 Dusters
2 Psi-stalkers (unit leaders)
2 Swifts
4 Dog Pack soldier trackers
4 Dog Pack soldiers
4 Dog Pack heavy weapons
2 Dog Pack seconds in command

Note: Extermination units of the Coalition States are primarily composed of the psionic
specialists in the Coalition military. Even the Swifts which serve on the units tend to be psionic
in nature, whether possessing minor or major ability levels. These units are usually dispatched to
counter supernatural, psionic, or magical enemies which threaten major urban areas within the
Coalition States. With the combined abilities of Psi-stalkers and Wildrunners, these units enjoy a
high rate of success in their deployments. Another facet of the units is to field-test the Swifts. It
is said that any Swift who can survive a tour of duty with the extermination units is able to
handle any assignment given him, and that those who cannot handle the tour are not seen as truly
competent. Some of the Swifts even go so far as to request a permanent assignment to the units.
These few emblazon the "PSI" mark upon their body armor as a sign of their duties, even if they
themselves are not psionic.

Appendix B

KELTAR ALIENS
-------------

<P>By: Jason Bridgman ([email protected])

[This race is based on the Toogarth aliens in the Villains Unlimited book, converted to
Rifts/Phase World (see pages 188-190 of said book).]

The Keltar are a warlike race with vast technology, especially in the areas of war and space
travel. They have a small empire consisting 39 planets in 5 solar systems, in a nearby galaxy.
The Keltar have a matriarchal society in which the females hold most of the positions of power.
This is simply because the females are usually larger, smarter, and more "cool tempered" than
the males. The males make up most of the common work force as well as most of the common
soldiers. There are very few males in the upper ranks or in positions of power.

The Keltar Empire is ruled by a Queen, who is advised by a host of advisors, many being from
worlds that the Keltar have conquered.

Possible Classes include: (Note: most Keltarians do not get to choose their own careers, as they
are chosen for them either at birth or at an early age based on their attributes/ skill.)

Warrior/Soldier-65%
Bounty Hunter/Officer-20%
Engineer-5%
Mystic Priest-5%
Kaazar Warrior-2%
Other-3%

Appendix C
RUNE CASTER, RUNE LORDS, and RUNE MAGIC
---------------------------------------

<P>By: Jason Bridgman ([email protected])

The original rune magic was created by the Old Ones of the Palladium world, which they taught
to several races, including the dwarves. During the Time of Chaos on the Palladium world, there
was a race of human-like beings that possessed the secrets of rune magic known as the Ean. The
Ean fought against the Old Ones in the war that ended the Time of Chaos, and were thought to be
among the races that were destroyed. In truth, the Ean had begun to develop rune magic unlike
anything any other being had done, including the Old Ones. The Ean fled the Palladium world
near the end of the war, creating a pocket dimension using rune magic. In their new dimension,
The Ean developed rune magic into an art which combined concepts of conventional rune magic,
tattoo magic, and spell casting. The Ean became the Rune Lords. Conventional rune magic
while powerful, is rather simple. It consisted of creating ultra-powerful weapons by trapping a
life essence into a weapon or item. Now the powers of the Rune Lords included augmentation to
their bodies in addition to objects, and even a form of spell casting. No other race has ever
accomplished anything similar to that of the Ean, except for perhaps the Splugorth with their
tattoo magic, which is similar to vastly inferior rune magic.

For thousands of years the Ean were content to remain in their dimensional realm and develop
their magic, only occasionally venturing from their homes into the rest of the universe. The Ean
eventually became restless. They were essentially good beings, and were upset by the evil that
they saw. Creatures like the Splugorth, evil gods, and demon lords struck fear into them. These
beings were growing in power, power like that of the Old Ones. There were little in the way of
forces of good to combat these forces of darkness. Hence the Rune Lords journeyed forth to do
battle against the forces of evil. While the Rune Lords were powerful, they knew that they could
not face their enemies alone. Thus they began to teach the secrets of the runes to a select few.
Each Rune Lord usually only takes on one or two apprentices in their life time, and hence the
number of rune casters remain low. Most rune casters are of good alignment, but some have
turned to evil. To this day, the Splugorth do not know of the rune casters, Rune Lords, or even of
this form of rune magic. All rune casters, even the evil ones, will go to extraordinary measures
to ensure that the Splugorth do not find out about them. If the Splugorth ever found out about
them, they would do whatever was necessary to learn this new magic, and then destroy all others
who possessed it.

Today most rune casters and lords live in the Nexus, the dimension created by the Ean. The
dimension is known as the nexus because the entire dimension is like a giant nexus point.
Anywhere in the dimension practitioners of magic receive the benefits of being at a nexus point.
Also, while it is like a nexus point, no rifts have ever opened to this dimension. Therefore most
beings do not know of its existence, and none have ever found it. The only way to travel to the
dimension is via magic runes. Very few beings other than rune casters have even seen the
dimension. Those who have were either friends of rune casters or criminals being taken before
the elders for judgment. The elders are extremely powerful rune casters with 90% being Ean,
5% human, and the remaining being other races. Most rune casters when they draw near the
ends of their lives choose to become rune weapons. This is so that they can spend the rest of
eternity helping the forces of good. NOTE: Most, and all good rune casters, will only make rune
weapons from willing beings. There are a surprising number of powerful beings of good that
volunteer to become rune weapons. Most of them are near the ends of their natural life spans,
and choose to continue to serve the forces of good rather then simply waste their life forces.

<--==Rune Magic==-->

The powers of runes are varied, ranging from physical augmentation to effects similar to
conventional spells. There are two different classes of Rune Magic. The first is body runes
while the other is rune spells/ abilities. Body runes are runes that are drawn/tattooed onto the
body of the rune caster. The body runes then augment the body in some way, either by
increasing physical attributes including M.D.C., or by affecting the body like a spell effect
(invisibility, flight, metamorphosis, etc.). Most rune spells/abilities are similar to conventional
spellcasting, but they are cast differently. Other rune spells/abilities include object augmentation
(rune weapon creation is done like this), and effects similar to wards and circles.

-Body Runes: Body runes cover almost all of the body, and all are connected. While all of the
symbols may not cause an effect, they are all magical and connect all of the runes in a network
of magic. When adding a new rune, the connection symbols are modified in the creation
process in order for the rune to fit into the lattice of symbols. Only some of the body runes
require P.P.E. to activate, as many are permanently active. All runes are activated by thought,
except those which are specified in their description. The body runes are drawn in an azure blue
color.
The Heart: This symbol is the first rune any rune caster receives. It is a symbol drawn over the
heart of the being that receives it, and all other runes are connected to it. The heart rune is
required to cast any rune spells. In addition to forming the basis or heart of the rune system, this
rune adds 5d6 M.D.C. to the person receiving it. P.P.E.: None.

Healer: The healer rune must be drawn on the back of the hand. In order to activate this rune, it
must be touched to the heart rune. Touching does not necessarily mean flesh contact, it will
work through clothing and MAGIC armor. This rune simply heals damage to the body, healing
3d6 M.D.C. per application. P.P.E.: 10.

Basic Protection: This is actually a series of six runes, with one being placed in each location of
each leg, each arm, the chest, and the back. If the being has more than two arms then they only
need the runes on two of them. The basic protection rune system adds 1d6x10 M.D.C to the
wearer. P.P.E.: None

Advanced Protection: This is a modification to the basic protection runes, and requires the basic
system first before these runes are added. This system adds an additional 2d4x10 M.D.C. in
addition to the protection provided by the basic protection runes.

Strength: This rune may be drawn anywhere on the body. This rune increases the wearers
strength by six points and makes it supernatural, minimum P.S. of 16. Duration is 2 minutes per
level of experience. This strength increase allows the user to inflict mega-damage in their
attacks. Damage varies based on strength as follows:
P.S. 16-20 -> 1d6 M.D.
P.S. 21-25 -> 2d6 M.D.
P.S. 26-30 -> 3d6 M.D.
P.S. 31-35 -> 4d6 M.D.
P.S. 36-40 -> 5d6 M.D.
P.S. 41-50 -> 6d6 M.D.
The maximum strength for a humanoid character is a 50. P.P.E.: 15.

Speed: This rune must be drawn anywhere on the legs. The wearer of the rune has his speed
increased to 44, or ten points added to his speed if he already has a 44 or higher speed attribute.
Also, the wearer gains a +4 to dodge while the magic is active. Duration is one minute plus
one minute per level of experience. P.P.E.: 10.

Flight: This rune may be drawn anywhere on the body. The rune allows the wearer to fly at 60
mph + 10 mph per level of experience. Maximum height is 4000 feet and duration is 15 minutes
per level of experience. P.P.E.: 15.

Defense: The defense rune creates a magic shield around the wearer. The M.D.C. of the shield
is 20 M.D.C. per level of experience. The duration is 10 minutes per level of experience or until
destroyed. This rune may be drawn anywhere, but is usually drawn on the chest or arms because
it must be touched by the fingertips to be activated. P.P.E.: 20.
Super Healer: This is an enhancement on the healer rune and must be drawn on the forehead of
the user (the person usually has runes running up the sides of the face). The healer rune must be
possessed before this rune can be created, and it is activated by touching the healer rune to it.
Flesh contact must be made (the two become one). The rune instantly heals 100 M.D.C. points,
and doubles the normal healing rate of the user. P.P.E.: 100.

Enhanced Healing: This rune must be drawn near the heart rune. It increases the normal healing
ability of the body allowing the user to heal 1d6 M.D.C. per hour. The healer rune must also be
possessed for this rune to work. P.P.E.: None.

Body Weaponry: This is another rune set, consisting of four or more runes. The runes are drawn
on the top of each of the feet, and on the back of the hands or on the wrists. These runes
energize the wearer allowing him to perform mega-damage attacks. The runes can be used in
one of two ways. The first is to enhance the users hand to hand strikes. When used in this way,
the users inflicts 2d4 M.D. for a punch or kick. A power punch or jump kick does 3d6 M.D. If
used with the strength rune, or if the being natually causes mega-damage in their attacks, this
power give them a +10 M.D. to their damage. Duration in this form is 2 melee rounds per level
of experience. The other form allows the user to release the energy in one long range blast.
Range of the attack is 1000 feet and causes 2d6+1d6 M.D. for every level of experience. P.P.E.:
10 or 15 for a blast.

Invisibility: The rune of invisibility is a very rare rune. It may be drawn anywhere on the body.
The rune grants the user invisibility, similar to that of the invisibility: superior spell. The user
cannot be detected by any means including infrared, ultraviolet, heat, motion detection, and
smell. The user leaves no foot prints and makes little sound (prowl 80%). Like other
invisibility powers, the user becomes visible when they take a hostile action. Otherwise the
power last for 5 minutes per level of experience, or until it is disengaged by the user. P.P.E.: 20.

Energy Resistance: This power reduces the damage of energy attacks to 75%. The rune must be
drawn on the torso. P.P.E.: None.

Metamorphosis: This is one of the most rare runes in existence. It must be drawn on the spine
of the user. It allows the user to shape change into any animal or humanoid. The user can also
change into inanimate objects but it requires double the P.P.E.. While the user is in the other
form, they retain all of their normal attributes and abilities, but gain none of the form they
change into. The only thing they gain from the transformation is the appearance and means of
locomotion (flight for birds, swim for fish, etc.). Maximum size is three times as tall for
humanoids, or the size of an elephant/melech for animals. Even monsters can be imitated
including things ranging from centaurs to gryphons to melech (about the biggest) to gargoyles.
Inanimate objects have a maximum size of 100 cubic feet (5x5x4 box). Duration is 10 minutes
per level of experience for creatures, 5 minutes per level for inanimate objects. P.P.E: 50/100.

Psionic Defense: This rune, which must be drawn on the head or neck (usually the top of the
neck/base of the skull or forehead), makes the user impervious to mind control, possession, and
mind reading/probes. It also grants a +5 to save vs. other psionic attacks. Duration is one
minute per level of experience. P.P.E.: 20.
Breathe Without Air: The breathe without air rune must be drawn on either the chest or the
neck. It allows the user to breathe while under water or in a vacuum. It also allows the user to
breathe in atmospheres that are poisonous and while in poisonous gases clouds. An additional
effect is that if the user has a protection rune set, they may operate in outer space without an
environmental suit. Duration is 5 minutes per level of experience. P.P.E.: 8.

Hiding: Hiding runes are common for those people that must go amongst beings that may
recognize the runes as such. When activated, the hiding rune masks the runes on the body of the
user. It is a simple magic that just makes the runes less obvious and makes people think that they
can't see it. Chance for noticing runes by casual observation -- 5%. Chance of noticing the runes
under close examination is only 50%. Duration is one day per level of experience. This rune
may be drawn anywhere on the body. P.P.E.: 20.

Warning: A simple rune drawn connected to the heart rune, this rune warns the wearer when
they are in danger. When anything hostile to the wearer is within one mile, all of the runes on
the body begin to glow. The brightness depends on the closeness and degree of danger. An
extremely powerful demon lord standing near the wearer will cause the runes to glow so bright
that they can light up a room through his clothing! The warning system can be turned off with a
thought, so that the wearer is not so obvious. This rune is always active. P.P.E.: None.

NOTE: Other body runes exist, but are very rare and are not usually available. many Ean
families have a special rune which is like a family heirloom and only passed down through the
family. Also, rune casters can develop their own runes/effects through research and experiments.

-Rune Spells/Abilities: Rune spells are like conventional spells, but are cast by drawing runes
either on an object or in the air. Special spells/abilities are used for such things as augmenting
objects.

Augmentations-> Note: In all rune sequences with temporary and permanent forms, temporary
runes may be drawn with anything, and in anything. Permanent runes must be drawn in a more
permanent material, hence the runes must be carved or engraved into the object. Most rune
casters also fill the runes with silver (if not there is a 5% chance that the runes do not hold, and
the enchantment will only last for five years per level).

Create Magic Weapon: This spell/ability allows the rune caster to change a normal S.D.C.
weapon into a mega-damage weapon. There are two forms of this power. The first one only
grants the power temporarily. The 2nd form makes the weapon permanently magical. Whether
permanent or not, the weapon now inflicts its normal damage, but as mega-damage instead of
S.D.C. (a weapon which did 1d6 S.D.C. now does 1d6 M.D.).The rune caster must have
something with which to draw the runes with (anything will do, the magic makes it stick; in
desperate times rune casters have been known to draw with their fingers in blood). The
weapon, like true rune weapons, becomes indestructible. Creatures that are vulnerable to rune
weapons are affected in the same way with these weapons. Duration for a temporary
enchantment is 30 minutes per level of experience. It takes 2 minutes to do a temporary
enchantment or 30 minutes for a permanent enchantment. P.P.E.: 10 for temporary, 100 for
permanent.

Supernatural Slayer: This is similar to the create magic weapon ability, only it does normal
S.D.C. damage to most creatures, but does double normal S.D.C. damage in mega-damage to
creatures of magic and the supernatural including dragons, demons, etc. (a weapon that does 1d6
S.D.C. does 2d6 M.D.). Those creatures that are vulnerable to rune weapons are affected in the
same way with these weapons. These weapons can be temporary or permanent, the same as with
the previous power. Duration for a temporary weapon is 30 minutes per level of experience. It
takes 3 minutes to create a temporary weapon, 35 minutes for a permanent. P.P.E.: 15 for
temporary, 120 for permanent.

Flying Weapon: When a weapon is inscribed by these runes, it can be thrown, or if a bow fired,
three times as far as normal. Also the weapon or arrow automatically returns to the user whether
it strikes or misses. This enchantment can be used in combination with either the create magic
weapon or supernatural slayer powers, but in the case of bows, each arrow must be enchanted,
not the bow. These weapons, unlike other rune weapons, are NOT indestructible unless they are
combined with one of the previous powers. This power can be temporary or permanent, similar
to the create magic weapon power. If this is combined with one of the previous powers, the
P.P.E. cost is cumulative. Duration is 30 minutes per level of experience for temporary weapons.
NOTE: When combining with other enchantment forms, you must use the proper form; i.e.
temporary with temporary, permanent with permanent. You may not mix. Enchantments take 1
minute for a temporary, 15 minutes for permanent. P.P.E.: 5 for temporary, 50 for permanent.

Imbue Weapon with Spell Ability: By using these rune enchantments, the rune caster can grant
weapons with spell abilities. This power like all of the other abilities has two forms, but this one
must be inscribed in conjunction with either create magic weapon or supernatural slayer. In the
temporary form, this power allows the user to use the ability once. The user of the weapon has
until the other enchantment ends (either create magic weapon or supernatural slayer) to use the
imbued power, or it is lost. In the permanent version, the power can be used a certain number of
times per day, depending on the power. The number of uses may be doubled, but at triple the
P.P.E. cost. Powers, the P.P.E. costs, and the number of times per day they may be used, is as
follows:
Blinding Flash; 2/20; 5/day.
Circle of Flame; 12/60; 3/day.
Energy Bolt; 7/50; 3/day.
Fire Ball; 12/80; 3/day.
Fly as the Eagle; 30/80; 2/day.
Globe of Daylight; 4/40; 3/day.
Invisibility: Superior; 25/75; 2/day.
Levitation; 7/40; 3/day.
Superhuman Strength; 12/70; 3/day.
Superhuman Speed; 12/70; 3/day.
Teleport: Lesser; 20/100; 3/day.
Other powers may be available, but are rare. The temporary version of this power can be
used with either the temporary or permanent form of the base enchantment (create magic weapon
or supernatural slayer). The permanent form can only be used with the permanent version of the
base enchantment. All enchantments require 3 minutes for temporary runes, 40 minutes for
permanent runes. A maximum of three powers may be added to a weapon, and they all must be
drawn during the same enchantment. ie. You must draw the runes for create magic weapon,
fire ball, and levitation must be drawn in one sitting. You may not add another power at a later
time. (Unless it is temporary casting in which case you simply start again from scratch). Note:
An increase in the number of uses counts as a second enchantment.

Enchanted Armor: These runes, when drawn onto armor, either change S.D.C. armor into mega-
damage, or increases the M.D.C. of mega-damage armors. Like most object augmentation runes,
this series has both temporary and permanent versions. When making an S.D.C. suit of armor
into mega-damage the base M.D.C. is 80. It costs 25 P.P.E. for a temporary enchantment, 150
for permanent enchantments. The M.D.C can be increased for 2 P.P.E. per M.D.C. point for a
temporary enchantment, or 5 P.P.E. per M.D.C. for permanent enchantments. If a suit of armor
is already mega-damage, then it costs ten points to begin a temporary enchantment, and then 2
P.P.E. per M.D.C. point. For a permanent increase, it costs 50 P.P.E. to start and 5 P.P.E. for
each M.D.C. point added. Maximum M.D.C. for S.D.C. armors is 200. Maximum additional
M.D.C. for mega-damage armor is 200 or plus 100, whichever is more. Temporary
enchantments last for twenty minutes per level of experience. It takes 10 minutes to draw
temporary runes and one hour for a permanent enchantment. Add 1 minute for each M.D.C.
point added in a temporary rune structure, 5 minutes per point in a permanent. This counts for
both S.D.C. conversions and M.D.C. increases. The legendary rune armor is created using the
process. It is a natural mega-damage alloy chain and plate armor, with 100-200 M.D.C. and
often has special features as per the next enchantment.

Imbue Armor with Special Ability: This enchantment requires the enchanted armor rune
sequence as a base. After the runes are drawn for the enchanted armor series, these runes may be
added to increase the power of the armor. (Note: Powers do not have to be added all at
once, but each time a power is added, the enchanted armor runes must be redrawn in order
to allow the armor to accept the magic.) Each power is described below. All powers may be
permanent or temporary.
Temporary powers may be activated once.
-Armor Increase: Adds a temporary increase to the M.D.C. of the armor. Add 10 M.D.C. per
level of experience. Duration is one minute per level of experience or until depleted. May be
used five times per day. Requires 5 minutes to draw the temporary version or 30 minutes to
inscribe the permanent form. P.P.E.: 12/80.
-Breathe Without Air: Allows the wearer to breathe while under water, in a vacuum, or in a
hostile environment. Duration is 5 minutes per level of experience. For 200 P.P.E. the effect can
be made to be constantly in effect. This power may be used five times per day. Requires 2
minutes to create the runes for a temporary spell or 25 minutes for either of the permanent
versions. P.P.E.: 6/45/200.
-Chameleon: This rune sequence causes the effects of the spell of the same name. The effect
can be made to be constantly in effect for 200 P.P.E., otherwise it lasts 5 minutes per level of
experience. This power may be used four times per day. It requires 4 minutes to draw the
temporary runes or 30 minutes for either permanent forms. P.P.E.: 8/65/200.
-Spider Climb: This power allows the armor wearer to climb up any surface, even across
ceilings. Speed is equal to half of the characters speed attribute. For 200 P.P.E. this can be made
into a constant power. Duration is 5 minutes per level of experience, and it may be used five
times per day. The runes require 2 minutes to draw the temporary or 25 minutes for the
permanent form. P.P.E: 5/60/200.
-Energy Shield: The energy shield created by this rune sequence forms an energy field around
the wearer of the armor with 100 M.D.C. plus 10 M.D.C. per level of experience. The shield
also takes only half damage from all energy attacks including electricity, fire, lasers, particle
beams, etc. Full damage from physical attacks. May be used 3 times per day. Duration is 3
melees per level of experience, or until destroyed. The temporary runes require 5 minutes to
draw or 40 minutes for permanent runes. P.P.E.: 20/95.
-Fly: This rune series allows the user to fly at 100 mph plus 5 mph per level of experience.
Maximum height is 4000 feet and the duration is 2 minutes per level of experience. This power
may be used three times per day. Temporary runes require 4 minutes to draw and permanent
runes require 30 minutes. P.P.E.: 25/100.
-Silence: This power simply makes the armor completely silent. It does not rattle and does not
clang when struck. Lasts for 30 minutes for the temporary version or is always active in the
permanent form. This rune series requires 2 minutes for temporary runes or 15 minutes for
permanent runes. P.P.E.: 10/50.
-Impervious to Energy: This rune sequence makes the armor impervious to all energy attacks
including fire, heat, electricity, lasers, etc.. Physical attacks still do normal damage. This power
may be used twice per day, and lasts for 2 minutes per level of experience. This power can be
made constant for 350 P.P.E.. It requires 8 minutes to inscribe the temporary version and one
hour to draw either permanent form. P.P.E.: 30/120/350.
-Shadow Meld: These runes work identical to the spell of the same name. Duration is the same
as the spell (2 minutes per level) and the power may be used 5 times per day. The power can
also be made limitless for 250 P.P.E. points. It takes 4 minutes to inscribe temporary runes and
30 minutes for either permanent form. P.P.E.: 15/75/250.
Other powers do exist, but are rare. These are the most common abilities. (GMs and players
may use these powers as a basis for developing more powers.

Enchant an Object: This power allows the rune caster to grant magic to normal objects. This
power only has a permanent form. Any of the powers from enchanted armor, imbue weapon
with spell ability, and imbue armor with special ability are available. Note: For objects larger
than 8 feet increase P.P.E. costs and time by 50% (ie. 100 P.P.E. and 30 minutes becomes 150
P.P.E. and 45 minutes). Special objects are as follows:
-P.P.E. Battery I: This object usually takes the form of an amulet or charm. The object can
hold up to 300 P.P.E. at a time, for an indefinite period of time. In order to add 1 P.P.E. point to
the battery the user must expend 2 P.P.E. points. On ley lines the battery automatically charges
at a rate of one point of P.P.E. every five minutes, or at nexus points at a rate of one point every
two minutes. This item takes three hours to enchant. P.P.E.: 250.
-P.P.E. Battery II: This battery is similar to the type one battery only it is not charged by
the practitioner of magic, it charges itself. These batteries have a much smaller amount of P.P.E.
available. This item has a maximum of 80 P.P.E. points and it recharges itself at the rate of 2
points per hour. At a ley line the battery recharges at a rate of 10 per hour or at a nexus point
they recharge at a rate of 20 points per hour! It takes a rune caster 5 hours to create this item.
P.P.E.: 350. Using this enchantment the mightiest of rune casters have created rune ships! Rune
ships typically appear like normal sailing ships, but they are covered by runes. They typically are
mega-damage, possess the power of flight, and may have other powers of attack and defense
built in.

Rune Spells-> Note: These spells are identical to the spells of the same name presented in the
assorted rifts books, except where noted. P.P.E. costs may differ (some spells are easier to cast
with runes, others are more difficult. Costs are listed beside each spell. Rune spells are cast by
drawing the runes in the air and by speaking runes at the higher levels (8+). Those spells that
may/must be cast by using rituals are cast by inscribing and carving the runes into the ground
and or objects. Two spells may be learned for each slot available. (Note: The runes are actually
drawn in the air. Glowing azure blue lines follow the casters finger forming the symbols. When
the spell is complete the rune either vanishes or flies out changing into the spell effect.)

Animate/Control Dead (15): Drawn on the dead bodies, 2 minutes per body.
Amulet (250) Apparition (20)
Armor of Ithan (14) Banishment (60)
Befuddle (3) Blind (4)
Blinding Flash (1) Breathe Without Air (7)
Call Lightning (15) Calling (10)
Calm Storms (200) Carpet of Adhesion (12)
Chameleon (8) Circle of Flame (10)
Climb (3)
Close Rift (300): This spell costs more, but doesn't permanently drain
anything.
Cloud of Smoke (3) Commune with Spirits (30)
Compulsion (25) Constrain Being (20)
Control/Enslave Entity (85) Create Zombie (225)
Create Mummy (145) Create Golem (650 or 900)
Create Magic Scroll (90) Cure Illness (25)
Curse: Phobia (45) Dimensional Portal (950)
Dispel Magic Barrier (20) Energy Field (14)
Energy Bolt (6) Energy Disruption (14)
Exorcism (26)
Familiar Link (85): This spell does not summon a creature but is cast subconsciously when the
caster is with an appropriate animal (GM's choice when this happens, will usually link with a
pet). In addition to the normal benefits the animals I.Q. is raised to 7 (high animal) and the range
for telepathic communication is unlimited, though not across dimensions. The animal can also
teleport to the casters location at will, even across dimensions! The caster CANNOT
consciously cast this spell.
Fingers of Wind (6) Fire Ball (10)
Fire Bolt (7) Float in Air (5)
Fly (12) Fly as the Eagle (30)
Globe of Daylight (2) Globe of Silence (20)
Heal Wounds (12) Id Barrier (600)
Impenetrable Wall of Force (575) Impervious to Fire (5)
Impervious to Energy (20) Invisibility: Simple (6)
Invisibility: Superior (20) Invulnerability (25)
Levitation (5) Magic Net (8)
Mask of Deceit (20) Metamorphosis: Mist (200)
Metamorphosis: Human (35) Metamorphosis: Insect (50)
Metamorphosis: Superior (90) Metamorphosis: Animal (20)
Multiple Image (10) Mystic Portal (55)
Mystic Alarm (4) Negate Poisons/Toxins (10)
Negate Magic (30) Paralysis: Lesser (5)
Protection Circle: Superior (275)
Protection Circle: Simple (40): Both circles consist of a circle of power
runes (hence less magic for same strength).
Reduce: Self (20) Remove Curse (150)
Repel Animals (8) Resist Fire (8)
Sanctum (360): All of the walls in the sanctum are covered with runes. Takes 1 hour to
complete the casting.
Seal (6) See Aura (6)
Sense Evil (1) Sense Magic (3)
Shadow Meld (10) Sleep (8)
Speed of the Snail (50)
Stone to Flesh (30): This spell requires runes to be drawn all over the surface to be transformed.
Requires five minutes per 50 pounds of stone to draw the runes.
Summon Shadow Beast (140): This spell costs only 120 P.P.E. when cast in ritual/inscribed
form.
Summon and Control Canine (40) Summon and Control Rodents (60)
Summon and Control Rain (185) Summon and Control Lesser Being (400)
Summon and Control Storm (285) Summon and Control Entity (230)
Summon and Control Animals (115) Superhuman Speed (12)
Superhuman Strength (12) Swim as a Fish (8)
Swim as a Fish: Superior (15) Talisman (460)
Telekinesis (10) Teleport: Lesser (20)
Teleport: Superior (625) Thunderclap (5)
Time Hole (225) Time Slip (25)
Tongues (15) Turn Dead (5)
Wards (75) Wind Rush (25)

All elemental spells are available, but they cost 50% more P.P.E. to activate.

Note: Like all other rune magic, there are spells not listed hear. Other spells are rare and are
usually researched by the owner. Some of the more powerful rune casters even have rune spells
for temporal magic, but this is rare and nobody has all of the temporal spells converted (the most
common is dimensional envelopes and pockets).

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<P>By: Jason Bridgman ([email protected])
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Appendix D

The "Official" OCC/R.C.C. Submission form by Kevin Eav & Morpheus (when submitting an
OCC or an R.C.C. please make sure it as complete as possible)

OCC/R.C.C. title:
Usual Alignments:
Attribute Requirements:
Description:
Appearance:
Enemies:
Allies:
Special Abilities:
Special Disadvantages:
Starting Equipment:
Money:
OCC Skills (with bonuses)
OCC Related skills areas/Secondary skills areas
# of OCC related skills:
# of Secondary skills:
Weapon Proficiencies:
Psionics (if any):
Saves as:
Available psionic categories:
Spells (if any):
Cybernetics:
Races available to(if OCC):
Experience table:
Your Name Here!:
Your E-mail Address!:

Please submit your OCC's and R.C.C.'s to [email protected] they will appear
in the next released version of the Handbook.

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