3913 lines
148 KiB
Plaintext
3913 lines
148 KiB
Plaintext
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Rifts World Book: North Dakota
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By
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Sean Satterlee
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v1.00
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CREDITS
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WRITER: Sean Satterlee
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CONTRIBUTING WRITERS: John Sekerka, Brian Iamar, Mike Best
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EDITOR: Sean Satterlee
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TABLE OF CONTENTS
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ACKNOWLEDGEMENT....................4
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INTRODUCTION................................4
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LETTERS FROM ERIN TARN............5
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LANDS.................................................6
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CITIES..................................................8
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MINOR CITIES....................................10
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ARMS AND EQUIPMENT..................12
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VEHICLES............................................20
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MILITARY MIGHT...............................27
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NEW SKILLS........................................28
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RACES AND OCCUPATIONS............30
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PSIONICS.............................................60
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SURROUNDING AREAS.....................61
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REACTIONS BY OTHER POWERS....62
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NPC's.....................................................63
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ADVENTURE IDEAS............................70
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EXPERIENCE TABLES.........................71
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ACKNOWLEDGEMENTS
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I like to personally thank PlayeR2000 for allowing me to reprint
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some of his characters in this book.
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Also I like to thank Capt MJB for allowing me to reprint some of
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his characters too.
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I like to thank John Sekerka for helping me create the Inuit
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R.C.C. Without him I wouldn't of been able to create it.
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And finally I like to thank you for downloading this World book.
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I hope you enjoy it, and it inspires you to create gaming
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materials for RIFTS.
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P.S. I almost forgot, even though we don't get along, I like to
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thank Rob Niermeyer for getting me involved in Rifts and role
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playing in general. If it wasn't for him I would never of found
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out about role playing or Rifts.
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INTRODUCTION
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Welcome all to the world of North Dakota. The land of excitement
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and danger. Where you are free to walk around as long as you
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have the biggest weapon. This land is full of mystery an
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intrigue. Technology runs rampant here, while psionics and magic
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take a back seat. This is where you can get out from under the
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Coalitions yoke of tyranny, an enjoy life. Granted it won't be
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an easy life, but it will be a fulfilled life. This is the land
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where things are a little different than the rest, where what
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appears to be a good guy or a good thing isn't.
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Depending on the success of this book I might come out with world
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books for Lazlo, the North Pole, and a revised edition of Mutants
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in Orbit. Here is just a little bit of what I have in store for
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Mutants in Orbit: Ants dominate Mars threaten the entire galaxy,
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further information and stats on McCoy, an more of ARCHIES latest
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developments. If you have any ideas and want a few suggestions,
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E-mail and I will be glad to help you in anyway I can. Also I
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would like to tell you that I could not put graphics in this
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version due to time. If I would have put graphics in this
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version you would be receiving this book around Christmas time.
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The only graphics in this book is a map, which is not inside this
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book but zipped up with it.
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Please excuse any errors you might find in this book, this is
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only my first version and book to be made so their is bound to be
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some mistakes that I missed. If you see any Major mistakes
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please E-mail if you can, and let me know what is the problem.
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SEAN (JSATT)
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Letters from Erin Tarn 101 P.A. circa
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Dear loyal Readers,
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As I was on my way to the western coast I
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stopped in a town called Lazarus. The reason I mention this is
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because most of the locals were D-Bee's! I had finally come upon
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a town that was ruled by D-Bee's, and the local humans totally
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accepted their rule. Upon entering the town I was greeted by a
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pair of Gromeks who escorted me to their king. The town was
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compact, it seemed the town was more worried about being
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functional and defensive capabilities, than cleanliness and
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beautification. In fact it looked like the town was under siege,
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everybody I saw carried some sort of weapon. Most people I
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passed gave me a nervous glance, if any at all, and quickened
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their pace a little to get away from me. I was shocked to see a
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beautiful clean marbled structure in front of me. It had gold
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trimming on everything. It was a weird sight to see this
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structure surrounded by a sea of filth and trash. I was not
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surprised to find out that this was the King's palace. Their
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king was an impressive specimen. I would guess him to be a very
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powerful fighter even in his own race. The Gromek king's name
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was Grog. Grog tried to be gracious and polite host but his
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rough demeanor kept slipping out. The Gromek seemed to be
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concerned about something, for they kept asking me weird
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questions about my loyalty and where I have been. I couldn't
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help but feel that through all their questioning that I felt like
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a Coalition prisoner right before they get set on torturing me, I
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wouldn't want to feel that way ever again. When I told them who
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I was their face seemed to lighten a little. The King asked me
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to stay for awhile, and document what I saw happening in his
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town. Even though I wanted to go to the western coast, my old
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investigator inside me got the better of me and I agreed. My
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visits around town lead me to the conclusion that the Gromek view
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themselves as the savior of Earth, and that the Coalition is
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trying to destroy the Earth, an all life on it. The Gromek are a
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little over confident, they feel given enough time they could
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defeat the Coalition. Sadly I feel that the Gromek are a
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misguided lot. I tried to make them understand the vast
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resources the Coalition has, and that if the Coalition wanted to
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they could crush this town within a blink of an eye. They would
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hear none of it. I think most citizens realize this and are
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always looking over their shoulder waiting for the Coalition to
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appear just over the horizon, an end their security. I am told
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their is another town called Bismark about 150 miles west of
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here, and since it is on my way to the coast, I plan on stopping
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there. I can hardly wait, for it is said that Bismark is a
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beautiful city where humans and D-bee's get along peacefully too.
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Hello again, I am currently writing this letter in a luxurious 4
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room suite located in Bismark's finest hotel, thanks to the city
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council. I know I shouldn't of accepted this room, but hey an
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old girl needs a vacation every now and then. The council has
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given me many guided tours throughout the city in the last week.
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Everything I see is clean, even the garbage is clean! I have
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seen many beautiful homes and shops this past week. It feels
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like the town has opened up its heart just for me, it feels like
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one long party. I can't help but get the feeling that something
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is missing from all this niceties, I don't know maybe its me,
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maybe I'm not used to people feeling good about themselves for
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once. I can't shake this feeling so I have decided to sneak out
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tomorrow morning and go on my own personal tour.
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Hello there, I finally figured out what was missing in this town.
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It was the poor downtrodden people that make a city complete.
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Every city has got them, but it seemed this one didn't. As I
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told you two days ago I planned to go on my own secret tour, and
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well I did. What I saw shocked me, it took me awhile to find it,
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I had found the bad part of town. This part of town was dirty
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and unkempt. Buildings were decaying and crumbling, there was
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litter and refuse scattered on all of the streets and sidewalks.
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It seemed these were the forgotten people, an indeed they were!
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When I asked the town council about these people they denied
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their existence! Here the people lived day to day hoping to find
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a meal in the refuse that littered the streets, and if finding
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food wasn't hard enough the people had to worry about gangs that
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wandered the streets beating and killing people for whatever
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meager possessions they had. My heart goes out to those people.
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Also their was another strange thing about this town, their was
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almost no magic whatsoever. The one magic shop I did manage to
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find was meager at best. It seems the citizens are afraid of
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magic, this could be the weak point in Bismark's armor. For if
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the Coalition ever decided to attack, Bismark would need all help
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they could get. Both Bismark and Lazarus have rather high
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technology level for such small towns, but they cannot compete
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against the Coalitions raw numbers. I fear that eventually when
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the Coalition gets around to it, these D-Bee sympathizers will be
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exterminated. Finally another thing that puzzles me, how could
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these two towns have such high levels of technology. Bismark has
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advanced medical treatment along with a very good communication
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network. Lazarus has advanced weapon technology. Nothing they
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did or said suggested that they developed or found this
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technology. When I asked Bismark's council I was told they got
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their weapons from Lazarus, and the medicine was always here.
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Later that day, one of the council members approached me. I
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remember seeing his face during the meeting but he never said
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anything, he just observed. He told me his name was Texder
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Worthington and that he was a Techno-Wizard! At last, finally
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somebody that was skilled in the art of magic. He made me
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promise never to tell anybody in Bismark what he was or what he
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was about to say. Of course I agreed to his deal. Texder told
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me that both towns are secretly being supplied by a man named
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McCoy. McCoy sets up a contact in a city and deliver his goods
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to that contact, who would then secretly release the goods to the
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open market. The funny thing is that both towns governments are
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unaware of any of this. They are told it was captured goods or
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found items. But in most cases they are told they are goods from
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a neighboring town. I tried to get him to explain more, but he
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would say no more. I can't help but get the feeling that he
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knows more than he is saying. I would've investigated for this
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McCoy person myself, but I had to get to the west coast before
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winter. Two things puzzle me about North Dakota, one who is this
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McCoy and how has he acquired this technology, and two there is
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something strange going on in the Badlands, I have heard too many
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tales of horror of this place, there has to be something there.
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Still people enter into the Badlands in search of gold, never to
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be seen again, while others come out but are in some ways dead
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already. I hope to investigate North Dakota further on my trip
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back. See you soon
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Erin
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Tarn
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Lands
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The Badlands
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From all outside appearances the badlands looks the same as it
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was in Pre-Rift time. It is still dry and desolate with little
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or no growth. The land was carved out from ancient rivers. Most
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people stay away from the Badlands, their are rumors that a clan
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of Faerie Folk have taken up residency in the carved out rocks.
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Recently a new rumor has been spreading across North Dakota, like
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a fire across a dry prairie. According to rumor an old miner
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from pre-rift days went into the Badlands in search of gold.
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After a couple of years the man found the mother load.
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Unfortunately all he had was a mule to carry out the gold, so he
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only carried out a small percentage. Before he could return to
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get the rest of the gold, he died of an illness. So to this day
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people are still trying to find the gold mine. At least 1,000
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expeditions have gone into the badlands searching for gold. Most
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of the adventurers have not returned. The people that are able
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to return have a distant look in their eyes, and walk clumsily
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like they are not watching where they are going. Kind of like a
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person who saw something so horrific that they went into shock
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and still hasn't come out yet. Even though people don't comeback
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it hasn't stopped people from going into the badlands. People
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are willing to risk their lives just so it might be easier later
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on in life.
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*Truth about Badlands*
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There are indeed faerie folk living in the Badlands. They are
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delighted about all these new visitors, they are so much fun to
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play with. There are roughly 30,000 faerie folk living in the
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badlands. The rumor about the gold is somewhat false, there is
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indeed a gold mine out there somewhere, but a supernatural
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intelligence called Arpita started the rumors. It uses the gold
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to lure people into the badlands where it captures them an turns
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them into his minions. Currently Arpita has 10,000 minions. 90%
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of his minions are located in the
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Badlands while the rest are scattered throughout North America,
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one famous one is located in Lazlo where it sells trips into the
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Badlands. Right now Arpita is working in secrecy, it will not
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try to do anything that might reveal itself to the outside world,
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especially the Coalition. Another danger, unknown to the rest of
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the world that is in the Badlands is the Inuit. The Inuits are
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dead Indians who were buried on sacred ground and their graves
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were disturbed. They are doomed forever to eternal restlessness
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never leaving this plane of existence. Some of the Inuits take
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their revenge on anyone who happens to come by, while
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others try to help travelers avoid the Supernatural Intelligence,
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the faerie folk, and other dangers. Also their are some Inuits
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who pretend that they are helping but in reality are leading them
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to the Supernatural Intelligence. Also unknown to the outside is
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a group of ghosts who call themselves the Seventh Cavalry. They
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are lead by a general with long wavy blonde hair. They roam the
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Badlands forever patrolling, keeping out invaders (anyone inside
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the badlands is viewed as a invader), and fighting any Inuit they
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see. The two groups of ghosts are mortal enemies. They fight
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each other on sight. The Seventh Cavalry ride atop of black
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horse that skin appears to be rotting away. The Cavalry were
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tattered blue uniforms with a blue duster. They carry what looks
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like Pre-Rift rifles and pistols.
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Number of Faerie Folk
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70% common Faerie
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10% Brownie
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5% Bogies
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5% Night-elves
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5% Silver Bells
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5% Others
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Carimine Forest
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This Forest is a mysterious place. It is said that gigantic
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insects run amuck in this place. Even though these rumors are
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widespread, there is no actual evidence of this. The forest is
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not dangerous in fact it is relatively peaceful. The forest is
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almost totally void of supernatural monsters and D-bee's. The
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forest is sparsely populated by humans though, due to the near
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impossibility of farming in the forest have kept their numbers
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down too. For some strange reason the trees in the forest are
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mega-damage creatures. It is very expensive to cut the trees
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down and to make them into useful lumber.
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*Truth about Carimine Forest*
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The reason why their is an absence of supernatural life in the
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forest is because of the presence of the Xiticix in the town of
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Xaxxle. They have successfully managed to drive out most
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creatures. The reasons why the trees are mega-damage is unknown.
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Some say that a Millennium Tree grows somewhere inside the
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forest, and it has affect its neighboring trees. This reason is
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doubtful though, due to the lack of ley lines in the area.
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Others say that these trees aren't regular trees but instead are
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similar trees that originated from a similar dimension.
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Oak-450 M.D. Main Body A branch is
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Pine-300 M.D. Main Body about 10 M.D.
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Spruce-280 M.D. Main Body for all trees
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If the tree is cut down it loses its mega-damage properties, and
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it becomes regular wood (S.D.C.).
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River Plains
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This area is the cradle of civilization in North Dakota. It is
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here that McCoyville and Bismark rose from the ashes to become
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major players in North Dakota. The plains are the surrounding
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area around North Dakota's major river known simply as "The
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River". This area is very fertile due to the seasonal rains and
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flooding, the area is home to 75% of the former states
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agriculture. It is here where you will most often encounter an
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Agriculturist going about doing his business. The plains consist
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of both humanity and D-bee's.
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North Dakota Average Temperature
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Badlands River Plains Carimine degrees
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Fahrenheit
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January 4 22 2
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April 45 60 58
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June 104 75 80
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September 93 64 60
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December 10 28 24
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North Dakota Average Precipitation
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Badlands River Plains Carimine inches
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January 3 5 5
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April 2 10 6
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June 1 8 12
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September .5 4
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30
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December 2 5 7
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North Dakota Major Cities
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Population of all of North Dakota-
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2.3 million Humans
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750,000 Elves
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75,000 Gromek
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1.2 million Others
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Major Cities Population-
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Bismark-400,000 Humans, 300,000 Elves, 40,000 D-bees
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Guardian-50,000 Humans, and 5,000 Dog-boys and Psi-Stalkers
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McCoyville-10,000 Humans, 1,000 Elves, 500 Gromek, and 5,000
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D-Bees
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Lazarus-20,000 Humans, 1,000 Elves, 8,000 Gromek, and
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100,000 D-bees
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Descriptions
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Bismark-This city is actually located 50 miles northeast of the
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original city. This city is a haven for humans and D-bees alike.
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The town is run by a group of elected officials called the
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Council, which is voted in every 3 years. The biggest building
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in the town is 10 stories high. Technology level is early 21st
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Century. While communication is good inside the town it is
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virtually impossible to send a message to someone outside of town
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without having to deliver it yourself, or use magic. The people
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of Bismark work hard to keep their city in good shape.
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Vandalizing carries a stiff fine with a possible two years in
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prison. Their main trading partner is Lazarus. Bismark trades
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medicine, foodstuff, and raw materials to Lazarus, in return
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Lazarus gives weapons, armor, and ammunition. These two cities
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have had a trade agreement for the last 10 years. Bismark
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specializes in medicine, on almost any block you will find some
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sort of medical treatment area. While they can perform
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cybernetic and bionic surgery, they don't do it often. It is
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frowned upon by the citizens, they prefer to remain natural and
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unaltered if they can help it. The citizens are
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unaware that the reason for their safety is McCoyville located
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200 miles north of Bismark. When traveling through Bismark you
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will find many varieties of shops and restaurants, but their are
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virtually no magic shops located in Bismark you will have to look
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hard and long to find one and when you do find one it will be
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small with inexpensive trinkets. Located in Bismark is a poor
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section that is kept hidden to most people, in it contains almost
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anything money can buy. Gangs rule the area with little or no
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police force to protect the people.
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Guardian-This is a Coalition base put their after an assault on
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McCoyville. While they think that McCoyville has been destroyed,
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if they were ever to find out that it still exists they would
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send millions of troops into North Dakota to annihilate the town
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once and for all. Most Coalition soldiers view Guardian as a
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punishment due to the relative lack of any action compared to
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other bases. Indeed their have been no major skirmishes since
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the Battle of McCoyville 8 years ago. Emperor Prosek does have
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many plans to conquer North Dakota, he views that it is easier to
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attack the Xiticix from two fronts instead of one. But right now
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other matters currently occupies the military's time and men.
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Lazarus-This little town is extremely militaristic. It cannot
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support itself, it must trade with neighboring towns for
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supplies. The Gromek are the ruling class of Lazarus. The other
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races are subservient to the Gromek, including humans. The
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reason for this is that with the Coalition so close, D-bees and
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humans need security so they are willing to be ruled by the
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Gromek so that they will be safe. The Gromek have plans of
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attacking the Guardian outpost, but for now they are still
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preparing for this. Unfortunately the Gromek underestimate the
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power of the Coalition. The Guardian outpost could easily crush
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Lazarus if they wanted to, but currently their orders tell them
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to stay put.
|
|
|
|
McCoyville-Once this town was a prosperous city with over a
|
|
million inhabitants. The city was run by a body-fixer named Jim
|
|
McCoy. At the time McCoy was unaware of the evils of the
|
|
Coalition. McCoy entered into a trade agreement with Chi-Town.
|
|
McCoy gave them medicine an advanced electronic equipment. The
|
|
Coalition wanted more and more at lower prices, when McCoy tried
|
|
to break off the trade agreement, Prosek threatened to attack
|
|
McCoyville. McCoy was forced to keep the trade agreement. All
|
|
was well for awhile, but something went wrong. Somebody tried to
|
|
kill Prosek, they wrongly accused McCoy of sponsoring the attack.
|
|
They declared war on McCoy. The Coalition sent two armored
|
|
divisions to annihilate McCoyville. McCoy and the townspeople
|
|
fought bravely, and were keeping the Coalition from taking over
|
|
the city. McCoy knew that the Coalition would never give up, and
|
|
that his own supplies were dwindling. The citizens slowly
|
|
retreated to the center of the town where McCoy's main factory
|
|
was. The Coalition had
|
|
them pinned down inside the factory, soon they would have to
|
|
surrender, victory was theirs. The first indication that
|
|
something was wrong was when a huge power laser beam 300ft in
|
|
diameter shot toward the sky, vaporizing anything in its path.
|
|
This action confused the Coalitions commander, for they could not
|
|
understand why McCoy didn't aim it at them. About 20 minutes
|
|
later the citizens inside the factory stopped firing. The
|
|
Coalition commander ordered the invasion of the factory to
|
|
commence. That is when all hell broke loose, the factory
|
|
exploded taking most of the Coalition troops and town with it.
|
|
When reinforcements arrived there were only 20 soldiers left
|
|
alive, and all of them badly injured. There were no signs of the
|
|
citizens anywhere to be found. Coalition scientists found the
|
|
area to be bathed in high level radiation and stated that the
|
|
inhabitants if any left could not possibly survive for very long.
|
|
Unknown to the Coalition was that for the last 25 years McCoy and
|
|
his brothers had been building a space station. On the last day
|
|
of the attack the station was capable of supporting life. It
|
|
took all the nuclear power they had but they were able to fire
|
|
the huge super laser into space to clear away a path through the
|
|
debris and satellites. Using modified Behemoths with booster
|
|
rockets, McCoy was able to launch his citizens into space.
|
|
McCoys brother who is a Shifter was able to open a rift that
|
|
opened into the station, which allowed even more people to get to
|
|
the station. When all of the citizens were out of the factory
|
|
McCoy ignited the salvaged nuclear bombs that McCoy found in an
|
|
old ruined town called Omaha. The nuclear blast took out the
|
|
upper levels of the factory, and most of the town. What the
|
|
Coalition didn't know was that the majority of the factory was
|
|
located deep underground, it was able to escape the blast
|
|
relatively unharmed. McCoy returned to Earth and repaired the
|
|
damage to the lower levels and reopened the factory. This time
|
|
though, it was to be used to finish the space station. To this
|
|
day the only people that live in McCoyville are located deep
|
|
underground, and are only there to work in the factory. Recently
|
|
in the last year McCoy began to reassert himself in North Dakota.
|
|
He quietly started to sell weapons and equipment to towns and
|
|
small
|
|
cities that had enough money. McCoy does not plan on relocating
|
|
back on Earth, the space station is his permanent home.
|
|
|
|
Minor Cities in North Dakota
|
|
Town population-
|
|
Minot-2,000 humans and 200 D-bees
|
|
Ft. Yates-4,000 humans and 1,000 D-bees
|
|
Arena-3,000 D-bees, 100 humans, and 250 Gromek
|
|
New Town-1,000 humans and 600 d-bees
|
|
Xaxxle-500 Xiticix
|
|
Fariton-600 humans and 300 D-bees?
|
|
|
|
Descriptions
|
|
Minot-This city survived the Rifts relatively intact, only to be
|
|
destroyed by roving band of D-bees. Some former inhabitants
|
|
decide to stay and rebuild their city. Minot is a farming town,
|
|
they trade their crops for weapons from Lazarus. Minotens are
|
|
weary of strangers, they distrust any D-bee, and will run them
|
|
out of town. The only d-bees in town are slaves who work in the
|
|
fields. Any d-bee who is captured or commits a crime (it is very
|
|
easy for a d-bee to commit a crime in this town), will be sent to
|
|
the fields to work for life. These people are not evil, they are
|
|
just scared they will lose their homes again. They feel this is
|
|
the only way to survive. Ft. Yates-This city also survived intact
|
|
during the Rifts. This city is an aging military power in North
|
|
Dakota. Right after the Rifts and about 150 years
|
|
afterwards Ft. Yates controlled all of North Dakota. But they
|
|
were slow in developing new technology, and passed in the arms
|
|
race. Their empire slowly started to crumble until all they
|
|
controlled was their own city. The citizens still view
|
|
themselves as the rulers of North Dakota. Their military
|
|
contains mostly upgraded B-52's and aged Glitter Boys(60% of
|
|
armor gone). The city is also crumbling due to the years of
|
|
neglect an infighting. The town is ruled by the Council of
|
|
Generals who is lead by the Grand Marshal. 80% of the government
|
|
officials are corrupt. When the Council makes laws they apply to
|
|
all of North
|
|
Dakota even though the rest of North Dakota might not be aware of
|
|
this. Ft. Yates still has roving police still wandering the land
|
|
handing out punishment and fines to all lawbreakers.
|
|
|
|
Arena-This town started out a small outpost for the Gromek, but
|
|
soon other D-bee's found out about the outpost and fled there,
|
|
hoping to find security. The Gromek don't mind these people as
|
|
long as they pay taxes, in return they protect the D-bees from
|
|
outside dangers. The town is totally without any laws. It is
|
|
survival of the fittest inside this town. As long as they don't
|
|
bother the Gromek they can do whatever they want. The only
|
|
humans in this town are slaves to the d-bees. Their is no
|
|
organization in the planning of the town. Wherever you want to
|
|
build you can, in fact you will see houses on top of older
|
|
houses in some crowded areas. Even the houses don't look
|
|
similar, each one is different and varied depending on the
|
|
persons race.
|
|
|
|
New Town-This town was first settled by Ft. Yates back in the
|
|
height of its power. Since then though they have grown fiercely
|
|
independent. They work hard to be totally independent of
|
|
everyone else. If asked to join any group or federation of
|
|
cities they will not accept under any condition. Even if faced
|
|
with certain death if they don't join, they would still do it
|
|
alone. The town is largely an agriculture society not much in
|
|
the way of industry or trade. The weapons they use are handed
|
|
down from father to son to son and so on. It is not uncommon for
|
|
a person to use a 200 year old laser rifle.
|
|
Xaxxle-This is the farthest west Xiticix has ever been.
|
|
Currently no other city is aware of the Xiticix. If allowed to
|
|
get a foothold in North Dakota, they might never be able to get
|
|
them out. Luckily the colony is pretty small and does not
|
|
contain a queen yet. The Xiticix will try to keep their location
|
|
secret for as long as they can, meaning no prisoners whatsoever
|
|
not even as slaves.
|
|
|
|
Fariton-Their is a huge energy dome surrounding the entire town
|
|
and surrounding fields. This dome is bluish clear, and can take
|
|
up to 2,000 M.D. and can regenerate at 1D6*10 M.D.C. a round.
|
|
Somehow the inhabitants can get out of the dome without shutting
|
|
it off the dome. No outsider has ever been able to get inside
|
|
the dome, or if they had they've never came out to talk about it.
|
|
No one knows for sure who inhabits the town, most people think
|
|
humans live inside the dome, along with a few d-bees.
|
|
|
|
Arms and Equipment
|
|
Note: The following prices are North Dakota price, that is if
|
|
you want to buy a rifle in North Dakota use the listed price, but
|
|
if you are outside of North Dakota the price will be doubled to
|
|
quadrupled.
|
|
|
|
The following McCoy Ind. weapons fall under different
|
|
classifications, and they are as follows: # then
|
|
letters-Means it is a rifle and the letter is the version
|
|
Letter than #-It is a pistol and the # is version
|
|
Letter, #, letter-It is a specialty weapon
|
|
MC-this is a special interest weapon or novelty weapon
|
|
HP-Weapon built for giants, robots, and Power Armors
|
|
|
|
25a Laser Rifle
|
|
This was McCoy Ind. first attempt at a rifle. Rather big and
|
|
bulky and a little outdated. But its reliability and payload
|
|
help make up for it.
|
|
Weight: 25lbs
|
|
Mega-Damage: 4D6
|
|
Rate of Fire: Same as attacks, can only fire one round at a time
|
|
Payload: 20 shot E-clip
|
|
Range: 1,000 feet
|
|
Cost: 2,000 credits
|
|
|
|
A1 Laser Pistol
|
|
This was there first attempt at an energy pistol, it too is a
|
|
little outdated.
|
|
Weight: 10lbs
|
|
Mega-Damage: 2D4
|
|
Rate of Fire: Same as Attacks
|
|
Payload: 6 shot E-clip
|
|
Cost: 5,000 credits
|
|
|
|
25b Laser Rifle
|
|
This is an updated version of the old rifle. Lighter, smaller,
|
|
better, damage, and firing rate made this one of there biggest
|
|
seller.
|
|
Weight: 20lbs
|
|
Mega-Damage: 4D6+6
|
|
Rate of Fire: Standard
|
|
Range: 2,000 feet
|
|
Cost: 3,000 credits
|
|
|
|
30a Laser Rifle
|
|
This is a pirated version of the Wilk's 457
|
|
Weight: 9lbs
|
|
Mega-Damage: 8D6
|
|
Rate of Fire: Standard
|
|
Range: 2,000 feet
|
|
Cost: 8,000 credits
|
|
|
|
B2 Laser Pistol
|
|
This pistol was an embarrassment for McCoy Ind. It came out the
|
|
same year as the Triax pump pistol. It was expected to be a big
|
|
seller for McCoy Ind. A million were made in anticipation but it
|
|
was a flop. You will still see them around because they are so
|
|
cheap to buy.
|
|
Weight: 9lbs
|
|
Mega-Damage: 2D6
|
|
Rate of Fire: Same as Attacks
|
|
Range: 800 feet
|
|
Payload: 8 shot E-clip
|
|
Cost: 200 credits
|
|
|
|
M1A Plasma Shell
|
|
This rifle is more like a grenade launcher. If fires canisters
|
|
of plasma exploding on impact.
|
|
Weight: 23lbs fully loaded
|
|
Mega-Damage: 6D6+3 Blast radius is 5 feet
|
|
Rate of Fire: Can fire two in one attack
|
|
Payload: 8 canisters
|
|
Range: 500 feet
|
|
Cost: 9,000 credits
|
|
|
|
200a Laser Rifle
|
|
This is a major advancement for McCoy Ind. The technology used
|
|
to make this is 5 years ahead of the rest. Rumor has it it was
|
|
developed by a huge computer in Washington, or from an unknown
|
|
space station.
|
|
Weight: 7lbs
|
|
Mega-Damage: 1D8*10
|
|
Rate of Fire: Standard
|
|
Range: 8,000 feet, +2 to strike
|
|
Payload: 40 shot E-clip
|
|
Cost: 25,000 credits
|
|
|
|
C1 Pulse Pistol
|
|
This pistol was made in response to the people of North Dakota's
|
|
rising concerns of the Coalitions increasing military actions in
|
|
North Dakota. The main advantages is it is cheap and reliable.
|
|
Weight: 6lbs
|
|
Mega-Damage: 3D6
|
|
Rate of Fire: Standard
|
|
Range: 900 feet
|
|
Payload: 12 shot E-clip
|
|
Cost: 950 credits
|
|
|
|
C5 Pulse Pistol
|
|
After many modifications an upgrades this is the best "C" version
|
|
pistol available. Slightly more expensive than the rest though.
|
|
Weight: 5lbs
|
|
Mega-Damage: 4D6+2
|
|
Rate of Fire: Standard
|
|
Range: 1,200 feet
|
|
Payload: 10 shot E-clip
|
|
Cost: 1,100 credits
|
|
|
|
100a Laser Rifle
|
|
This rifle was made after the 200a came out. It does not take
|
|
advantage of the advanced technology.
|
|
Weight: 18lbs
|
|
Mega-Damage: 5D6
|
|
Rate of Fire: Standard
|
|
Range: 2,300 feet
|
|
Payload: 20 shot E-clip
|
|
Cost: 9,000 credits
|
|
|
|
MC-1 "Pacifier"
|
|
This was made in an attempt to disable enemies peacefully. It
|
|
fires sonic waves in the attempt to knock opponent unconscious.
|
|
Only problem is that sound filters negate this weapon.
|
|
Weight: 12lbs
|
|
Damage: Victim roll vs. coma/death if fails they are knocked
|
|
unconscious for 1D4 melees, if they pass they only receive -3 to
|
|
parry, dodge, strike, and int.
|
|
Rate of Fire: Same as attacks
|
|
Range: 200 feet
|
|
Payload: 10 shot that has to recharge once used for 2 rounds
|
|
Cost: 2,000 credits
|
|
|
|
HP-1 Gatling Gun
|
|
This gun is meant for robots, PA, and planes. It works the same
|
|
way as the Pre-Rifts version does.
|
|
Weight: 200 lbs
|
|
Mega-Damage: 1D6*10 a blast of 20 rounds. Each slug does 1D6
|
|
M.D. There is a 10% chance that a slug will penetrate armor.
|
|
Rate of Fire: Bursts of 20 rounds per attack
|
|
Range: 3,000 feet
|
|
Payload: 300 rounds
|
|
Cost: 20,000 credits
|
|
|
|
HP-1 Laser Rifle
|
|
This is basically a normal rifle only enlarged
|
|
Weight: 75lbs
|
|
Mega-Damage: 1D4*10+5
|
|
Rate of Fire: Standard
|
|
Range: 2,000 feet
|
|
Payload: 50 shot E-clip
|
|
Cost: 15,000 credits
|
|
|
|
M2A Anti-Air
|
|
This is like a rocket launcher. The weapon can shoot down planes
|
|
at high altitudes with effective accuracy due to its advanced
|
|
targeting system.
|
|
Weight: 25lbs
|
|
Mega-Damage: 2D6*10+10
|
|
Rate of Fire: 1 every two attacks
|
|
Range: 35,000 feet, +3 to strike
|
|
Payload: 1, the missile is an advanced mini-missile made only by
|
|
McCoy Ind. Can fire normal mini-missile but range and damage is
|
|
normal.
|
|
Cost: 15,000 credits
|
|
Missile Cost: 800 credits per missile
|
|
|
|
MC-2 "Bugger"
|
|
This weapon was developed when an insect were plaguing North
|
|
Dakota, causing widespread famine and disease. It was found that
|
|
all insects share a common gene. McCoy Ind. developed a mist
|
|
that mutates this gene killing the insect in the process.
|
|
Weight: 15lbs
|
|
Damage: None, if human is shot without armor it will irritate the
|
|
skin causing a
|
|
rash. Mist Radius-20 feet
|
|
Rate of Fire: Standard
|
|
Range: 75 feet
|
|
Payload: 10 canisters
|
|
Cost: 6,000 credits
|
|
NOTE: While it is known to kill insects, it is not known what
|
|
effect this would have on insectoid D-bees like the Xiticix.
|
|
|
|
M2A "Plopper"
|
|
This is a grenade launcher shotgun. It fires special made
|
|
grenades made by McCoy Ind. It got its nickname from the sound
|
|
it makes when fired.
|
|
Weight: 12lbs
|
|
Mega-Damage: 4D6 for Frag grenade 5ft. radius or 6D6 for plasma
|
|
grenade 3ft. rad
|
|
Rate of Fire: Same as attacks
|
|
Range: 400 feet
|
|
Payload: Single load or a speed loader-3 shot
|
|
Cost: 10,000 credits
|
|
Speed loader cost 3,000 credits and grenades cost 300 credits
|
|
|
|
MC-3 "Splasher"
|
|
This is not a gun but instead a specially made bullet. The
|
|
bullet is hollowed out and then filled with water. On impact the
|
|
casing shatters releasing the water. The advantages of this is
|
|
better range and velocity than a squirt gun, and can be used in
|
|
S.D.C. automatic weapons. The disadvantage is if it is hot
|
|
outside the water will evaporate. Works best in automatic
|
|
weapons one bullet will not kill a Vampire, it will just make it
|
|
madder.
|
|
Weight: 8 ounces
|
|
Damage to Vampires: 2D6 hit points per bullet
|
|
S.D.C. Damage: Varies. Bullets come in various sizes to fit
|
|
different guns.
|
|
Cost: 20 credits per bullet or 100 credits per clip of 15 or 800
|
|
credits for a belt of 500 rounds
|
|
|
|
D2 Pulse Pistol
|
|
This pistol is basically a "C" version pistol except it takes
|
|
advantage of McCoy Ind. advanced technology.
|
|
Weight: 3lbs
|
|
Mega-Damage: 7D6+6
|
|
Rate of Fire: Standard
|
|
Range: 1,200 feet +2 to strike
|
|
Payload: 15 shot E-clip
|
|
Cost: 20,000 credits
|
|
|
|
MC-4 Jave
|
|
This is a vibrospear. Main advantages is it is quieter than a
|
|
gun an in skilled hands can be thrown with great accuracy.
|
|
Weight: 7lbs
|
|
Mega-Damage: 3D6+2
|
|
Range: When thrown 300 feet. Spear is 6ft. long. If PC has W.P.
|
|
spear is +2 to strike.
|
|
Cost: 2,000 credits
|
|
|
|
MC-5 Laser Scalpel
|
|
This laser scalpel is the size of a pen. It has many varying
|
|
settings below one S.D.C., but with a push of a small button the
|
|
laser scalpel flares up to an M.D.C. laser knife. At this
|
|
setting the energy cell can last for 2 attacks before it dies
|
|
out. This weapon is good for assassins or espionage agents. The
|
|
knife setting does 4D6 M.D.
|
|
Maximum Range for all settings is 6 inches
|
|
|
|
HP-3 "Rail Splitter"
|
|
This is McCoy Ind. only attempt at a rail gun to date.
|
|
Weight: 250lbs
|
|
Mega-Damage: burst of 50 rounds does 1D6*10, one round does 1D4
|
|
M.D.
|
|
Range: 4,250 feet
|
|
Payload: 400 round drum
|
|
Cost: 50,000 credits
|
|
|
|
HP-4 "Flechette"
|
|
The flechette is a dart that planes release at high altitude,
|
|
these darts can actually teat a man apart. They were used in WWI
|
|
for awhile, now in Rifts time McCoy Ind. has brought them back
|
|
but with a new twist, they now are vibrodarts. The darts are
|
|
housed in an 8' by 4' box holding 200 darts that effect a 1,000
|
|
square feet. These can be used instead of bombs.
|
|
Weight: 12 ounces per dart
|
|
Mega-Damage: 1D6 each dart. Roll a d20 and that is how many hit
|
|
you. Only way to dodge is to get out of the area before they hit
|
|
the ground. The darts are to small to be shot at with accuracy,
|
|
shooting wild may hit a couple though.
|
|
Payload: 200 darts per casing
|
|
Cost: 5,000 credits per casing
|
|
|
|
HP-5 Cluster Missile
|
|
This is a good anti-infantry weapon, also it is good against
|
|
armored vehicles, grounded planes, runways, and infrastructure.
|
|
The missile is unguided it cannot dodge or make turns. As it is
|
|
flying by it discharges disc shaped grenades. It can be used by
|
|
anything that can fire short range missiles. Mega-Damage: 1D4
|
|
M.D. per disc, will do 3D4*10 to a 50ft. radius, the missile does
|
|
have a warhead that does 1D4*10 M.D. to a 20ft. radius once all
|
|
the discs have been ejected the warhead will explode sending
|
|
shrapnel hurtling to the
|
|
ground. Total blast diameter is 400 feet.
|
|
M.D.C.: 5
|
|
Range: 500 feet
|
|
Cost: 1,000 credits per missile
|
|
|
|
MC-6 "Boomer"
|
|
This actually a vibroboomerang. This can be deadly in the hands
|
|
of a expert, it can also be deadly to a untrained thrower.
|
|
Weight: 2lbs
|
|
Mega-Damage: 3D6
|
|
Range: 300 feet
|
|
Cost: 1,000 credits
|
|
If have W.P. Boomerang than have +2 to strike
|
|
|
|
MC-7 Cane Gun
|
|
This gun is popular with old people, it gives them security at
|
|
all times. Also assassins and espionage agents favor this gun
|
|
too. The gun is lightweight with the outside made of wood, the
|
|
barrel located inside the cane is made of a light plastic
|
|
compound. The rounds and firing mechanism is located in the
|
|
handle. To reload you simply take the handle off and replace it
|
|
with another handle. The cane is custom made to the size of the
|
|
owner.
|
|
Weight: 5lbs
|
|
Mega-Damage: 1D6 per bullet
|
|
Rate of Fire: Same as attacks
|
|
Range: 100 feet
|
|
Payload: 5 bullets
|
|
Cost: 12,000 credits
|
|
|
|
MC-8 Vibropick
|
|
This vibroblade is not meant to be a weapon. It is thinner than
|
|
a toothpick and about the same length. It is used to slice locks
|
|
off doors, vaults, and so on.
|
|
Mega-Damage: 1D4
|
|
Cost: 2,000 credits
|
|
|
|
ARMOR
|
|
McCoy Ind. armors names are based on the old state names. As of
|
|
now there are 20 different types of body armor. The following
|
|
are the most popular selections All armor is full environmental
|
|
suits and comes with everything listed in the Rifts RPG under the
|
|
armor section
|
|
|
|
The Illinois
|
|
This is the best protection McCoy Ind. has to offer. The armor
|
|
is lightweight using secret metal technology. It also takes
|
|
advantage of an exoskeleton that lightens the weight the user has
|
|
to endure.
|
|
M.D.C.: 80
|
|
Weight user feels: 10lbs
|
|
Excellent Mobility-No penalties, also PC can lift 1.5 times their
|
|
PS and can run two times longer than normal.
|
|
Cost: 50,000 credits
|
|
Weapon Systems
|
|
1. Mini-Missile Launcher-There is a mini missile placed on each
|
|
side of the helmet. While
|
|
this may be a little scary for a user it serves two purposes.
|
|
1. It allows your head to aim and guide the missile kind
|
|
of like a TOW missile but
|
|
without the cable. +2 to strike
|
|
2. If character is hit in the head which will probably
|
|
result in death, the missiles will
|
|
explode, destroying the armor. Thus not allowing
|
|
others to study the Armor. Can
|
|
use any missile type.
|
|
|
|
The Rhode Island
|
|
This is a lightly armored inexpensive model. It has two
|
|
searchlights mounted on the helmet instead of missiles.
|
|
M.D.C.: 40
|
|
Weight: 12lbs
|
|
Good Mobility: -5% to prowl
|
|
Cost: 20,000 credits
|
|
|
|
The Texas
|
|
This armor looks slightly like a bull. It has what looks like to
|
|
be two 2 foot tall horns jutting out of the helmet. In actuality
|
|
these horns are sensor antennas. This armor comes with radar,
|
|
infrared and ultraviolet optics, and thermo-imaging. It also has
|
|
a radio. You can use all these features through a HUD put
|
|
located in the visor. The antennas have 100 M.D.C. each
|
|
M.D.C.: 50
|
|
Weight: 18lbs
|
|
Poor Mobility: -15% to prowl
|
|
Cost: 28,000 credits
|
|
|
|
The Arkansas
|
|
This armor is a close second to the Illinois in protection.
|
|
instead of missiles though it has two head mounted laser, 2D6
|
|
M.D. each. +2 to strike.
|
|
M.D.C.: 70
|
|
Weight: 18lbs
|
|
Excellent Mobility: -2% to prowl
|
|
Cost: 45,000 credits
|
|
It also has a retractable vibroclaw located in the right arm.
|
|
|
|
The Florida
|
|
This is a medium armored suit. It can be used in space, on land,
|
|
or in the water thanks largely to the tiny strategically placed
|
|
thrusters. In space it can fly at 45 mph, in water 15 mph, and
|
|
on land it doubles your speed, and you can run twice as far. The
|
|
thrusters are powered by a nuclear battery located in the lower
|
|
back area. The only problem is that the thrusters have to be
|
|
cleaned at least once a week or the thrusters get clogged causing
|
|
a malfunction. There is a 1-10% per week that the thrusters will
|
|
explode causing 1D6 M.D. to the occupant if the thrusters are not
|
|
cleaned. If it doesn't explode than it just doesn't function
|
|
till cleaned.
|
|
M.D.C.: 55
|
|
Weight: 19lbs
|
|
Excellent Mobility: No penalties
|
|
Cost: 35,000 credits
|
|
|
|
The Michigan
|
|
This armor is probably the most heavily armed armor McCoy Ind.
|
|
has to offer. The only drawback is that to keep the weight down
|
|
they had to sacrifice armor. They even put an exoskeleton to
|
|
lighten the load (no bonuses). But don't underestimate this
|
|
armor, it may be small but it packs a punch.
|
|
M.D.C.: 35
|
|
Weight user feels: 40lbs
|
|
Poor Mobility: -15% to prowl
|
|
Cost: 60,000 credits
|
|
Weapon Systems
|
|
1. Mini-Missiles: same as the Illinois
|
|
2. Retractable vibroclaws on each arm
|
|
3. High-intensity laser: This is located on top of the helmet,
|
|
3D6 M.D. Range: 600 feet
|
|
4. Grenade Launcher: Located on the sidearm of the right arm.
|
|
Holds 6 grenades 5D6
|
|
M.D. Range: 500 feet
|
|
|
|
Equipment
|
|
McCoy Ind. makes a wide variety of equipment that you can find in
|
|
the Rifts RPG. Along with those items they also make these
|
|
items:
|
|
|
|
Flying Video Camera
|
|
Camera is placed in an aerodynamically shaped container that
|
|
resemble a very small helicopter(1 foot long). The camera can
|
|
record for three hours, or it can relay what it sees instantly
|
|
back to the operator who has to be within 100 miles If camera is
|
|
in record mode it can fly 500 miles away and still return to
|
|
user. One of the advantages of the relay mode is that the user
|
|
can fly the camera himself, changing courses whenever he wants.
|
|
In record mode it follows set directions loaded in before
|
|
takeoff. This camera comes with a joystick and Foot Pedals.
|
|
Maximum Speed: 120 mph
|
|
5 year nuclear battery
|
|
Cost: 10,000 credits
|
|
|
|
Lazer Bather
|
|
This is an energy field that is no bigger than a door. You walk
|
|
through the field and it cleans you. The scientific explanation
|
|
is this: The field comes within a millionth of an inch of your
|
|
skin, vaporizing anything it passes (even clothes if you forget
|
|
to take them off). The Lazer Bather comes with special caps to
|
|
wear to protect your hair. The only problem is that fiendish
|
|
assassins have been known to tamper with the Bather, and when
|
|
someone walks through they are vaporized. They also use it has a
|
|
trap due to the almost invisible
|
|
appearance of the field(1-10% chance of detecting in full light,
|
|
or 1-40% chance of detecting in the dark. The Bather is usually
|
|
installed in the bathroom.
|
|
Cost: 20,000 credits
|
|
NOTE: Doctors like to use these to sterilize themselves in an
|
|
instant.
|
|
|
|
Papersuits
|
|
These suits are made of tough paper fibers. The suits are made
|
|
for those PC's who are constantly in armor or power armor. It is
|
|
not big and bulky, it is quick to get into an you don't have to
|
|
worry about what to wear (nobody is going to notice what you wear
|
|
when you are inside armor). The suit is not recommended for
|
|
daily wear, for after all it is still paper, it also is
|
|
unattractive. The suits are a one piece suit that comes in many
|
|
different colors.
|
|
Cost: pack of 20 is 200 credits
|
|
|
|
Lancer Plane
|
|
Name: McCoy Enterprises Lancer PF-1a
|
|
Crew: 2(pilot and a gunner)both are Lancer pilots
|
|
Passengers: none
|
|
Cargo: only a small area where can store vital equipment(guns so
|
|
forth).
|
|
Wingspan: 80 feet
|
|
Length: 60 feet
|
|
Speed: Mach 2.3 is maximum speed, while Mach 1.2 is cruising
|
|
speed
|
|
Engines: Nuclear engine with life expectancy 5 years with
|
|
continous being at 1 year.
|
|
Range: Indefinetly, but usually no longer 20 hours in the sky.
|
|
The pilot will probably
|
|
become to tired after to safely pilot the plane.
|
|
Altitude: Outer Atmospere
|
|
Pilot Positions: The gunner sits right behind the nose, while
|
|
the pilot is in the middle of plane.
|
|
|
|
M.D.C. BY LOCATION
|
|
GUNNERY COCKPIT-50
|
|
PILOT COCKPIT-75
|
|
WING(1)-300
|
|
MAIN ENGINES(4)-60 EACH
|
|
SECONDARY ENGINES(5)-35 EACH
|
|
FINS(4 TWO ON WING AND TWO ON MAIN BODY)-30 EACH
|
|
MAIN BODY-500
|
|
SENSORS-45
|
|
MAIN GUN-50
|
|
MISSILE PODS(4)-20 EACH
|
|
BOMB PODS(4)-5 EACH
|
|
LANDING GEAR-10
|
|
|
|
WEAPON SYSTEMS:
|
|
1. Missile Pods(optional)-The fighter can install missile pods on
|
|
special missions or if
|
|
wanting extra firepower. Each pod can hold 16 mini-missiles,
|
|
or 6 short range, or 2
|
|
medium range, or the entire plane can hold 2 long range
|
|
missiles.
|
|
|
|
2. Bomb Pods(optional)-These can be on at the same time as the
|
|
missile pods. You can
|
|
use these for high altitude bombing or if you don't need
|
|
precision bombing. Each pod
|
|
holds 4 bombs that are released all that the same time.
|
|
Bomb choices are:
|
|
Conventional-1D4*10 each 20ft radius
|
|
Napalm-1D4*10 each 30ft radius
|
|
*Experimental-1D6*10+10 each 25ft radius*
|
|
Cluster-1D4*10 each 50ft radius
|
|
Nuclear-2D6*10 each 100ft radius can only hold one
|
|
for each pod
|
|
*Experimental bombs have not been fully tested so consquently
|
|
there are still a few problems. If doing a complicated manuever
|
|
or flying at high altitude roll a D20 and on a roll of 20 the
|
|
bombs all ignite, do damage accordingly. When dropping the bombs
|
|
roll a D10 and on a roll of 0, 1D4 bombs are a dud. Roll this
|
|
for each pod.
|
|
|
|
3. Mini-missile Launchers(3)-these are enternally placed
|
|
launchers. 2 are on the wing and 1 is placed directly beneath the
|
|
cockpit. Pick three mini-missiles of choice.
|
|
|
|
4. High Intensity Lasers(2)-These are placed on the nose they can
|
|
only fire directly ahead.
|
|
The pilot has control of these guns.
|
|
1D4*10 each burst
|
|
Range-3,000ft.
|
|
Ammo-2000 shots total a burs contains 30 shots.
|
|
If a pilot has enough skill(rank of Sergeant than he is
|
|
capable of firing any amount of
|
|
rounds from 1 to 30 in an attack. each roud is 1D4 M.D.
|
|
|
|
5. Gatling Gun-This is an updated version of the old gun. This
|
|
placed internally
|
|
underneath the gun. cockpit. It can only fire directly
|
|
ahead. Pilot has control of this
|
|
gun.
|
|
6D6 per single shot
|
|
2D6*10 per burst of 10 shots
|
|
Ammo-1,000 rounds
|
|
Range-3,500ft
|
|
|
|
6. Foil Flares-These are ejected out the back in order to confuse
|
|
radars and missiles. Total
|
|
of 30 flares on board. If releasing 1 flare there is a 25%
|
|
chance.
|
|
2 flares-35%
|
|
3 flares-50%
|
|
4 flares-60%
|
|
5 flares-75%
|
|
6 flares-85%
|
|
7 flares-98%
|
|
The flares stay effective for 1D4 rounds before they disperse
|
|
|
|
7. Sensor System Note:
|
|
1. ThermoImager
|
|
2. Enhanced Radar
|
|
3. Infrared and Ultraviolet optics
|
|
4. Advanced targeting system
|
|
|
|
HTH Combat-Not possible
|
|
|
|
Special Bonus-+1 to dodge at cruising speed
|
|
+2 to dodge past Mach 1.5
|
|
|
|
McCoy RJ-2 Power Armor
|
|
This armor is very simple in design, it was one of McCoy's first
|
|
attempts. The RJ-2 major advantages is that it is light and
|
|
fast, but it had to sacrifice armaments and armor to achieve
|
|
this. Its major purpose was recon and espionage, it is quiet and
|
|
efficient. The wings extend outwards from the engine, when not
|
|
in flight mode the wings slide back into the engine like a phone
|
|
antennae. The wings can open out in one attack, and pilot can
|
|
fly during the same attack. The choice of colors are blue,
|
|
black, and red.
|
|
|
|
Model Type: RJ-2
|
|
Class: Light Reconnaissance and Espionage
|
|
Crew: One, can seat no passengers.
|
|
M.D.C. By Location
|
|
Concealed Mini-Missile Launcher (1; back)-15
|
|
Arms-30
|
|
Legs-60
|
|
Head-9
|
|
Hands (2)-5 each
|
|
Rear Jets-85
|
|
Wings (2)-40
|
|
Optics and Sensor Pod (head)-12
|
|
Main Body-100
|
|
Speed
|
|
Runninng: Can run up to speeds of 70 mph, pilot usually last
|
|
double his PE.
|
|
Flying: Can fly at speeds up to 300 mph, range is about 70 miles
|
|
before pilot has to let the engine cool for one hour. Maximum
|
|
altitude is 700 feet.
|
|
Statistical Data
|
|
Height: 8 feet
|
|
Width: 4 feet
|
|
Weight: 1 tons
|
|
Physical Strength: Equal to a PS 35
|
|
Cargo: can only carry his personal possessions.
|
|
Power Source: Nuclear, average energy life five years.
|
|
Black Market Source: 2 millions
|
|
|
|
Weapon Systems
|
|
1. Rear Mini-Missile Launcher (1): Concealed on the top of the
|
|
engine is three mini-missiles of choice. The pilot can fire one,
|
|
two, or three missiles at a time. The pilot gets no bonuses to
|
|
strike though. Pilot can fire in a 90 degree arc.
|
|
|
|
2. Can carry any hand held weapon. Usually equipped with the
|
|
200a.
|
|
|
|
3. Hand to Hand Combat: Rather than use a weapon. the pilot can
|
|
engage in mega-damage hand to hand combat. The armors fully
|
|
articulare hands can strike just like a human punch.
|
|
Bonuses & Damage from RJ-2 Combat Training:
|
|
Restrained Punch-1D6*10 S.D.C.
|
|
Full Strength Punch-2D6 M.D.
|
|
Power Punch-4D6 M.D. (counts as two attacks)
|
|
Crush with Hands-1D6 M.D.
|
|
Kick-3D6 M.D.
|
|
Leap Kick-5D6 M.D.
|
|
Body Flip/Throw-1D4 M.D.
|
|
Body Block/Ram-1D8 M.D.
|
|
+2 to strike
|
|
+4 to parry and dodge
|
|
+2 to roll with impact
|
|
+2 to pull punch
|
|
Three attacks per melee in addition to the pilots attacks.
|
|
5. Sensor System Note: The RJ-2 has full optical systems
|
|
including laser targeting, telescopic, passive nightvision,
|
|
thermo-imaging, infrared, ultraviolet, and polarization. Plus
|
|
all features common to power armor.
|
|
Sensor bonuses: +2 to strike and plus +2 to dodge.
|
|
|
|
Coalition MX-34 Raider
|
|
The Coalition built this power armor after their disastoruous
|
|
victory at McCoyville. The raider is small for a power armor,
|
|
but that is an advantage for this armor was built for urban
|
|
combat. This armor easily walk down streets and alleys. Also
|
|
the power armor can work effectively inside regular buildings, so
|
|
the Coalition uses this armor for security also inside the
|
|
Guarduan base. The armor only has three fixed weapons, there are
|
|
areas where you can put other weapons on for a short period of
|
|
time.
|
|
Model Type: MX-34
|
|
Class: Light Combat and Security
|
|
Crew: One, can seat no passengers
|
|
M.D.C. by Location
|
|
Mini-Missile Launcher (1; right shoulder)-10
|
|
Forearm Laser (1; left arm)-15
|
|
Concealed Vibrosword(1; right arm)-10
|
|
Arms(2)-30
|
|
Hands(2; fully articulate)-8
|
|
Legs(2)-65
|
|
Head-15
|
|
Optics(head)-10
|
|
Booster Jet(optional; back)-50
|
|
Main Body-120
|
|
Speed
|
|
Running: Without booster pack can run 35 mph for over three hours
|
|
before it has to cool down. If the booster jet is attached then
|
|
armor can run 80 mph. but for only two hours before it has to
|
|
cool off. In both cases cool off time is 45 minutes, if you
|
|
don't cool off the engine then it will overheat and explode 20
|
|
minutes later causing 1D6*10 M.D.
|
|
Flying: Not possible without booster jet. With the booster jet
|
|
the armor has a limited flight capability. It can fly at 100 mph
|
|
with a range of 500 feet before it touches ground again, it must
|
|
leap off the ground each to continue flight. Armor can keep up
|
|
this flight for three hours.
|
|
Statistical Data
|
|
Height: 7 feet
|
|
Width: 3 feet
|
|
Weight: 1,200 pounds
|
|
Physical Strength: Equal to a PS 35
|
|
Cargo: Can only can carry pilots personal possessions
|
|
Power Source: Nuclear, average lifespan two years
|
|
Black Market Cost: 1 million credits, extremely hard to find.
|
|
Most MX-34 are stationed at Guardian.
|
|
|
|
Weapon Systems
|
|
1. Mini-Missile Launcher-Can hold up to eight mini-missiles of
|
|
choice. Can fire up to three at a time.
|
|
|
|
2. Forearm Laser-This is an experimental Coalition design that
|
|
has not been thoroughly tested yet. So their is a 10% chance of
|
|
failure in which case the laser blows up causing 1D4*10 M.D. to a
|
|
5 feet area.
|
|
Range: 1,000 feet
|
|
Mega-Damage: 1D4*10 per shot, or 2D6*10 per multiple burst of
|
|
five. Both count as one attack.
|
|
Payload: E-clip of 50 shots
|
|
|
|
3. Concealed Vibrosword: This is located in the right arm, it is
|
|
triggered by a push of a button located in the right hand of the
|
|
armor.
|
|
Mega-Damage-5D6
|
|
|
|
4. The armor has three additional hard points on which you can
|
|
place weapons of virtually any type and design. The only
|
|
drawback is that you will have to sacrifice speed to do this.
|
|
|
|
5. Also the armor can operate any hand held weapons of choice.
|
|
|
|
6. Hand to Hand Combat
|
|
+1 to strike
|
|
+4 to dodge and parry
|
|
+5 to dodge in flight
|
|
+1 to roll with impact
|
|
+2 to pull punch
|
|
Restrained Punch-8D6 S.D.C.
|
|
Punch-1D6 M.D.
|
|
Power punch-2D6 M.D. counts as two attacks
|
|
Kick-2D6 M.D.
|
|
Leap Kick-4D6 M.D.
|
|
Ram-2D6 M.D.
|
|
Flip/Throw-2D6 M.D.
|
|
|
|
5. Sensor Systems Note: The same as the RJ-2
|
|
|
|
McCoy JM-90 Shiva
|
|
This power armor takes advantage of the futuristic technology
|
|
that McCoy possess.
|
|
It is light and fast with heavy armament and armor. This is his
|
|
most versatile design yet.
|
|
Shiva means destroyer in the Indian language.
|
|
Model Type: JM-90
|
|
Class: Multi-Purpose weapon
|
|
Crew: One, cannot hold passengers
|
|
M.D.C. by location
|
|
Concealed Mini-missile launcher(2; in both legs)-50
|
|
Power Laser(left shoulder)-75
|
|
Particle Beam(1; In palm of right hand)-10
|
|
Head Lasers(4)-5 each
|
|
Head lights(2)-2 each
|
|
Optics(back)-50
|
|
Arms(2)-75
|
|
Hands(2)-50
|
|
Legs(2)-180
|
|
Head-50
|
|
Main Body-400
|
|
Speed
|
|
Running-Can run at 80 mph for over five hour before it has two
|
|
cool of for a half hour.
|
|
Flight-Not possible
|
|
Leaping-Can leap into the air up to 75 feet
|
|
Statistical Data
|
|
Height-12 feet
|
|
Width-5 feet
|
|
Weight-3 tons
|
|
Physical Strength: Equal to a PS 60
|
|
Power Source: Unknown, average lifespan 40 years
|
|
Black Market Cost-20 million extremely hard to find.
|
|
|
|
Weapon Systems
|
|
1. Concealed Mini-missile launcher(2)-Each leg can hold up to 15
|
|
mini-missile of choice.
|
|
Can fire up to 4 missiles at a time in each leg.
|
|
|
|
2. Particle Beam: This beam is in the palm of the right hand. It
|
|
can do lots of damage if given enough time.
|
|
Range-2,000 feet
|
|
Mega-Damage: 1D6 per shot. Or pilot can opt to let the particle
|
|
beam energize in which case he can only fire the mini-missile or
|
|
a hand held weapon. Letting it charge for an attack double the
|
|
damage, letting it charge for two attacks allows it to do
|
|
quadruple its power, and if you let it recharge for three rounds
|
|
it can double 10 times the regular damage.
|
|
After three rounds damage is still 10 times regular.
|
|
Payload-Unlimited shots, hooked up to the engine.
|
|
|
|
3. Power Laser: This is mounted on the left shoulder it is
|
|
capable of huge amounts of damage.
|
|
Range: 5,000 Feet
|
|
Mega-Damage: 7D6 per shot, or 2D6*10 per multiple burst of 5
|
|
shots.
|
|
Payload: Unlimited, hooked up to the engine.
|
|
|
|
4. Head Laser(4): These four lasers fire as one. They have a
|
|
firing arc of 180 degrees.
|
|
Range: 1,000 feet
|
|
Mega-Damage: Each laser does 1D4 M.D., combined laser damage is
|
|
4D6
|
|
Payload: Unlimited, hooked up to the engine.
|
|
|
|
5. Hand to Hand Combat: With training has three attacks not
|
|
including pilots attack.
|
|
+4 to strike
|
|
+5 to dodge and parry
|
|
+6 to dodge while leaping
|
|
+3 to roll with impact
|
|
+4 to pull punch
|
|
Restrained Punch-2D6 M.D.
|
|
Punch-5D6 M.D.
|
|
Power Punch-1D6*10 M.D. counts as two attacks
|
|
Kick-7D6 M.D.
|
|
Leap Kick-2D6*10 M.D.
|
|
Body Flip/Throw-1D6 M.D.
|
|
Body Block/Ram-5D6 M.D.
|
|
|
|
6. Sensor Systems Note-Same as RJ-2, Bonuses: +3 to strike and
|
|
dodge
|
|
|
|
Military might of the Cities
|
|
Bismark:
|
|
15,000 soldiers
|
|
*150 SAMAS
|
|
40 McCoy Combat Robots
|
|
30 UltiMax
|
|
*5 Death Heads
|
|
2 Glitter Boys
|
|
|
|
Lazarus:
|
|
30,000 soldiers
|
|
*400 SAMAS
|
|
50 McCoy Combat Robots
|
|
35 X-500 Forager
|
|
20 X-535 Hunter
|
|
*10 Death Head
|
|
*6 Spider-Skull Walker
|
|
5 Glitter Boys
|
|
|
|
Guardian:
|
|
50,000 soldiers
|
|
1,000 SAMAS
|
|
500 Sky Cycles
|
|
200 UAR-1 Enforcers
|
|
100 Death Heads
|
|
50 Spider-Skull Walkers
|
|
1,000 Combat Robots
|
|
2,000 Dog-Boys
|
|
3,000 Psi-Stalkers
|
|
|
|
McCoyville:
|
|
2,500 Soldiers
|
|
5,000 McCoy Combat Robots
|
|
5 Ulti-Max
|
|
+4 Modified Behemoth
|
|
*UAR-1 Enforcer
|
|
1 Glitter Boy
|
|
|
|
Ft. Yates
|
|
34 Glitter Boys
|
|
150 Modified B-52's
|
|
200 M1A1-Abrahams Main Battle Tanks
|
|
45 Apache Helicopters
|
|
10 B-2 Stealth Bombers
|
|
|
|
* These item were stolen or captured by McCoy and then traded to
|
|
towns, Coalition are
|
|
not aware of this.
|
|
+ See Vehicle section
|
|
|
|
New Skills
|
|
Farming
|
|
Category: Domestic
|
|
This skill is the techniques used to farm properly. You know how
|
|
to till your your land, when to leave it fallow. Also know
|
|
rudimentary knowledge in herbicides, and fertilizer. You know
|
|
which ones work but not why. Can estimate when it is going to
|
|
rain and so on.
|
|
Base Skill 30%+4% per level
|
|
|
|
Urban Survival
|
|
Category: Espionage
|
|
This skill is like the Wilderness Survival except it is for
|
|
cities, this skill differs from streetwise in the fact that you
|
|
know more than the illegal parts of the city is, you know how to
|
|
survive on minimal amounts of credits, know where the best
|
|
restaurants, where cops are, how the city is run. Basically
|
|
this skill is like if you live in the city all your life you know
|
|
where things are, you know how people are going to react to you
|
|
or how you look.
|
|
Base Skill 35%+5% per level
|
|
|
|
Camouflage
|
|
Category: Espionage
|
|
This is the skill of knowing how to camouflage yourself in all
|
|
types of areas. You know how to mix into your surroundings very
|
|
well.
|
|
Base Skill 25%+4% per level
|
|
|
|
Combat: Horseback Riding
|
|
Category: Pilot Skills
|
|
Required: Horsemanship
|
|
This trains the character on how to charge properly while on top
|
|
of a horse.
|
|
How to shoot accurately with a gun and son.
|
|
+2 to strike with an Ancient W.P.
|
|
+1 to strike with Modern W.P.
|
|
+2 to parry and dodge while on top of horse
|
|
At 3rd level add 1 additional attack while on horse
|
|
At 9th level add one attack while on horse
|
|
|
|
Rural Medicine
|
|
Category: Medicine
|
|
The person who has this skill knows old wives tales on how to
|
|
cure ailments, such things as to cure drunkenness is to drink
|
|
coffee, and things like that. Most of the tales do nothing to
|
|
help the patient sometimes making the condition worse, but
|
|
sometimes they do work.
|
|
|
|
LANCER COMBAT TRAINING:
|
|
Category: Pilot
|
|
+5 to dodge
|
|
One additional attack
|
|
One additional attack at rank of Captain
|
|
One additional attack at rank of Rogue Major
|
|
This skills allows the pilot to be able to perform well in
|
|
combat, any pilot that tries to fly the Lancer in combat will be
|
|
in for a real surprise. Lose one attack -6 to dodge
|
|
|
|
Computer Keyboarding
|
|
Category: Technical
|
|
This skill allows the PC to type at a keyboard at a good speed.
|
|
5 times their I.Q. without making a mistake, can write a 6 times
|
|
I.Q. at 80% mistake free. This skill is good for typing programs
|
|
and transfer of data.
|
|
|
|
Sign Language
|
|
Category: Technical
|
|
This is the skill of using your hands to communicate with others
|
|
as long as they have the skill too. Knows the alphabet and has a
|
|
very good understanding of the language.
|
|
Base Skill 55%+5% per level
|
|
|
|
Physics
|
|
Category: Science
|
|
Requirements: Advanced Mathematics and Literacy.
|
|
A natural science covering matter, energy and their mutual
|
|
relations Characters who have this has a good understanding of
|
|
Nanotechnology.
|
|
|
|
W.P. Spear
|
|
|
|
W.P. Boomerang
|
|
|
|
Races and O.C.C.'s
|
|
Inuit R.C.C.
|
|
Ghost Buffalo NPC
|
|
Agriculturist R.C.C.
|
|
Death Dragon R.C.C.
|
|
Lancer Pilot O.C.C.
|
|
Silver Ranger O.C.C.
|
|
Rapid Flies NPC
|
|
CyberRangers O.C.C.
|
|
CyberWarrior O.C.C.
|
|
Technocrat O.C.C.
|
|
Lightning Dragon R.C.C.
|
|
North Dakotan Cyberknight O.C.C.
|
|
Brahmagupta Dragon R.C.C.
|
|
Coalition Commando O.C.C.
|
|
Seventh Cavalrymen R.C.C.
|
|
Death Horse NPC
|
|
Old Time Doctor O.C.C.
|
|
Aiite Master NPC
|
|
Aiite Worker R.C.C.
|
|
Aiite Commandant R.C.C.
|
|
Inuit R.C.C.
|
|
|
|
IQ: 4D6 ME: 3D6+2 MA: 3D6 PS: 3D6+3 PP: 3D6 PE: 4D6 PB: 3D6
|
|
Spd: 3D6
|
|
|
|
Inuits are a American Indian nature spirits who were known to
|
|
the native Americans, worshipped in some areas, feared in others.
|
|
They dress in tribal outfits, with feathers and tattoos being a
|
|
common sight. Inuits are highly conservation and environmentally
|
|
oriented.
|
|
Whenever they use their abilities their skin glows green (except
|
|
for invisibility). See Seventh Calvary men for more details on
|
|
death and dying.
|
|
|
|
Natural Abilities
|
|
1. Drain-The character gains strength by draining other persons
|
|
life force. It costs 10 ISP
|
|
to use. Victim rolls against psionics an if fails loses up
|
|
to 50 ISP and 5D6
|
|
S.D.C./M.D.C. depending on the creature. The Inuit gains
|
|
what the victim loses, except
|
|
that the S.D.C. turns into M.D.C. The Inuit can only use
|
|
this power on one person at a
|
|
time. He must be touching the victims skin. He can only use
|
|
this power 10 times in a
|
|
24 hour period.
|
|
|
|
2. Invisibility at will-Same as the invisibility: Superior spell
|
|
|
|
3. Infection-This is the power that lets the Inuit create other
|
|
Inuits. The Inuit bites the
|
|
victims neck an if victims fails a save at 18 he will slowly
|
|
transform into a Inuit. He will
|
|
get all the Bonuses of the Inuit. Reroll ME, PS, and PE,
|
|
the rest stay the same. Also
|
|
victim becomes a M.D.C. creature. The Inuit can only do this
|
|
during a full moon, and
|
|
has to be on a Ley line or Nexus Point.
|
|
|
|
4. Flaming Tomahawk-1D6*10 MDC. This tomahawk is made of
|
|
ectoplasm manipulated
|
|
by the Inuit. It gets it flaming appearance due to its fiery
|
|
red color and the fact that it
|
|
feels like it burns your skin when it hits you. Inuit can
|
|
throw it up to 300 feet and can
|
|
still return to them. Only the Inuit can use the weapon, any
|
|
one else who touches it will
|
|
be inflicted with full damage. Any Inuit will know it cannot
|
|
use the weapon and won't
|
|
try to pick it up.
|
|
|
|
M.D.C./Hit Points: 3D6*10
|
|
Alignment: Any
|
|
ISP: 1D6*10 Shaman: 1D10*10
|
|
PPE: 2D4
|
|
|
|
O.C.C. Skills
|
|
Wilderness Survival +20%
|
|
Land Nav +15%
|
|
Hunting +25%
|
|
Track Animals +10%
|
|
Skin and Prepare Animals +15%
|
|
W.P. Archery
|
|
W.P. Blunt
|
|
W.P. Knife
|
|
Cooking +20%
|
|
Fishing +5%
|
|
Sewing +5%
|
|
|
|
Other Skills: None
|
|
|
|
Secondary Skills-Select 3 skills from Domestic, Physical, and
|
|
Wilderness category. Select 1 skill at level 4, 9, and 13.
|
|
|
|
Combat Bonus: +35% to prowl, +2 to strike with ancient weapon, -3
|
|
to strike with modern weapon, +1 to parry and dodge, +1 to
|
|
initiative.
|
|
|
|
Psionic Powers
|
|
Roll a D100, on a roll of 1 your character is a shaman-Knows 5 of
|
|
the following Powers: BIO-REGENERATION, PSYCHIC SURGERY, PSYCHIC
|
|
DIAGNOSIS, SIXTH SENSE, SENSE EVIL, SENSE MAGIC, INCREASED
|
|
HEALING, RAIN, GROWTH, OR SEE THE INVISIBLE. On a roll other
|
|
than 1, character is a minor psychic know 1D4 from physical
|
|
category. Shaman learn 2 new powers at level 3, 7, 9, 11, 13,
|
|
and 15, can choose from any category except super. +2D6 ISP per
|
|
level for both.
|
|
|
|
Spells-Neither know any
|
|
|
|
Equipment-A long bow with 20 arrows, Hatchet-2D6 SDC, 2 ancient
|
|
weapons of choice, set of Indian clothes, a pipe, backpack, 2 fur
|
|
coats, and a bowie knife
|
|
|
|
Money: None to start with
|
|
|
|
Cybernetics and Bionics: Cannot receive either.
|
|
|
|
|
|
Created by Mike Best Edited by Sean Satterlee
|
|
CyberRangers
|
|
80 years ago the Cyberknights appeared. A mere 20 years ago the
|
|
CyberRanger 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 CyberRanger have probably the hardest training of
|
|
any of the three Cybers. Their training begins at age 10, and
|
|
continues until age 20. They must be taught by a CyberRanger of
|
|
a at least 7th level. Word has it Lord Coake himself encourage
|
|
this occupation and helped in its separation from the
|
|
Cyberknights to form it's own branch.
|
|
|
|
Psionic Powers
|
|
Roll a d10, on a 1-8 the character has no psionics (with the
|
|
exception of the choices provided later), only 1D6 ISP, and is
|
|
considered a minor psionic. On a 9 or 10 the character may
|
|
choose five powers from the following list at level 1, and 2 more
|
|
at 3rd and 7th level. The character is considered a Major
|
|
Psionic. BIO-REGENERATION, DEADEN PAIN, HEALING TOUCH, INCREASED
|
|
HEALING, ALTER AURA,
|
|
IMP. TO COLD, IMP. TO FIRE, IMP. TO POISON/TOXIN, RESIST FATIGUE,
|
|
RESIST HUNGER, RESIST THIRST, SEE THE INVISIBLE, SENSE EVIL,
|
|
SENSE MAGIC, OR SIXTH SENSE.
|
|
|
|
Alignment: Any good or selfish
|
|
Attribute Requirements: IQ:9 ME: 12 PS:10 PP:6 PE: 14 Spd: 7
|
|
Special Bonuses: add 2D6 to PE and Spd, add 2D4 to ME, 1D6 to PS
|
|
and PP. Add 1
|
|
attack per melee. Add +3 to parry and dodge, and add 4D6 to
|
|
S.D.C.
|
|
|
|
PPE: 4D4
|
|
|
|
O.C.C. Skills
|
|
Language: 3 of choice at 95%
|
|
Literacy: Choose 1 from the above languages at 85%
|
|
Cook +5%
|
|
Fishing +15%
|
|
Sewing +5%
|
|
Detect Ambush +20%
|
|
Detect Concealment + 20%
|
|
Intelligence +15%
|
|
Tracking +20%
|
|
Wilderness Survival +30*
|
|
First Aid +10%
|
|
Holistic Medicine +15%
|
|
Athletics: General
|
|
Climbing +20%
|
|
Prowl +25%
|
|
Horsemanship +15%
|
|
Math: Basic +10%
|
|
Lore: Demons and Monsters
|
|
W.P. Choose 3 ancients of choice
|
|
W.P. Choose 2 modern of choice
|
|
Hunting
|
|
Identify Plants and Fruits +30%
|
|
Track Animals +20%
|
|
HTH: Expert (Can be upped to Martial Arts at the cost of 2 Other
|
|
Skills)
|
|
|
|
Other Skills: Choose 5 from the following list. Select 1 more at
|
|
level 4, 5, 7, 9, 12, and 15.
|
|
Communication: Only Radio:Basic +5%
|
|
Domestic: Any
|
|
Espionage: Any +10%
|
|
Military: Any
|
|
Physical: Any +10%
|
|
Pilot: Any but Robots and PA, tanks, and APC's
|
|
Pilot Related: Any
|
|
Rogue: Any but Hacking
|
|
Science: Biology or Botany +10%
|
|
Technical: Any except Comp Op and Comp Pr +10%
|
|
W.P.: Any
|
|
Wilderness: Any +15%
|
|
|
|
Secondary Skills: Choose 4 from the above list without bonuses
|
|
though.
|
|
|
|
Equipment: One set of light or medium armor. One energy rifle
|
|
with 3 E-clips. Vibroknife, combat fatigues and boots. Blue
|
|
jeans and T-shirt, backpack, canteen, 1 protein healing salve.
|
|
Do not like vehicles and will try to avoid riding animals (they
|
|
like animals and don't like forcing them to work).
|
|
|
|
Money: 1D4*25 credits
|
|
|
|
Cybernetics and Bionics: Cannot receive them whatsoever
|
|
|
|
Code of Honor: Protect innocent animals and follow the Code
|
|
listed Rifts RPG under the Cyberknight.
|
|
|
|
Natural Abilities
|
|
Choose two from the following five choices
|
|
1. Psi-Bow-A bow that shoots mega-damage arrows up to 500 feet
|
|
away. This is like a
|
|
Psi-Sword in that it can be used indefinitely and cost no
|
|
ISP. It does 1D4 mega-damage
|
|
at level one, add a d4 every other level. Effective range is
|
|
500 feet. If character
|
|
chooses this he automatically receives W.P. Archery.
|
|
|
|
2. M.D.C. being!!! Character becomes a M.D.C. creature with
|
|
3D6+1 M.D.C. Add
|
|
1D4 M.D.C. at level 3, 5, 8, and 12. Drop any S.D.C.
|
|
bonuses.
|
|
|
|
3. Enhanced Senses-Character automatically has night vision at
|
|
200 feet, see the invisible,
|
|
sense magic, sense evil, sixth sense, see aura, and has
|
|
heightened hearing and can see as
|
|
well as a Crazy.
|
|
|
|
4. Super Stealth-The PC 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.
|
|
The PC cannot be heard (unless he wants to), and cannot be
|
|
smelled. The PC can still
|
|
be felt and still retains his weight.
|
|
|
|
5. Enhanced Abilities-Add 2D6 to PE, 2D4 to PS, 1D6 to PP, 1D4*10
|
|
to Spd, 1D4 to
|
|
ME and IQ, 1D6 to Hit Points, 1D4*10 to S.D.C. (These latter
|
|
two become +2d6 to
|
|
M.D.C. if PC chooses Ability two).
|
|
|
|
Saving Bonuses for all CyberRangers
|
|
+2 save vs. poisons
|
|
+1 save vs. insanity, psionics, and magic
|
|
+5 save vs. horror factor
|
|
|
|
|
|
Created by Mike Best Edited by Sean Satterlee
|
|
CyberWarrior
|
|
About 60 years ago the Cyberwarriors were created as an offshoot
|
|
to the Cyberknights. The CyberWarriors were similar to the
|
|
Cyberknights, but were more concerned with raw combat. They were
|
|
also mostly unprincipled. Their numbers remained few up until
|
|
five years ago. Their numbers since have tripled, and are still
|
|
growing. The CyberWarrior are all good, a good comparison
|
|
between the CyberWarriors and the Cyberknight would be the
|
|
Knights of Camelot and the Rival Cavaliers. The CyberWarriors
|
|
are a rowdy bunch who love a good scrap and never back down.
|
|
They are nowhere near as civilized or intelligent as the
|
|
Cyberknight Training: Unlike the Cyberknights, all CyberWarrior
|
|
have to train with a high level CyberWarrior for at least two
|
|
years. The teacher teaches them all they need to know. This
|
|
warrior must be of at least 6th level.
|
|
|
|
Psionic Powers
|
|
Roll a d10, on a 1-9 the PC has no psionics powers but the
|
|
Psi-Axe, an has only 1D4 ISP, and is considered a minor psionic.
|
|
On a 10 the character gets the Psi-Axe and choose 1 power from
|
|
each category except super. ISP is 1D4*10. +2 ISP per level,
|
|
and the character is considered a major psionic.
|
|
|
|
Alignment: Any but only .5% are evil, if evil the character loses
|
|
the Psi-Axe.
|
|
Attribute Requirements: PS: 12 PE: 11 Spd: 6
|
|
Special Bonuses: Add 1D^ to PS, PE, and Spd, add 1D4 to PP and
|
|
ME. Add 2D4*10
|
|
to S.D.C. and 1D6 to Hit points. Add +1 to roll with punch and a
|
|
+5 to damage.
|
|
|
|
PPE: 4D6
|
|
|
|
NOTE: Cannot receive IQ bonus no matter what.
|
|
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: Choose 2 +10%
|
|
W.P. Axe
|
|
W.P. 2 ancient of choice
|
|
W.P. 2 modern of choice
|
|
Lore: Demons and Monsters +10%
|
|
Land Nav +15%
|
|
HTH Expert (can be changed to Martial Arts at the cost of one
|
|
Other Skill)
|
|
|
|
Other Skills: Choose 4 and an additional 2 at levels 3, 5, 7, 8,
|
|
12, and 14.
|
|
Domestic: Any +5%
|
|
Electrical: Only Basic Electronics
|
|
Espionage: Any +5%
|
|
Mechanical: Automotive only
|
|
Physical: Any +10%
|
|
Pilot: Any
|
|
Pilot Related: Any
|
|
Rogue: Any but Hacking
|
|
Science: Only Math:Basic
|
|
Technical: Any
|
|
W.P.: Any
|
|
Wilderness: Any +5%
|
|
|
|
Secondary Skills-Choose 5 skills from the above list without
|
|
bonuses.
|
|
|
|
Equipment: One set of heavy armor. One energy rifle with 4
|
|
E-clips, a set of dress clothing, gas mask, tinted sunglasses, 2
|
|
quart canteen, 2 protein healing salves, combat fatigues and
|
|
boots. Has no vehicle to start out with.
|
|
|
|
Money: 1D4*100 credits
|
|
|
|
Cybernetics: Starts with cyberarmor identical to the
|
|
Cyberknights, and choose one type of cyber eyes.
|
|
|
|
Code of Honor: Only obligation is to help innocent people.
|
|
|
|
Powers
|
|
Psi-Axe Similar to the Psi-sword. the Psi-Axe is more powerful.
|
|
Starting M.D.C.
|
|
is 2D6, add 1D6 at levels 2, 3, 5, 7, 8, 10, 13, and 15.
|
|
Add a +1 to save vs. magic and horror factor.
|
|
Heals 2 times normal human speed
|
|
|
|
Role of the Cyberknights
|
|
No one group is more honored, more loved than the
|
|
Cyberknight. People view them as the saviors of humanity and
|
|
protector of the downtrodden (d-bee's). Most communities will
|
|
openly aid a Cyberknight anyway they can. When a Cyberknight
|
|
rides into town, the people forget about their fears for a little
|
|
while an enjoy life. In fact holovids glamorize the Cyberknights
|
|
depicting them as the hero of the land, and defender of justice.
|
|
In truth the reason for the Cyberknights fame is because of
|
|
the Silver Rangers. Silver Rangers are the unsung hero's of
|
|
North Dakota. They often travel alone, roaming the countryside,
|
|
righting wrongs. They travel into town, solve the problem, then
|
|
leave (sort of like the Lone Ranger). Because the Silver Rangers
|
|
don't stick around for to long the people think they were
|
|
Cyberknights, since they helped the town like a Cyberknight
|
|
should..
|
|
The Cyberknights in North Dakota are a little different than
|
|
the one's found roaming the land outside of Dakota. The knights
|
|
are more aloof and more snobbish than normal. They view
|
|
themselves as above the rest of the population, and that people
|
|
will always need saving. They think the people couldn't live
|
|
without the aid of the knight (for a better description think of
|
|
Derek Crownguard from the Dragonlance novels transplanted to the
|
|
Rifts Dimension).
|
|
The main population of Cyberknights are located in the
|
|
Gregor Monastery, this is not the famed Lord Coake monastery.
|
|
Here the knights are trained in the ways of knighthood. The
|
|
monastery is lead by an 11th level Cyberknight named J.T. Falcon.
|
|
Currently Falcon is trying to assemble an army of Cyberknights .
|
|
Right now he has 1,500
|
|
knights, and will have 4,000 more in the following year. As soon
|
|
as Falcon has assembled enough men (roughly 10,000), he will wage
|
|
war against evil Supernatural creatures and any evil kingdom.
|
|
Unfortunately once these foes are dispatched in North Dakota
|
|
Falcon will try to make North Dakota his kingdom. There are only
|
|
humans in the Monastery, Falcon will not allow any non-humans to
|
|
join the ranks of Cyberknights. Any outside Cyberknight will
|
|
feel a little out of place around these Cyberknights. Outside
|
|
Cyberknights will not try to stop Falcon until it is too late to
|
|
do anything.
|
|
|
|
The following is different about the North Dakota Cyberknight
|
|
than the normal one found in the Rifts RPG.
|
|
|
|
1. To live- is the same
|
|
2. Fair play- Same unless you are non-human, then the
|
|
Cyberknight will do the things he
|
|
would normally not do
|
|
3. Nobility- Same as 2
|
|
4. Valor- Same as 2
|
|
5. Honor- Same as 2
|
|
6. Courtesy- Same as 2
|
|
7. Same as 2
|
|
|
|
Silver Ranger O.C.C.
|
|
The Silver Rangers are an organization of men and women dedicated
|
|
to helping people survive the terrible plots of fiendish
|
|
characters. The Rangers are of sort of like the Cyberknights
|
|
except the Rangers help a person or a small town, while the
|
|
knights will help an area or a big city, usually ignoring the
|
|
pleas of a single person or small town. The Rangers are usually
|
|
very quiet, speaking only when needed to. The Rangers carry out
|
|
their duty and leave often before they can be given thanks.
|
|
Rangers are not in this business for glory or to make money,
|
|
instead they do their jobs because if they didn't no one else
|
|
would do it. They will not except money from people no matter
|
|
what, instead they will accept food and lodging for the night.
|
|
|
|
Attribute Requirement: IQ: 10 PS: 11,
|
|
Permanent Base P.P.E.: Roll 4D6
|
|
|
|
O.C.C. Skills:
|
|
Literacy +10%
|
|
Language select two of choice at 98%
|
|
Wilderness Survival +20%
|
|
Lore: Demon +5%
|
|
Horsemanship +5%
|
|
Land Navigation +5%
|
|
Pilot Select two Pilots +5%
|
|
First Aid +10%
|
|
Holistic Medicine +20%
|
|
Prowl +10%
|
|
Athletics
|
|
W.P. Ancient select 2
|
|
W.P. Modern select 3
|
|
HTH: Martial Arts No such thing as an evil or selfish Silver
|
|
Ranger
|
|
|
|
O.C.C. Related Skills Select 8 other skills, at least two must
|
|
be physical, one wilderness, and one domestic. Select two at
|
|
level three, 1 at level nine, 2 at level thirteen, and 1 at level
|
|
fifteen.
|
|
|
|
Communications: Any
|
|
Domestic: Any +10%
|
|
Electrical: Basic only
|
|
Espionage: only Detect Ambush and Concealment, and also Tracking
|
|
Mechanical: None
|
|
Medical: only Paramedic
|
|
Military: Any
|
|
Physical: Any +10%
|
|
Pilot Skills: Any +5%
|
|
Pilot Related: Any
|
|
Rogue: only streetwise and concealment
|
|
Science: only Math: Basic an Advanced
|
|
Technical: Any except Comp Pr.
|
|
W.P.: Any
|
|
Wilderness: Any +15%
|
|
|
|
Secondary Skills: Select 6 skills from the above list, but
|
|
without bonuses.
|
|
|
|
Equipment: Suit of Heavy Armor. 1 energy rifle with 3 extra
|
|
E-clips, 2 energy pistol with 6 extra E-clips, and 1 S.D.C.
|
|
handgun with 2 clips. Backpack, canteen, binoculars, 50ft of
|
|
rope, collapsible tent and stakes, field radio, sunglasses,
|
|
first aid kit, three week supply of rations, and one set of
|
|
clothe
|
|
|
|
Select a vehicle as long as it is under 40,000 credits, or can
|
|
have bionic horse
|
|
|
|
Money: 1D10 credits, that's right this guy is a pauper
|
|
|
|
Cybernetics: None to start out with but can acquire some at a
|
|
later date.
|
|
|
|
Brahmagupta Dragon R.C.C.
|
|
IQ: 2D6/3D6+1 Read description for more info
|
|
ME: 2D6+5/3D6
|
|
MA: 3D6+5
|
|
PS: 4D6+5 *SUPERNATURAL STRENGTH
|
|
PP: 4D6/5D6
|
|
PE: 5D6
|
|
PB: 2D6
|
|
Spd: 8D6 Running or 70 mph flying
|
|
|
|
ISP: 1D6*10/1D6*10+20
|
|
PPE: 1D6*10
|
|
MDC/HIT POINTS: 1D3*100
|
|
Horror Factor: 14
|
|
Alignment: Any but usually anarchist or evil
|
|
|
|
In every species there is always a sect of them that the rest of
|
|
the species dislikes, i.e. the Gully Dwarves, Dark Elves, Nazi's,
|
|
and so on. The dragons are no exception to this statement.
|
|
Dragons look down upon the Brahmagupta due to their weak minds
|
|
and physical abilities, but you should never judge a book by its
|
|
cover. The Brahmagupta are arguably the most powerful dragon
|
|
that have step foot on Earth. That wasn't always the case
|
|
though, the Brahmaguptas were the weakest dragons. That all
|
|
changed the day the a power hungry Shifter happen to come across
|
|
their dimension. The Brahmagupta were dying off, they weren't
|
|
able to adapt to their changing planet. The shifter enslaved the
|
|
dragons with the promise of a new world and the power to be the
|
|
strongest dragons known to the universe. The Shifter had come
|
|
across an ancient spell believed to be created by the Old Ones,
|
|
but the shifter doesn't know, or care. The spell creates an
|
|
amulet that gives the shifter the powers of the wearer, and gives
|
|
the wearer power too. Until now the Shifter couldn't find any
|
|
willing dragons (since only dragon may wear the amulet), until he
|
|
found the Brahmagupta. Once the dragon puts on the amulet he
|
|
can't remove it unless it truly never intends to wear it again,
|
|
in which case he will lose the powers given to it by the amulet
|
|
(the powers are on the right side of slashes). Until now their
|
|
were only 6 Brahmagupta's on Earth, but now their are over 700
|
|
Brahmagupta's that have the amulet.
|
|
Due to the suddenness of attaining power some of the Brahmagupta
|
|
have gone insane. These few (35) insane dragons have led people
|
|
to believe that the entire race of Brahma's are insane monsters
|
|
that love to kill. Most armies are instructed to kill Brahma's
|
|
on sight. The other race's of dragons are disgusted and shocked
|
|
that a dragon would actually use a humans device to gain power.
|
|
Some dragons will actively hunt down Brahma's.
|
|
|
|
Natural Abilities
|
|
1. Nightvision: 200 feet. Bio-regenerate: 1D4*10 Mega-damage
|
|
every 5 minutes, with
|
|
amulet it's 1D6*10 every minute. See the invisible, fire
|
|
and cold resistant
|
|
|
|
2. Acid Breath: 3D6 M.D.
|
|
|
|
4. Metamorphis: Same as Great horned Dragon
|
|
|
|
5. Amulet: The amulet increases the wearers abilities (right
|
|
side of slash), it increase speed
|
|
by 15 mph (flying and running). Also increases PPE by 130
|
|
and ISP by 100. What the
|
|
dragons don't know is that the shifter can exert his will
|
|
over the dragon any time,
|
|
forcing the dragon to do what he wants. What the shifter
|
|
does not know is that with
|
|
every amulet he makes a little part of himself goes into
|
|
the amulet. So if he keeps
|
|
making amulets he will eventually die, and with his death
|
|
all the amulets will lose their
|
|
power. Also dragon acquires a few of shifter's spells due
|
|
to the Amulet. Pick 10 of
|
|
the following spells:
|
|
SENSE PPE, SENSE MAGIC, TURN DEAD, TRANCE, CHAMELEON,
|
|
CONCEALMENT, SHADOW MELD, TIME SLIP, CALL LIGHTNING, CONSTRAIN
|
|
BEINGS, SUMMON AND CONTROL CANINES, SUMMON LESSER BEINGS,
|
|
FIREBALL, LIFE DRAIN, CLOSE RIFT, CALM STORM.
|
|
|
|
R.C.C. Skills: At first level can select 5 skills, but is
|
|
automatically literate in Dragonese (98%), and knows Basic: Math
|
|
at 98%.
|
|
|
|
Psionics: Considered a minor psionic and knows Mind Block,
|
|
Telepathy, Sixth Sense, and See Aura. With the Amulet dragon
|
|
becomes a Major Psionic, and knows the following:
|
|
Telekinesis (super), Psi-Sword, Alter Aura, Empathy, Object Read,
|
|
Death Trance, and Hydrokinesis.
|
|
|
|
Spells: Knows no spells at 1st level other than the ones the
|
|
amulet gives it. Can learn two new spells at every other level
|
|
starting at 2nd level.
|
|
|
|
Physical Description: 15 feet long
|
|
40 foot Wingspan
|
|
8 feet tall
|
|
Scales are red in color, this dragon is
|
|
absolutely hornless and
|
|
clawless.
|
|
|
|
Combat: Punch- 2D6/5D6 M.D.
|
|
Tail- 4D6/1D6*10 M.D.
|
|
Bite- 3D6/1D6*10 M.D.
|
|
Body block- 1D6*10/2D6*10 M.D.
|
|
|
|
Insanity: Roll a D20 if you get a 20 roll twice on psychosis
|
|
table (p19 of Rifts RPG).
|
|
|
|
Coalition Commando
|
|
Attribute Requirement: IQ: 15, PS: 12, PP: 18
|
|
Attribute Bonuses: 1D4 to PS, PP, and PE
|
|
|
|
Due to the disaster of the McCoy raid in which two divisions were
|
|
wiped out, the Coalition hired a group of analyst to figure out
|
|
what went wrong with the invasion. After many months they
|
|
deduced that the enemy was given enough time to prepare for a
|
|
large assault, if the Coalition had sent in a small group of
|
|
specialized soldiers it would have been possible for the
|
|
Coalition to of won that battle without that high of a casualty
|
|
rate. Emperor Prosek agreed to this theory, an immediately set
|
|
up a training program to created commandos. The soldiers were
|
|
chosen from the finest available personnel, no matter how much
|
|
political clout you had, if you weren't the best you weren't
|
|
going to get in.
|
|
The commandos go where no other could go without a 1,000
|
|
other soldiers backing him up. They are assigned the most
|
|
dangerous task, and are often not given a lot of support in
|
|
succeeding. Yet somehow they do, the commandos have the least
|
|
casualties out of all the divisions. In their off time they
|
|
often act immature or get into a lot of fights. To outsiders
|
|
this appears to be that these people are just plain brutes, but
|
|
that is not true.
|
|
That is the only way they know how to let out some steam after a
|
|
very dangerous mission.
|
|
While on a mission they lose that immature attitude and become
|
|
downright serious, not allowing mistakes to happen.
|
|
|
|
O.C.C. Skills
|
|
Sniper
|
|
Tracking +10%
|
|
Wilderness Survival +15%
|
|
Urban Survival +15%
|
|
Camouflage +5%
|
|
Holistic Medicine +5%
|
|
Math: Basic and Advanced +15%
|
|
First Aid +5%
|
|
Pick Locks +10%
|
|
Cryptography +10%
|
|
Radio: Basic +15%
|
|
Radio: Scrambler +15%
|
|
Surveillance +20%
|
|
Literacy +25%
|
|
Select two languages at 98%
|
|
HTH Martial Arts or Assassin
|
|
W.P. Select two Ancient
|
|
W.P. Select four Modern
|
|
|
|
Other Skills Select 15 skills, but 4 must be physical, 1 ancient
|
|
W.P., and 3 pilots.
|
|
Communications: Any +5%
|
|
Domestic: Any
|
|
Espionage: Any +10%
|
|
Electrical: Only Basic
|
|
Mechanical: only automotive mechanic
|
|
Medical: only paramedic
|
|
Military: Any +15%
|
|
Physical: Any +10%
|
|
Pilot: Any +10%
|
|
Pilot Related: Any
|
|
Rogue: Only Comp Hacking, Concealment, and Streetwise
|
|
Science: None
|
|
Technical: Only Comp Op and Lore: Demon
|
|
W.P.: Any
|
|
|
|
Secondary Skills: Select 8 skills from the above list but no
|
|
bonuses
|
|
|
|
Standard Equipment: 1 energy rifle with 2 E-clips, 2 energy
|
|
pistols with 2 clips, and 3 ancient weapons. Any armor of
|
|
choice. Signal flares, survival knife, pocket computer, air
|
|
filter and gas mask, walkie-talkie, canteen, combat boots,
|
|
camouflage fatigues.
|
|
Equipment available upon assignment: Any rifle or pistol (M.D.C.
|
|
or S.D.C.), extra E-clips, hover-cycle, some explosives, extra
|
|
rations, and a compass. Will not be given any vehicle besides
|
|
hover-cycle no matter what, commando is suppose to rely on his
|
|
own merit not with the aid of technology, besides it harder to
|
|
conceal an APC or Death Head, than it is a hover-cycle.
|
|
|
|
Money: Salary is 4,000 credits a month. Captain or higher is
|
|
5,000 credits
|
|
|
|
Cybernetics: None to start out with
|
|
|
|
Seventh Calvary men R.C.C.
|
|
IQ: 3D6
|
|
ME: 3D6+2
|
|
MA: 3D6+1
|
|
PS: 4D6 *Supernatural Strength
|
|
PP: 4D6
|
|
PE: 5D6
|
|
PB: 2D6
|
|
Spd: 3D6
|
|
ISP: 1D6*10 +4 per level
|
|
PPE: 1D6*10 permanent base
|
|
MDC: 2D6*10 +10 per level
|
|
Alignment: Any 90% are anarchist or evil
|
|
|
|
Flesh looks like it is rotting away in some places, you can see
|
|
bone in other places. They wear what appears to be late 19th
|
|
century American military uniforms. The clothing looks tattered,
|
|
but somehow it manages to stay on. The Calvary men were killed
|
|
while fighting Indians, and buried by an Indian Shaman who had
|
|
put a curse on them. When the rifts erupted, it triggered the
|
|
curse, they are doomed to forever walk this land never dying, but
|
|
always in pain. Forever doing their duty ridding Indians and
|
|
guarding their land. Consequently they will attack Indians on
|
|
sight and attack anyone in the Badlands besides another Calvary
|
|
men.
|
|
Both the Inuit and Calvary men have human emotions, and act
|
|
pretty much like humans would. The Inuits live in tribes with a
|
|
leader an a Shaman, while the Calvary men will in outpost lead by
|
|
a Commander. Both races will venture out of the Badlands if they
|
|
want to. Also both races cannot die but when their hit points
|
|
are reduced to 0 they go into a stasis until they regenerate all
|
|
their hit points, not before. When a Inuit or Calvary men loses
|
|
double their hit points they die, but not in the same sense that
|
|
a human would die. They are sucked into a different plane of
|
|
existence where their is no substance, just endless darkness.
|
|
The soul is in constant pain, but the character will never find
|
|
the source of the pain. The character can still think and has
|
|
thoughts but he can't move or use any powers, he is just their.
|
|
If a character goes to this plane their is no way of coming back,
|
|
pick new character.
|
|
|
|
Natural Abilities
|
|
1. Flaming Saber: 2D6 M.D. plus 1D6 M.D. every other level.
|
|
The saber when activated
|
|
by the Calvary men (SC), flames up but oddly does not give
|
|
off heat or light. Only the
|
|
SC can handle or activate the saber. He can activate it at
|
|
will. If someone else besides
|
|
the SC handles the saber they are engulfed in flames
|
|
inflicting 2D6 M.D. per round
|
|
held
|
|
|
|
2. Nightvision 100ft. Bio-regenerate at 6D6 M.D. every 5
|
|
minutes.
|
|
|
|
3. Limited Invulnerability: Only laser and electricity do
|
|
damage, and lasers do only
|
|
half-damage. Nothing else will hurt the SC. Magic and
|
|
Psionics do full damage.
|
|
|
|
Spells: Knows none and cannot learn any.
|
|
Psionics: Select two physical at level one, and select three
|
|
from sensitive at level six.
|
|
Height: Same as human.
|
|
|
|
R.C.C. Skills:
|
|
Horsemanship 98%
|
|
Wilderness Survival 98%
|
|
Select two domestics at 98%
|
|
Select two wilderness at 98%
|
|
Select one W.P. any of choice
|
|
Language and Literacy: American 98%
|
|
|
|
Equipment: A Death Horse, saddle, canteen, tent, bed roll,
|
|
binoculars, select one S.D.C. side arm, and one S.D.C. rifle, and
|
|
camping gear.
|
|
|
|
Money: None to start out with.
|
|
Cybernetics: Can never receive them.
|
|
|
|
Old Time Doctor O.C.C.
|
|
Attribute Requirement: IQ: 12 ME: 11 PE: 13
|
|
Attribute Bonus: IQ: +1
|
|
|
|
This doctor is similar to the ones you would see in the old west
|
|
in the late 19th century. They can't do much in the way of
|
|
healing, but they will make you feel comfortable. Most Old Time
|
|
Doctors know rudimentary skills in stitches , pulling teeth,
|
|
remedies for stomach aches, and stuff like that. Most Old Time
|
|
Doctors don't stay in one place for to long, they often accompany
|
|
caravans or travelers. In a way they are a like a soldier who
|
|
knows some first aid skills.
|
|
|
|
O.C.C. Skills
|
|
First Aid +20%
|
|
Holistic Medicine +5%
|
|
Rural Medicine +15%
|
|
Pilot: Hover +5%
|
|
Radio: Basic +5%
|
|
Wilderness Survival +10%
|
|
Language: Select two languages +20%
|
|
Literacy: Select one of the above choices at 98%
|
|
Lore: Demon +5%
|
|
W.P. Ancient Select one
|
|
W.P. Modern Select two
|
|
|
|
O.C.C. Related Skills
|
|
Select 5 other skills. Select 2 at level three, one at level
|
|
five, eight, ten, and thirteen.
|
|
Communications: none
|
|
Domestic: Any +5%
|
|
Electrical: only Basic
|
|
Espionage: only Detect Ambush and Detect Concealment
|
|
Mechanical: none
|
|
Medical: none
|
|
Military: none
|
|
Physical: Any
|
|
Pilot Skills: Any
|
|
Pilot Related Skills: Any
|
|
Rogue: none
|
|
Science: Any
|
|
Technical: Any
|
|
W.P.: Any
|
|
Wilderness: Any
|
|
|
|
Secondary Skills: Select six from the above categories but with
|
|
no bonuses.
|
|
|
|
Equipment: A medical kit, first aid kit, extra bandages,
|
|
canteen, backpack, fold-up tent, hat, 2 sets of clothes,
|
|
binoculars, and regular camping gear. Select one energy rifle
|
|
with two E-clips, select two energy pistols with one E-clip each,
|
|
and select two ancient weapons.
|
|
|
|
Money: 1D6*100 credits
|
|
Cybernetics: None to start out with.
|
|
|
|
Agriculturist R.C.C.
|
|
The Agriculturist is sort of like the African Rain Maker, he
|
|
wanders around the countryside aiding farmers. He helps keep
|
|
away drought and pestilence too. If a farmer see's or hears
|
|
that a Agriculturist is near his farm, he will do anything to
|
|
get him to visit his farm and help his crop. Most Agriculturists
|
|
are kind and will do the services for a small fee, but still
|
|
there are others that are selfish or evil and demand high sums of
|
|
money or other valuables.
|
|
The Agriculturist is the modern day Johnny Appleseed, spreading
|
|
seeds inhospitable land.
|
|
Nothing gives greater joy than watching a sapling grow for a
|
|
Agriculturist. About 99% of the Agriculturist are vegetarians
|
|
preferring not to eat meat, but the excess of plants.
|
|
Consequently most Agriculturist are very passive not killing
|
|
animals, and are always trying to solve a conflict without
|
|
sorting to violence. This means that the Agriculturist will
|
|
always be the last one to fire.
|
|
|
|
Attribute Requirement: None, however a high I.Q. and M.E. is
|
|
suggested.
|
|
P.P.E. Permanent Base: 2D6
|
|
I.S.P.: 2D6*10 + M.E.
|
|
Alignment: 75% are of good alignment, 15% of selfish, and 10% of
|
|
evil alignment
|
|
|
|
Skills:
|
|
Can speak and write American adequately (80%), select one
|
|
piloting skill and domestic skill. Also select 6 other skills
|
|
from the categories physical, domestic, wilderness, pilot, and
|
|
W.P with each having a 5% bonus. Select three secondary with no
|
|
bonuses from the list from above. Character starts out a HTH
|
|
Basic but can be changed to HTH Expert at the cost of two other
|
|
skills.
|
|
|
|
Standard Equipment: Assorted bag of seeds, canteen, sunglasses,
|
|
any light armor, one energy rifle with two E-clips, various small
|
|
farming tools, backpack, tent and stakes, bowie knife, and
|
|
regular camping gear.
|
|
|
|
Vehicle is limited to bionic horse or hovercraft.
|
|
|
|
Money: 2D6*100 credits
|
|
Cybernetics: None character dislikes cybernetics.
|
|
|
|
Powers of the Agriculturist:
|
|
At first level character knows: SIXTH SENSE, SEE AURA, MIND
|
|
BLOCK, GROWTH, and ANIMAL EMPATHY. Also select a power from each
|
|
category except Super.
|
|
At second level select two from each category except Super. From
|
|
third and above select two from any category except Super.
|
|
|
|
Aiites (pronounced A-ites) Workers R.C.C.
|
|
Horror Factor: 10
|
|
Alignment: Most are evil highest alignment is anarchist
|
|
Attributes: IQ: 2D6+4, ME: 3D6, MA: 3D6, PS: 4D6, PP: 4D6, PE:
|
|
5D6, PB: 2D6,
|
|
Spd: 5D6 Character is considered supernatural
|
|
ISP: 1D4*10
|
|
PPE: 4D6
|
|
Hit Points: 2D6*10+20 add 20 hit points per level
|
|
|
|
Natural Abilities
|
|
1. Nightvision- 150ft
|
|
2. Invulnerability- Weapons do no damage only Magic and Psionic
|
|
do full damage.
|
|
3. Cannot be turned into a Vampire
|
|
4. Bio-regenerate- 1D4*10 hit points per melee
|
|
5. Create Rod- See description that follows after Aiite Master.
|
|
|
|
Flaws
|
|
1. Gold does double damage on Aiite
|
|
2. Never can leave this dimension
|
|
3. Cannot operate complicated machinery, such as robots,
|
|
vehicles, power armors, even if
|
|
the character was a pilot before being turned into a Aiite.
|
|
|
|
The Aiite workers are the worker bees in the colony. They do
|
|
most tasks that are not serious enough for a Commandant or
|
|
master. The workers are the ones most likely for a caravan or
|
|
traveler to come across. They do possess somewhat of an
|
|
intelligence, and are capable of making decisions and tactics.
|
|
Arpita has total control over the workers, he can enforce his
|
|
will whenever he wants and no matter how far away they are.
|
|
Arpita knows what every worker knows and feels, Arpita can detect
|
|
if the worker is trying to betray him.
|
|
Arpita can force the worker to kill himself whenever he so
|
|
chooses. All workers act differently, most keep their humans
|
|
traits. Some workers try to return to normal life but they find
|
|
that Arpita will enforce his will upon them, changing the way the
|
|
act.
|
|
|
|
Psionics: Select three from physical category.
|
|
|
|
Skills: Select 8 skills from Communication, Domestic,
|
|
Mechanical, Technical, Physical, Wilderness, and Piloting.
|
|
|
|
Physical Description: Look completely human, only difference is
|
|
that their eyes glow and eerie green. Human size in height.
|
|
|
|
Combat: Look in Conversion Book for Damages
|
|
Bonuses: +2 to strike, parry, and dodge. +1 to initiative, +3 to
|
|
save vs. horror factor, magic, and psionics.
|
|
|
|
Aiite Commandant R.C.C.
|
|
Horror Factor: 10
|
|
Alignment: All are Evil
|
|
IQ: 3D6, ME: 3D6, MA: 3D6+2, PS: 5D6, PP: 4D6, PE: 5D6, PB: 2D6,
|
|
Spd: 5D6
|
|
Creature considered a supernatural creature.
|
|
ISP: 2D8*10 + ME
|
|
PPE: 1D4*10
|
|
Hit Points: 3D6*10+10 +20 hit points per level
|
|
|
|
Natural Abilities
|
|
1. Nightvision- 150ft.
|
|
2. Invulnerability- Same as worker
|
|
3. Fireball- 1D4*10 M.D. can be used once per melee
|
|
4. Bio-regenerate- 1D6*10 hit points per melee
|
|
5. Create Rod- See description that follows after Aiite Master
|
|
6. Cannot be turned into a Vampire
|
|
|
|
Flaws
|
|
1. Gold does double damage
|
|
2. Cannot leave dimension
|
|
3. Left hand appears to be rotting
|
|
|
|
Psionics:
|
|
Considered a major psionic, follow Burster R.C.C. rules on
|
|
obtaining psionics. Also Commandant has the power to control
|
|
workers. Add 2D6 ISP per level.
|
|
|
|
Skills
|
|
Same as Worker
|
|
|
|
The commandant are third in charge behind the Aiite Master and
|
|
Arpita. They have normal intelligence and are capable of
|
|
complicated thought. The commandant are chosen by infecting
|
|
strong evil humans. Arpita still can enforce his will on the
|
|
commandant, but he rarely does it. The commandant is usually
|
|
accompanied by at least 10 workers. There is only one commandant
|
|
for every 1,000 workers, currently there are 10 commandants.
|
|
|
|
Physical Description: Varies, look completely human besides
|
|
rotting hand.
|
|
|
|
Aiite Master
|
|
Horror Factor: 14 in natural form
|
|
Alignment: Diabolic or Miscreant
|
|
IQ: 4D6, ME: 4D6: MA: 4D6, PS: 6D6, PP: 5D6, PE: 5D6, PB:
|
|
1D6/4D6, Spd: 6D6
|
|
Creature considered Supernatural
|
|
ISP: 4D6*10
|
|
PPE: 1D6*10
|
|
Hit Points: 4D6*10+30 +20 hit points per level
|
|
|
|
Natural Abilities
|
|
1. Nightvision- 200ft
|
|
2. Invulnerability- Same as worker
|
|
3. Communication with Arpita. No matter where the Master is he
|
|
can always
|
|
communicate with Arpita. This is different than the link
|
|
with the worker for the
|
|
master can talk to Arpita while the worker cannot.
|
|
4. Bio-regenerate- 1D8*10 per melee
|
|
5. Lightning Attack- 1D8*10 can fire one once every melee
|
|
6. Create Rod- See Description following this character.
|
|
7. Metamorphis at will
|
|
|
|
Flaws
|
|
1. Gold does double damage
|
|
2. Repulsion to salt
|
|
|
|
Psionics: Considered a major psionics, use Mind Melter for
|
|
obtaining powers. Add 1D10 ISP per level.
|
|
|
|
Spells: At fifth level character can learn six spells through
|
|
level four.
|
|
|
|
Skills: Same as the Mind Melter
|
|
|
|
The Aiite Master is second-in-command to Arpita. The master
|
|
enjoys total freedom, Arpita can enforce his will, but won't do
|
|
that. The Aiite master is confronted by Arpita through the
|
|
Astral Plane. Arpita offers unlimited power to the master, if
|
|
master agrees he transforms into the Aiite Master. In return
|
|
Arpita gains a foothold into that dimension. The master is
|
|
totally ruthless, doing whatever it takes to gain more minions.
|
|
He will sometimes appear to be kind and offering help only to
|
|
betray you when you are at your weakest. The master is always
|
|
accompanied by at least 60 workers. The masters true appearance
|
|
is that of a red energy cloud. It often times appears to be an
|
|
attractive human.
|
|
Currently the Aiite Master is known as the Elegant Man, his name
|
|
is Lyle Benz. See NPC section for further details.
|
|
|
|
Infection
|
|
Aiites don't create other Aiites like Vampires do, instead they
|
|
have to have the Rod of Power. The Rod of Power appears to be
|
|
made of wood. It is about 11 inches long. It looks like a
|
|
wooden dagger. In actuality the Rod is part of the Aiite. About
|
|
a month after the human becomes an Aiite, the Rod will grow out
|
|
of his back falling off about a week later.
|
|
The Aiite infects a person by plunging the Rod into the
|
|
chest of the victim. The maximum damage the Rod can is 120
|
|
mega-damage. The Rod can sense what a person is and what he is
|
|
wearing, the calculates what it would take to bust through the
|
|
humans defenses and that is how much the human will take. The
|
|
human rolls vs. infection at a 18, if he fail he immediately
|
|
transform into an Aiite. Reroll attributes and the characters
|
|
only retains a selected amount of skills (see character you
|
|
intend to be).
|
|
Since the Rod is part of the Aiite, he will automatically
|
|
know where it is no matter how far away it is. The infection
|
|
only works when an Aiite wields the Rod, if a non-Aiite uses it
|
|
as a weapon it does 1D6 S.D.C. The Rod only takes damage from
|
|
gold, the Rod will be destroyed when it receives 80 hit points
|
|
in damage. If the Rod is destroyed the Aiite suffers a loss of
|
|
80 hit points, which it cannot regenerate until it grows a new
|
|
one. The Aiite will grow a new one after a month. Every time a
|
|
Aiite infects a person he receives 10 hit points.
|
|
|
|
|
|
Created by PlayeR2000 edited by SEAN
|
|
Technocrat O.C.C.
|
|
|
|
The Technocrats are a sort of Operator that has developed his
|
|
powers to a new level. When using their powers they become one
|
|
with the machine! By doing this they exert more control over the
|
|
machine and are much more powerful than average pilots. They also
|
|
have the ability to make any kind of modification to their
|
|
machine making each machine one of a kind.
|
|
|
|
Requirements
|
|
I.Q.: 14, M.A.: 14
|
|
|
|
O.C.C. powers
|
|
Man Machine symbiosis: Like the weapon meld the pilot and the
|
|
machine move as one, therefore the pilot must be in a specially
|
|
designed cockpit that allows him to hook up with the machine.
|
|
|
|
Telemechanics Same as psionic 10 ISP
|
|
Object read Same as psionic
|
|
Inventiveness Modification of machine 5 ISP
|
|
|
|
O.C.C. skills
|
|
Literacy American 98%
|
|
language America 98%
|
|
language any +15%
|
|
mechanical engineer +15
|
|
electrical engineer +20
|
|
weapons engineer +20
|
|
W.P. any
|
|
Pilot any two at 25%
|
|
HTH expert
|
|
|
|
Related skills 10 skills
|
|
Communications: any
|
|
Domestic: any
|
|
Wilderness: none
|
|
Physical: any except SCUBA
|
|
Electrical: any
|
|
Mechanical: any
|
|
Pilot: any
|
|
Pilot Related: any
|
|
Science: any
|
|
Rogue: none
|
|
Military: any
|
|
Espionage: any
|
|
Secondary Skills: Select six skills from the above list, but no
|
|
bonuses.
|
|
|
|
Equipment
|
|
Tool kit (industrial), 15ft wire, pen light, light MDC armor,
|
|
notebook, a knife, tool belt, work clothes, hammer, wrench, 4
|
|
E-clips, Select one energy weapon and two ancient weapons.
|
|
Vehicle of your choice
|
|
100,000 dollars to modify it, this must all be used or it is
|
|
lost.
|
|
5,000 must go to making special cockpit.
|
|
|
|
Money: 4D6*20 credits
|
|
Cybernetics: None to start out with
|
|
|
|
ISP: 3D6x2 permanent base
|
|
PPE: 2D6 permanent base
|
|
|
|
Psionics: Select two from this list only.
|
|
Total recall
|
|
Resist fatigue
|
|
Speed reading
|
|
Sense magic
|
|
Mind block
|
|
Summon inner strength
|
|
|
|
Death Dragon R.C.C.
|
|
I.Q.: 2D6+4
|
|
M.E.: 10D6
|
|
M.A.: 9D6
|
|
P.S.: 5D6* SUPERNATURAL STRENGTH
|
|
P.P.: 4D6
|
|
P.E.: 5D6
|
|
P.B.: ?
|
|
Spd.: 7D6 running, 85 mph flying
|
|
I.S.P: 1D10*10
|
|
P.P.E.: 1D6*10
|
|
MEGA-DAMAGE/HIT POINTS: 1D4*100+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 Kingpriest
|
|
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 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. If
|
|
you are a little confused about this then you should read the
|
|
book JAWS, and
|
|
how the mammoth shark hunts. That hunting instinct is a good
|
|
depiction of
|
|
how this ability works.
|
|
|
|
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 that
|
|
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. Their is two
|
|
ways the Dragon can
|
|
use this P.P.E.
|
|
A. 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 3d6*10 M.D.C. to anyone hit
|
|
2nd 500ft. is 2D6*10 M.D.C.
|
|
3rd 500ft. is 1d6*10 M.D.C.
|
|
4th 500ft. is 4d6 M.D.C.
|
|
Any creature that is not directly in the way of the ball
|
|
feel a slight
|
|
tingly sensation. Also any creature that feeds off P.P.E.
|
|
will feel
|
|
stronger for 1D4 rounds, and have a bonus 1D10 M.D. to
|
|
their main body
|
|
|
|
B. 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.
|
|
|
|
Also when 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.
|
|
|
|
FLAWS:
|
|
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 Dragons is to close to a ley line (500ft.)
|
|
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 1D6*10 M.D.C.
|
|
4th minute: Pain intense take 3D6*10 M.D.C.
|
|
5th minute: Roll vs. unconsciousness take 3D10*10 M.D.C.
|
|
6th minute: Roll vs. Death take 6D10*10 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, their
|
|
is no chance to dodge this blast.
|
|
|
|
SKILLS
|
|
Same as all other Dragons, read page 98 of base book for list.
|
|
|
|
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, and 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 1 learn new spell between 3rd and
|
|
12th level.
|
|
Every level the Dragon will gain 3D6 P.P.E.
|
|
Initially Dragon will learn spell that will help it disable
|
|
creatures. It will branch out once it achieves higher levels.
|
|
NOTE: The Dragon ABSOLUTELY cannot learn any teleport spells or
|
|
any spells that
|
|
has to do with rifts or Dimensional travel, this also
|
|
includes pocket and
|
|
so on.
|
|
|
|
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- 1D6*10 M.D.C.
|
|
PUNCH- 5D6 M.D.C.
|
|
TAIL- 2D6*10 M.D.C.
|
|
STOMP- 6D6 M.D.C.
|
|
BODY RAM- 2D6*10 M.D.C.
|
|
CLAWS- 6D6 M.D.C.
|
|
Dragon considered an expert in HTH 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 is considered a
|
|
threat.
|
|
|
|
BACKGROUND
|
|
The Death Dragons are the one of the most rarest and mysterious
|
|
of all Dragons known to mankind. They have been seen only a few
|
|
times in the last 5 years. When Death Dragons (DD for short) are
|
|
seen it is usually over a battlefield or over a town that will be
|
|
destroyed. That is DD got their names, they seem to be
|
|
harbingers of destruction, wherever they went their seem to be
|
|
death. This made DD look like evil beasts that kill people and
|
|
suck their soul into a Hellish-like imprisonment, and they were
|
|
only released to be eaten by the DD.
|
|
These rumors are somewhat true, but due to peoples fear have
|
|
blown out of proportion. It is not entirely impossible to hear
|
|
tales of villages leaving at the sight or rumor of a DD nearby.
|
|
If you managed to ever talk to a Dragon about DD, they seem
|
|
indifferent and won't answer your question.
|
|
|
|
WHERE THE DEATH DRAGONS CAME FROM
|
|
The DD's are from the unknown planet Dragii. The planet is
|
|
nearing extinction due to the overpopulation of DD's.
|
|
Fortunately for the DD's (and unfortunately for the shifter) a
|
|
shifter happened to come across Dragii through a mistake a create
|
|
rift spell. The DD's killed the shifter immediately. The DD's
|
|
using the last of their P.P.E. were able to keep the rift open
|
|
long enough for a few hundred DD's to escape to Earth. The
|
|
Dragons they left behind will probably die out within 50 years
|
|
unless they are able to find away to get off the planet.
|
|
|
|
Created By Capt MJB edited by SEAN
|
|
Lightning Dragon R.C.C.
|
|
|
|
The Lightning Dragon is a rare species of Dragons. There are 1/4
|
|
less Lightning Dragons than there are Chiang Ku's. The stats
|
|
below are for the baby dragon. There are no adults on Rifts
|
|
Earth, and they're is only one at Atlantis perhaps once every 10
|
|
years.
|
|
|
|
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 in at around 5 to 7
|
|
tons.
|
|
|
|
Attributes: IQ: 6D6 ME: 5D6 MA: 3D6 PS: 4D6 PP: 5D6 PE: 4D6
|
|
PB: 5D6
|
|
SPD: 6D6+2
|
|
|
|
PPE: 2d4x10
|
|
MDC: 1D6x50
|
|
|
|
Natural Abilities
|
|
1. Fly at 100 MPH, Nightvision 80 feet, See the Invisible,
|
|
Electricity Resistant (1/2
|
|
damage from Particle and Ion attacks!!!), Regenerates 1D6x5
|
|
MDC per 4 minutes.
|
|
|
|
2. Metamorphosis: Same as Great Horned Hatchling
|
|
|
|
3. Teleport: Same as Great Horned Hatchling, but has 35% +3% Per
|
|
level of experience.
|
|
|
|
4. Electricity Breath: 4D6 MD, 120 foot range
|
|
|
|
Psionics: Major Psionic. Choose Seven powers from and of the
|
|
psionic categories except super. Chose an additional psionic from
|
|
any level but super at levels 3, 5, 7, 9, 11, and 14. Choose 1
|
|
power from super at levels 6 and 12. ISP: 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 HTH: BASIC. +1 attack and +1 Dodge
|
|
Combat Damage: Same as normal dragon except that claws do 3D4
|
|
M.D. (add to punch attack) and bite does 1D6 M.D.
|
|
|
|
Size: Normal
|
|
Average Life Span: 6,200 years
|
|
Adult at 700 years
|
|
|
|
Lancer O.C.C.
|
|
Bonus: P.S.+3, P.P.+2, P.E.+4
|
|
Requirements: I.Q.:12, P.S.:15, P.P.:17 P.E.:16
|
|
|
|
I.S.P. if no psionics then 2d6
|
|
P.P.E. permanent base is 2d4
|
|
|
|
O.C.C. Skills
|
|
Aircraft Mechanics +10
|
|
Radio: Basic +10
|
|
Pilot: Lancer +20
|
|
Lancer Combat
|
|
Pilot: Jet Aircraft: +10
|
|
Navigation +10
|
|
Read Sensory Equipment +10
|
|
Weapon Systems +10
|
|
Pilot: Airplane +5
|
|
Literacy +10
|
|
Basic and Advanced Math +5
|
|
Select three modern W.P.'s
|
|
Athletics
|
|
Swimming +5
|
|
HTH Expert (can move up to martial at cost of one other skill)
|
|
|
|
OTHER Skills select 10 skills but at least 2 must be from
|
|
physical and one from pilot.
|
|
COMMUNICATIONS: (ANY) +5
|
|
DOMESTIC: (ANY)
|
|
ELECTRICAL-Only Basic Electronics
|
|
ESPIONAGE-Only Wilderness Survival
|
|
MECHANICAL-Only Weapon and Mechanical Engineer
|
|
MEDICAL-Only First Aid and Holistic Medicine
|
|
MILITARY-Only Demolition
|
|
PHYSICAL: (ANY)
|
|
PILOT: (ANY)) +5
|
|
ROGUE: (ANY))
|
|
SCIENCE-Only Biology, Chemistry, and Astronomy
|
|
TECHNICAL-Only Language and Computer Operations and Programming
|
|
WEAPON PROFICIENCIES: (ANY)
|
|
WILDERNESS-Only Land Navigation and Hunting
|
|
Choose a new skill at levels 3, 5, 7, 10, 13, and 15
|
|
|
|
SECONDARY Skills-Select six skills from the above categories but
|
|
without IQ bonus
|
|
|
|
STANDARD EQUIPMENT:
|
|
Lancer PF-1a, a laser rifle of choice with three extra clips, a
|
|
laser pistol of choice with two extra clips, select a light
|
|
armor, a canteen, first aid kit, survival kit, two weeks of
|
|
rations, pilots suit, combat fatigues, compass, portable radio.
|
|
|
|
MONEY: Starts out at 5,000 credits a month when reach Captain
|
|
rank you get 10,000
|
|
credits.
|
|
|
|
Levels from Private to Commander you are usually in a squad or
|
|
group. Scout to Rogue Colonel you are by yourself, but at each
|
|
high level you will more danger, more responsibility, and farther
|
|
away from Lazlo. At the rank of Brigadier Gen. pay is 20,000 a
|
|
month, and you are in command of all Lancer pilots and planes.
|
|
You will no longer be flying.
|
|
|
|
ACE-10 KILLS $1,000 BONUS
|
|
DOUBLE ACE-25 KILLS $5,000
|
|
MERIT OF VALOR-8 KILLS $400
|
|
MERIT OF VALOR WITH BARS-15 KILLS $900
|
|
IRON CROSS-40 KILLS $10,000
|
|
IRON CROSS WITH BARS-55 KILLS $14,000
|
|
IRON CROSS WITH BARS AND CLUSTERS-70 KILLS $20,000
|
|
GOLD DRAGON-75 KILLS $30,000
|
|
CENTURY AWARD-100 KILLS $50,000
|
|
HONOR OF LAZLO-120 KILLS $100,000
|
|
McCOY AWARD-500 KILLS $1,000,000
|
|
GOLDEN HEART metal is given out for exceptional bravery on the
|
|
field of battle, usually given to those pilots that have died
|
|
during the battle. $2,000 bonus every time you get this award.
|
|
|
|
WHAT COUNTS AS A KILL:
|
|
Any Mechanoid counts as a kill, Any power armor or robot counts
|
|
also. Death Heads count for two kills. As time goes on the
|
|
kills necessary to achieve an award or medal will double.
|
|
|
|
BACKGROUND AND INFORMATION:
|
|
The Lancer are a squadron of pilots that originated in Lazlo.
|
|
They were created when the council felt that an attack from the
|
|
Coalition was imminent. They picked the best men available and
|
|
trained them to become pilots of the new experimental plane. The
|
|
Lancer has to be quick thinking and be able to endure vast
|
|
amounts of stress both physically and mentally. Currently there
|
|
are only 50 pilots and 35 planes. The council is still not sure
|
|
if they should continue making Lancer fighters. As of right now
|
|
there is only one squadron of 15 planes permanently stationed in
|
|
Lazlo. The rest are deployed in either pairs or by
|
|
themselves, throughout Old America. Whether the Pilots succeed
|
|
or not will determine if they will continue making Lancers.
|
|
|
|
FUTURE:
|
|
The future depends on you. If you succeed then there is a good
|
|
chance the Lancers will reach full production. If you
|
|
continually fail than the project will be scrapped. While low
|
|
level pilots will be posted Lazlo protecting it from evil D-Bees
|
|
and Humans. Once you reach scout status you will be sent out
|
|
fighting in the name of Lazlo, capturing wanted criminals and
|
|
thwarting enemies of Lazlo. As the Coalition turns their
|
|
attention to Lazlo you will be asked to fly more missions against
|
|
the Coalition. These ideas are entirely up to the GM. But
|
|
sooner or Later you should realize that the Coalition will attack
|
|
Lazlo.
|
|
|
|
Death Horse NPC
|
|
Most of these horses are black in color, while a few are white in
|
|
color. Their flesh appears to be rotting away, with a few gaps
|
|
in the skin. The eyes are a fiery red that eerily glows in the
|
|
dark. The rider does not need a saddle or reins to ride this
|
|
horse. The horse has a 90% prowl at full gallop. They get a
|
|
little nippy when their rider is not around, kicking or biting
|
|
anyone who gets to close.
|
|
|
|
Alignment: Evil or Good alignment depending on the rider
|
|
IQ: Animal Intelligence 4+1D4
|
|
PS: 20+1D4 *Supernatural Strength*
|
|
PP: 10+1D8
|
|
PE: 26+1D6
|
|
PB: 2D6
|
|
Spd: 2D10*10
|
|
Hit Points: Mega-damage creature 1D8*10
|
|
ISP: 5D6
|
|
PPE: 2D10
|
|
Horror Factor: 13
|
|
Natural Abilities:
|
|
|
|
1. Stealth- Radar an other forms of detection, like
|
|
thermo-imaging, cannot detect the horse for the horse is
|
|
actually dead an in corporeal form.
|
|
|
|
2. Burning Touch- All non-spirits who touch the horse are
|
|
inflicted with 2D4 M.D., the
|
|
horse feels so cold it burns.
|
|
|
|
3. Nightvision-120ft., Bio-regenerate 1D6*10 M.D. per melee.
|
|
|
|
4. Absolute Obedience- The horse will do whatever its rider asks.
|
|
The horse will only
|
|
respond to its rider. The two are lifelong mates. When the
|
|
two first meet they bond
|
|
immediately.
|
|
|
|
5. Cold Breath- Breath is so cold it inflicts 2D6 M.D. up to 2
|
|
feet away.
|
|
|
|
Combat:
|
|
Kick: 1D6 M.D.
|
|
Bite: 1D8 M.D.
|
|
Stomp: 2D6 M.D.
|
|
Ram: 4D6 M.D.
|
|
Two attacks per melee. Bonus of +1 to strike, parry, and dodge.
|
|
|
|
Height: 6ft
|
|
Length: 10ft
|
|
Weight: 900lbs
|
|
|
|
The horse has the same flaws as his rider. Can only bond with an
|
|
Inuit or Seventh Cavalrymen.
|
|
|
|
Rapid Fly NPC
|
|
About ten years ago the rapid fly was the plague of the land,
|
|
they destroyed crops and spread disease and death. The rapid
|
|
flies origin is unknown to the human population, but it is
|
|
theorized that they came from some huge super dimension where
|
|
these insects were normal like a bug is to us. The rapid flies
|
|
have a voracious appetite eating eight times their own body
|
|
weight each hour. A horde of rapid flies have been known to
|
|
destroy an entire crop in under an hour. The flies are not
|
|
sentient they react just like any other insect, their main
|
|
concerns are to eat and to reproduce. If they are alone an
|
|
attacked their main objective is to escape. The rapid flies are
|
|
much more confident when they are in large groups, they are much
|
|
more likely to attack instead of retreating. Another problem
|
|
with the rapid fly is that they carry an unknown virus that is
|
|
believed to be a regular cold in their own dimension, but on
|
|
Earth this virus is deadly. As of right now their is no known
|
|
cure for this virus that local inhabitants call the "chills".
|
|
|
|
Alignment: Anarchist or Miscreant
|
|
IQ: Insect Intelligence 1D4
|
|
ME: 2D6
|
|
MA: 2D6
|
|
PS: 4D6 *Supernatural Strength*
|
|
PP: 3D6
|
|
PE: 4D6
|
|
PB: 1D4
|
|
Spd: 5D6 crawling or 75 mph flying
|
|
ISP: 1D6*10
|
|
PPE: 2D10
|
|
Hit Points/M.D.C.: 1D8*10
|
|
Horror Factor: 12
|
|
|
|
Height: 1 foot
|
|
Length: 3 feet
|
|
Wingspan: 7 feet
|
|
|
|
Physical Description: The insect looks like a mix between a bee
|
|
and a fly. It has a stinger on its back that it uses to defend
|
|
itself, while it also spits mucus when it bites a victim. This
|
|
mucus helps the fly to digest food, the mucus is highly
|
|
contagious to most Earth animals. The flies main color is black
|
|
but they do have a few red splotches located on its body.
|
|
|
|
Natural Abilities:
|
|
1. Fly: The fly can fly at speeds up to 75 mph for over two
|
|
hours.
|
|
|
|
2. Fly vision: The fly sees things differently from us, they see
|
|
differences in light and dark that allows to see
|
|
much more effectively than us. This vision also allows them to
|
|
see in
|
|
the dark very well.
|
|
|
|
3. Bio-Regeneration: The fly has very good healing system.
|
|
1D4*10 per melee.
|
|
|
|
4. Mucus: The mucus comes into effect when the fly uses its
|
|
bite attack. If the fly
|
|
breaks the skin of its victim than the mucus enters the
|
|
bloodstream. Victim must save
|
|
vs. lethal poison or they will get sick 1D4 days and
|
|
eventually dying in six days. Even if
|
|
victims successfully saves they will get sick in 1D4 days
|
|
but will get over it six days.
|
|
Also if the victims survives they are totally immune to that
|
|
one flies mucus but no
|
|
other flies mucus. The illness makes the victim feel very
|
|
cold and they involuntarily
|
|
shiver. Every three hours the victim vomits uncontrollably,
|
|
also the victims has a
|
|
splitting headaches that does not ease up. When sick the
|
|
character can not perform any
|
|
magic spells due to lack of concentration. Also a -15% to
|
|
performing all skills, and -3
|
|
to parry, dodge, and strike.
|
|
|
|
Combat
|
|
Bite: 1D6 M.D.
|
|
Stinger: 2D6 M.D.
|
|
Ram: 2D6 M.D.
|
|
Wingwhip: 3D6 M.D. (counts as two attacks)
|
|
Attacks: three
|
|
|
|
Ghost Buffalo NPC
|
|
These monsters look like white buffalo, they roam the plains in
|
|
great herds. These monsters are harmless unless attacked. The
|
|
only problem with the buffalo is that they travel in great herds,
|
|
sometimes measuring in the thousands, trampling everything in
|
|
their path. The buffalo's are very destructive, they do not care
|
|
for human life or property nothing diverts them from their path.
|
|
|
|
Alignment: Anarcist
|
|
IQ: Animal Intelligence 1D6
|
|
ME: 2D6
|
|
MA: 2D6
|
|
PS: 5D6 *Supernatural Strength*
|
|
PP: 3D6
|
|
PE: 5D6
|
|
PB: 3D6
|
|
Spd: 6D6
|
|
ISP: 1D4*10
|
|
PPE: 5D6
|
|
Horror Factor: 13
|
|
Hit Points: 2D6*10
|
|
|
|
Height: 5ft
|
|
Length: 7ft
|
|
Weight: Anywhere 1,000 to 2,000 pounds
|
|
|
|
Natural Abilities
|
|
1. Herd: The buffalo have a natural ability to locate other
|
|
ghost buffaloes within 100
|
|
miles. Using this sense the buffalo will gather in great
|
|
herds numbering in the
|
|
thousands.
|
|
|
|
|
|
2. Nightvision: 200 feet, Bio-regeneration: 2D6 Hit Points per
|
|
melee.
|
|
|
|
3. Ghostly Appearance: The buffalo appear to be an eerie white
|
|
color. You can almost
|
|
see through, but you can't.
|
|
|
|
4. Cold Touch: Touching the skin of the dead inflicts such a
|
|
cold shock to the toucher that it inflicts mega-damage. 2D6 M.D.
|
|
for every attack touching it.
|
|
|
|
Combat
|
|
Head Butt: 1D6 M.D.
|
|
Ram: 3D6 M.D.
|
|
Kick: 2D6 M.D.
|
|
Attacks: Three
|
|
|
|
Other Animals known to inhabit North Dakota.
|
|
Having Monsters & Animals is suggested but not required. Also
|
|
having Rifts: England is suggested.
|
|
|
|
Northern Grizzly Bear, Brown Bear, Bison, Wart hog, Condor,
|
|
Osprey, Red-Tailed Hawk,
|
|
Great Horned Owl, King Cobra, Deer, Raccoon, Minx, Fox, Rabbit,
|
|
Beaver, Skunks, Gopher, Red Squirrel, Chipmunk, Swallow,
|
|
Blackbird, Lark, Robin, Sparrow, Duck, Ring-Necked Pheasant, Wild
|
|
Goose, Grouse, Coyote, Prairie Dog, Salmon, Pike, Carp, Bass,
|
|
and Sunfish.
|
|
|
|
Animals that originated from England usually get here by means
|
|
depositing their eggs in cargo and then is delivered to North
|
|
Dakota or neighboring states. They eventually will reach North
|
|
Dakota, and from their they start to multiply.
|
|
|
|
North Dakota currently has Crawlies, Giant Clamp-Mouth Dragonfly,
|
|
Flash Beetle, and Stone Ball Bug.
|
|
|
|
New Psionics
|
|
Growth Category: Physical Duration: Instant ISP: 6
|
|
Range: 100 feet per level This power fertilizes and
|
|
stimulates seeds by feeding it ISP. The seed will rapidly start
|
|
to grow reaching full maturity y in one hour. The seed will grow
|
|
anywhere. Can be used on more than one seed.
|
|
|
|
Rain Category: Sensitive Duration: 1 hour ISP: 12
|
|
Range: 100 feet per level This is similar to the power in
|
|
Rifts: Africa. As long as there is at least 1% humidity in the
|
|
air the psychic will make it rain.
|
|
|
|
Animal Empathy Category: Sensitive Duration: 10 minutes
|
|
ISP: 5
|
|
Range: Touch This power allows the psychic to
|
|
understand animal emotions. He can tell what the animal likes
|
|
and dislikes, or what is wrong with it. The power allows the
|
|
character to act like a Doctor Doolittle.
|
|
|
|
Calm Animal Category: Sensitive Duration: Instant ISP:
|
|
2 per animal
|
|
Range: 500 feet per level The psychic can calm a raging
|
|
animal. Useful for stopping stampedes and calming animals so you
|
|
can treat them.
|
|
|
|
Repel Insects Category: Physical Duration: 10 min. per
|
|
level ISP: 8
|
|
Range: 5 feet per level This is used to repel insects away
|
|
from the user. At lower levels power is meant to keep insects
|
|
away from user, at higher levels meant to keep away from houses
|
|
or caravans.
|
|
|
|
Create Well Category: Sensitive Duration: Instant ISP: 10
|
|
Range: - This power is sort of like the one in
|
|
Wormwood, except their has to be a hole or trench already dug.
|
|
Also their has to be at least 1% humidity in the air. The user
|
|
will pull precipitation from the air and direct it toward the
|
|
hole.
|
|
|
|
Ride Animal Category: Physical Duration: Hour per level
|
|
ISP: 11
|
|
Range: Touch This power is a combination calm animal
|
|
and forcing your *will on the animal. The user can ride any
|
|
animal as long as it has an animal intelligence. He can also
|
|
direct it and tell it how fast or how slow he wants it to go.
|
|
|
|
Purify Soil Category: Physical Duration: Instant ISP: 7
|
|
Range: Acre per level Allows user to rid any toxins that
|
|
are the soil, making it fertile. Will also get rid of low-levels
|
|
of radiation.
|
|
|
|
Scarecrow Category: Sensitive Duration: 2 weeks per level ISP:
|
|
10
|
|
Range: 10 The user builds a scarecrow and then uses
|
|
this power to implant a fear into the scarecrow equal to horror
|
|
factor seven. It scares away all birds in the surrounding areas.
|
|
Also it can sometimes scare away low-level, low-power
|
|
supernatural beings like faerie folk. More powerful beings will
|
|
not be affected.
|
|
|
|
Purify food and water Category: Physical Duration: Instant
|
|
ISP: 15
|
|
Range: Touch or 3 feet This power is exactly like the spell
|
|
located on page 179 in Rifts RPG.
|
|
|
|
Purify Room Category: Physical Duration: 1 hour per level ISP:
|
|
13
|
|
Range: 10 by 10 foot room This power cleanses a room leaving
|
|
it germ and dust free. This power is ideal for sanitizing a
|
|
surgery room or for housing the sick or infested. Ill people
|
|
will get over sickness three times faster while in this
|
|
environment.
|
|
|
|
Notes about Surround Areas By Erin Tarn 1004 P.A.
|
|
South Dakota
|
|
South Dakota is truly an evil place. It is said a Supernatural
|
|
Intelligence has enslaved the population there and made it a
|
|
haven for D-Bee's. Many, are the tales of atrocities by the
|
|
hands of Monsters. It is said that they have set up camps for
|
|
humans to die in. This brings back memories of Auschwitz in the
|
|
1940's. Right now North Dakota cities are not powerful enough to
|
|
help. The Coalition either does not know or care about the
|
|
human's plight in South Dakota. The Coalition has yet to lift a
|
|
finger to help.
|
|
|
|
Minnesota
|
|
Minnesota is almost barren of with Tolkeen being the only
|
|
exception. The Xiticix have tripled their size in the last three
|
|
years, threatening to decimate all of humanity in Minnesota and
|
|
the surrounding areas. Fortunately Prosek has realized that his
|
|
own empire is threatened, and has called a truce between the
|
|
Coalition and Tolkeen. Together they hope to defeat the Xiticix.
|
|
Sadly once the Xiticix have been defeated the Coalition will
|
|
resume its siege of Tolkeen. I fear for Tolkeen, for now they
|
|
have to fight two enemies.
|
|
|
|
Montana
|
|
Montana is a haven for humanity. Too far away for the Coalition
|
|
to have any influence on them, the inhabitants live peacefully.
|
|
The only problem is the Magic zone located in the western portion
|
|
of the old state, but even that is not a major problem. The zone
|
|
is controlled by a 26th level Great Horned dragon. He considers
|
|
the zone to be his domain, nothing can come in or out without his
|
|
approval. Only once has anything ever escaped from the zone.
|
|
The ones lucky enough were a group of Death Dragons, an only a
|
|
small number at that (300). I see Montana as the next great
|
|
civilization waiting to happen. The people here are a hard
|
|
working industrious lot. While their tech-level is low (19th
|
|
century, they are eagerly learning everything thing they can. It
|
|
will be interesting to see if they can survive with all this doom
|
|
and despair surrounding them.
|
|
|
|
Winnipeg (Canada) Not by Erin Tarn
|
|
Winnipeg is a hustling trade town of the Splugorth. Relatively
|
|
few outsiders know about this town. Splynncryth set this town up
|
|
a few years back in the hopes to corner the market in technology
|
|
in the Northwest. So far his plan is working very well. That
|
|
could all change if the Coalition were to get wind of this town.
|
|
The paranoid leaders of Chit-Town will not allow a threat like
|
|
that so close to its borders. Chi-town would forget about other
|
|
plans of invasions an attack Winnipeg until it is just ashes.
|
|
The town defenses consist of two Dragon Dreadnoughts, 20 Creax
|
|
armored Rovers, 10 Insecton Land Rovers, 50 Kittani Serpent
|
|
Power Armors, and 25 Equestrian Power Armors.
|
|
|
|
Reactions by other Powers
|
|
This is how other powers would react upon learning about
|
|
McCoyville and Space Station.
|
|
|
|
Coalition: If the Coalition was ever to learn that McCoyville
|
|
still exists they would send in three divisions to utterly
|
|
destroy McCoyville. They would also occupy all of North Dakota
|
|
to ensure that McCoyville will never again rise from the ashes.
|
|
If they were to find out about the Space Station, they would
|
|
immediately ally themselves with the New German Republic. They
|
|
will order their scientists to find away of getting into space,
|
|
so that they can dispatch with this threat. The paranoid leaders
|
|
of the Coalition would unite the human population, forgetting
|
|
about past differences and set them on a common goal to destroy
|
|
the space station.
|
|
|
|
New German Republic: The NGR would not care about McCoyville and
|
|
might actually try to trade with them. If they were to find out
|
|
about the Station, they would become extremely interested in
|
|
getting the technology to get up there. They would do anything
|
|
to get that technology, even if means helping the Coalition
|
|
destroy McCoyville.
|
|
|
|
Mechanoids: The Mechanoids would not care about McCoyville,
|
|
seeing it as to far away to do anything. If they find out about
|
|
the station they too would become extremely interested. They
|
|
would view the space station as a way to contact their fellow
|
|
Mechanoids. They would too would do almost anything to get up
|
|
their.
|
|
|
|
ARCHIE Seven: Upon learning about such a powerful station so
|
|
close to the moon, he would forge an alliance with the rest of
|
|
the stations in order to destroy the station. ARCHIE and the
|
|
other stations cannot allow Earthlings to get a foothold in
|
|
space. They do not want evil monsters and humans to destroy
|
|
their environment like they did on Earth so long ago.
|
|
|
|
Atlantis: If Atlantis was to learn about McCoyville, Splynncryth
|
|
would like to enter a trade agreement with the to further is
|
|
strength in the Northeast. But if they don't agree he will not
|
|
push the matter not wanting anyone to find out about Winnipeg.
|
|
The station would be of little interest to him, for Earth is the
|
|
true commodity for him.
|
|
|
|
This is how other powers would react upon learning about
|
|
Winnipeg.
|
|
|
|
Coalition: They would do an all out attack on this city not
|
|
stopping until Winnipeg is destroyed. The Coalition cannot
|
|
allow the Splugorth so close to their borders.
|
|
|
|
NGR: To far away to make any difference. They might supply
|
|
Coalition with some +weapons.
|
|
|
|
McCoy: McCoy has been to Atlantis, and knows that the Splugorth
|
|
are ruthless traders. He will start a private war with Winnipeg,
|
|
trying to make Splynncryth give up on the idea of a Northeastern
|
|
trading region.
|
|
|
|
Mechanoids: Don't care.
|
|
This is how other powers would react upon learning about Arpita
|
|
|
|
Coalition: They would immediately occupy North Dakota, they
|
|
cannot something this powerful so close to their borders.
|
|
|
|
Atlantis: They would not try and prevent Arpita's growth unless
|
|
it interferes with their trading in Winnipeg. If it does
|
|
interfere Splynncryth will send an army into the Badlands to
|
|
wipeout Arpita and his minions.
|
|
|
|
Atlanteans: They would treat Arpita and his minions the same way
|
|
they treat vampires.
|
|
|
|
NPC
|
|
*Note, these are the updated an official versions of these
|
|
characters*
|
|
Jim McCoy
|
|
McCoy was born in Lazlo where he lived for 16 years. While
|
|
living in Lazlo he learned that not all D-bee's are evil and that
|
|
sometimes humans are more evil. His parents encouraged learning
|
|
and free thinking. On his 16th birthday he left Lazlo to wander
|
|
the world. McCoy learned he liked to help people, and that
|
|
killing was a terrible thing. After several years he returned to
|
|
Lazlo, where he was elected to the Congress of Electorate.
|
|
During his term he worked hard to ease the pain of many. McCoy
|
|
retired from office when his mother a Mind Melter was killed by
|
|
an unidentified army. McCoy wandered the world for many years
|
|
unsure of what to do next. McCoy settled in a small valley in
|
|
North
|
|
Dakota, where he began to build a company. While in Dakota McCoy
|
|
followed up on one of his dreams, and that was to create an
|
|
artificial life. His first version Jorgenson, Jorgenson was a
|
|
Neural Intelligence. While Jorgenson was good, McCoy felt he
|
|
could do better. He was creating a robot, when the Coalition
|
|
invaded his town. One of the Coalitions missiles hit a sensitive
|
|
part of his factory. In the chaos that pursued, McCoy essence
|
|
was transferred to the robot. McCoy fled Earth seeking the
|
|
safety of his station. McCoy has not come done yet, and probably
|
|
will never come done unless it is an emergency.
|
|
|
|
True Name: Jim Holloway
|
|
Alignment: Scrupulous
|
|
Attributes: IQ: 30, ME: 20, MA: 18, PS: 51, PP: 34, PE: -, PB:
|
|
22, Spd: 200 mph
|
|
Weight: 1500lbs Height: 15ft Age: At time of
|
|
transformation was 39yrs old
|
|
PPE: 24 ISP: 9
|
|
Hit Points/M.D.C.: 605
|
|
Experience Level: 16th level Body Fixer
|
|
Psionic Powers: None
|
|
Magic Knowledge: None
|
|
Combat: HTH: Martial Arts with Boxing and all physical
|
|
Attacks Per Melee: Seven
|
|
Bonuses: +2 on initiative, +10 to strike, +14 to parry and dodge,
|
|
+36 S.D.C. damage, +16 to roll, +8 to pull.
|
|
Punch: 2D6 M.D.
|
|
Punch: 6D6 M.D.
|
|
Power Punch: 2D6*10 M.D.
|
|
Kick: 4D6 M.D.
|
|
Leap Kick: 1D6*10 M.D.
|
|
Tackle: 3D6 M.D.
|
|
Stomp: 1D6 M.D.
|
|
|
|
Skills of Note: Knows all medicine at 98%, W.P. Energy Rifle,
|
|
Energy Pistol, Heavy, Sword, and Knife.
|
|
|
|
Favorite Weapons: 200A Rifle, C-27, K4, a vibroblade, and a
|
|
fusion block. McCoy can also use almost any weapon he wants.
|
|
Body Armor: McCoy wears a specially modified Illinois armor that
|
|
weighs 100lbs and gives 100 M.D.C.
|
|
|
|
Special Vehicle: A modified Behemoth. Note the Behemoth is not
|
|
in this book but probably will be in my edition of Mutants in
|
|
Orbit.
|
|
|
|
Cybernetics: McCoy's body is very different than most robots.
|
|
McCoy made the robot modular, so that you could add or remove
|
|
different cybernetics based on the assignment. McCoy can use and
|
|
does use virtually every type of cybernetic. Some important ones
|
|
is the fake skin cosmetics listed in the Sourcebook #1.
|
|
|
|
Money: McCoy carries only about 1,000 credits, but has at his
|
|
disposal billions of credits in metals and rock (gold and
|
|
jewels).
|
|
|
|
Alliances & Allies: Brother of Texder Worthington, Grizzle, and
|
|
the government of Lazlo.
|
|
|
|
Sean Holloway
|
|
Son of John Holloway, brother to McCoy. Sean was the youngest in
|
|
the family. From early on you could tell Sean was different from
|
|
his brothers. He was far more aggressive and meaner than the
|
|
others. When Sean was 18 years old he joined the Coalition and
|
|
unknowingly killed his mother on a raid of a small D-bee loving
|
|
town. Sean has broken all ties with the rest of his family, the
|
|
Coalition is his family now. Sean will have no problems or
|
|
qualms about killing a member of his family if so ordered. Sean
|
|
is currently located in Guardian, where he is fourth in command.
|
|
|
|
True Name: Sean Holloway
|
|
Rank: Captain
|
|
Alignment: Aberrant
|
|
Attributes: IQ: 20, ME: 17, MA: 13, PS: 40, PP: 32, PE: 35, PB:
|
|
14, Spd: 52
|
|
Hit Points: 82, S.D.C.: 124
|
|
Weight: 280lbs Height: 75 inches Age: 27
|
|
PPE: 10 ISP: 2
|
|
Experience Level: Seventh level Military Specialist
|
|
Psionic Powers: None
|
|
Magic Knowledge: None
|
|
Combat: HTH: Assassin and boxing
|
|
Attacks Per Melee: Seven
|
|
Bonuses: +1 on initiative, +12 to strike, +14 to parry and dodge,
|
|
+12 to roll, and +4 to pull.
|
|
|
|
Skills of Note: See Military Specialist template. Average Skill
|
|
Level is 86%
|
|
|
|
Weapons: C-12, Wilk's 457, 5 grenades (5D6), CAWS AA1 (1D6*10
|
|
S.D.C.), Pump
|
|
Pistol, particle beam, 5 Fusion Blocks (4D6*10), also Sean can
|
|
get almost any weapon within reason.
|
|
|
|
Body Armor: Dead Boy armor 80 M.D. also can use Gladiator Armor
|
|
70 M.D.
|
|
Special Vehicle: Coalition Sky Cycle
|
|
Cybernetics: Headjack with special augmentation, Video camera
|
|
eye, Optic nerve video implant, and particle beam.
|
|
|
|
Money: 336,000 credits an also gets a monthly salary.
|
|
Alliance & Allies: He trust no one except the Coalition
|
|
|
|
Texder Worthington
|
|
Texder is the second oldest brother of the Holloway family,
|
|
second only to McCoy. Texder lead a life different than the rest
|
|
of his brothers. Unlike their more aggressive ways, Texder
|
|
learned the difficult art of magic. One thing that was same with
|
|
all the brothers was that he liked to build things, Texder found
|
|
that with the aid of magic he could make his machinery better
|
|
than normal. Texder developed this art, and became a head
|
|
technician to the McCoy complex in North Dakota. Texder did not
|
|
flee to the space station like the rest of the citizens, instead
|
|
he left the valley and headed to Lazarus. After a few years
|
|
Texder was elected to the council where he secretly supplies the
|
|
town with supplies an arms from McCoy's factories. Texder does
|
|
not use his magical powers in public and has not told anybody in
|
|
Lazarus about these powers.
|
|
|
|
True Name: Texder Holloway
|
|
Alignment: Principled
|
|
Attributes: IQ: 23, ME: 30, MA: 28, PS: 34, PP: 37, PE: 36, PB:
|
|
15, Spd: 46
|
|
Hit Points: 102 S.D.C.: 156
|
|
Weight: 230lbs Height: 72 inches Age: 39
|
|
PPE: 224 ISP: 101
|
|
Experience Level: Ninth level Techno-Wizard
|
|
Psionic Powers: Speed Reading, Total Recall, Mind Block, and
|
|
Tele-mechanics.
|
|
Magic Knowledge: Blinding Flash, Globe of Daylight, See Aura,
|
|
Sense Evil, Chameleon, Levitation, Mystic Alarm, Armor of Ithan,
|
|
Energy Bolt, Fuel Flame, Ignite Fire, Impervious to Fire,
|
|
Telekinesis, Energy Field, Fire Bolt, Circle of Flame, Energy
|
|
Disruption, Call Lightning, Fire Ball, Impervious to Energy,
|
|
Words of Truth, Wind Rush, Cloud of Smoke, Thunder Clap, Create
|
|
Magic Scroll, Time Slip, Invulnerability, Invisibility: Superior,
|
|
Magic Net.
|
|
|
|
Combat: HTH: Martial Arts and boxing
|
|
Attacks Per Melee: 7
|
|
Bonuses: +3 on initiative, +12 to strike, +17 to parry and dodge,
|
|
and +9 to roll.
|
|
|
|
Skills of Note: See Techno-Wizard Template.
|
|
|
|
Weapons: C-12, Wilk's 457, and a K4
|
|
|
|
Special Weapons: Texder has made numerous weapons that are not
|
|
mentioned in this book. Perhaps I will include them in later
|
|
books.
|
|
|
|
Body Armor: Crusader 55 M.D.
|
|
Cybernetics: None
|
|
Money: 1,175,000 credits are at his disposal.
|
|
Alliance & Allies: His brothers, the government of Lazarus.
|
|
|
|
Grizzleberrelcaderall (Grizzle for short)
|
|
Grizzle is the adopted son McCoy's great grandfather. Grizzle
|
|
parents were killed by roving band of marauders, McCoy's great
|
|
grandfather found him and raised him like a son. When he died
|
|
McCoy's grandfather took care of him, and then his father took
|
|
care of him. McCoy Considers him a brother, and not a distant
|
|
relative. Grizzle studies the art of magic, and he played a
|
|
major role in the evacuation of McCoyville when the Coalition
|
|
attacked. Currently Grizzle is on the space station, training
|
|
young ones in the art of magic. He is the General to McCoy's
|
|
magic division of his army.
|
|
|
|
True Name: The Same
|
|
Alignment: Unprincipled
|
|
Attributes: IQ: 20, ME: 19, MA: 25, PS: 24, PP: 38, PE: 35, PB:
|
|
36, Spd: 52
|
|
Hit Points: 100 S.D.C.: 154
|
|
Weight: 290lbs Height: 83 inches Age: 155
|
|
PPE: 500 ISP: 60
|
|
Experience Level: Ninth level Elf Shifter
|
|
Psionic Powers: None
|
|
Magic Knowledge: All spells in the Rifts RPG known
|
|
Combat: HTH: Martial Arts
|
|
Attacks Per Melee: Six
|
|
Bonuses: +2 on initiative, +11 to strike, +17 to parry and dodge,
|
|
+9 to roll, and +6 to pull
|
|
|
|
Skills of Note: See Shifter Template
|
|
|
|
Weapons: Wilk's 457, Vibrosword, C-12, 2 fusion blocks. All of
|
|
his weapons are attuned to him.
|
|
|
|
Special Vehicle: None
|
|
Cybernetics: None
|
|
Money: 12,000 credits
|
|
Alliance & Allies: His family
|
|
|
|
Note: Here are a some more of the Holloway family that was not
|
|
mentioned in this book.
|
|
John Holloway: Rogue Scholar, Father
|
|
Frank Holloway: Headhunter, Brother, A.K.A.: Stainless Steel Rat
|
|
Crunyon: Vagabond, Sister
|
|
Maxima: Eandorth Cyber-Knight, Friend and General to McCoy
|
|
Maryian Holloway: Mind Melter, Mother-Dead
|
|
Greagon: Burster, Son of Texder
|
|
Larann Worthington: Rogue Scientist, Wife of Texder-died in
|
|
McCoyville
|
|
|
|
Michael Jorgenson
|
|
Jorgenson was McCoy's first attempt a robot. Jorgenson worked
|
|
out perfectly. Currently Jorgenson is in charge of security at
|
|
McCoyville. McCoy also made a eagle and a wolf, as companions
|
|
and protection for Jorgenson. Jorgenson seldom leaves McCoyville
|
|
an if he does it is only for a short period of time.
|
|
|
|
True Name: AA1
|
|
Alignment: Unprincipled
|
|
Attributes: IQ: 28, PS: 60, PP: 43, PB: 26, Spd: 220
|
|
Hit Points/M.D.C.: 700
|
|
Weight: 1,800lbs Height: 19ft Age: Looks to be 19 Sex:
|
|
Looks Male
|
|
PPE and ISP: Nil
|
|
Experience Level: Neural Intelligence Bot
|
|
Psionic Powers: Nil
|
|
Magic Knowledge: Nil
|
|
Combat: Martial Arts
|
|
Attacks Per Melee: Six
|
|
Bonuses: +6 on initiative, +11 to strike, +11 to parry and dodge,
|
|
+10 to roll
|
|
|
|
Lyle Benz (A.K.A.: The Elegant Man)
|
|
Lyle was your average Joe, meaking out an existence deep in the
|
|
bowels of Chi-Town when he was confronted by Arpita. Lyle had
|
|
always dreamed of being something better than he was, Arpita
|
|
played on that fantasy and convinced Lyle to the transformation.
|
|
Since then Lyle has gained power, fame, money, and the all
|
|
important respect through fear. Lyle enjoy's controlling people,
|
|
he views the world as a chess board and people are his pawns to
|
|
be manipulated and discarded at his whim. Lyle tries many ways
|
|
to booster his legions of undead troops. So far the most popular
|
|
and most effective method is tantalizing humans with the hopes of
|
|
gold in North Dakota. Lyle is always dressed in a expensive
|
|
suit, looking his best at all times. In his true form Lyle looks
|
|
like a red mist.
|
|
|
|
True Name: Lyle Benz
|
|
Alignment: Diabolic
|
|
Attributes: IQ: 22, ME: 23, MA: 20, PS: 40, PP: 29, PB: 2/23,
|
|
Spd: 2
|
|
Considered a Supernatural Creature
|
|
Hit Points: 410
|
|
PPE: 50, ISP: 300
|
|
Horror Factor: 14 when in mist form.
|
|
R.C.C.: Aiite Master
|
|
Level of Experience: Tenth
|
|
Natural Abilities: Nightvision-200ft., Invulnerability (special),
|
|
communication with Arpita, bio-regenerate-1D8*10 per melee,
|
|
Lightning attack-1D8*10 M.D. once every melee, create rod, and
|
|
metamorphis at will.
|
|
Flaws: Gold does double damage, and is repulsed by salt.
|
|
Psionic Powers: Considered a master psionic. Knows all Physical
|
|
and Sensitive powers, and knows 5 super of GM's choice.
|
|
Magic Knowledge: Fire Bolt, Fools Gold, Turn Dead, Ley Line
|
|
Transmission, Mystic Alarm, and Seal.
|
|
Combat Abilities: Expert (10th level proficiency)
|
|
Attacks per melee: Six
|
|
Skills of Note: See Mind Melter template
|
|
Appearance: Nice dressed slender man in his late 20's. White
|
|
skin with black hair, brown eyes, and is 6 feet tall.
|
|
Special Vehicles: None
|
|
Equipment of Note: The only thing he carries of any importance is
|
|
his rod, anything else he can pick up on the way or buy ahead of
|
|
time.
|
|
Weapons of Note: Lyle when not using his hands will use his K4 or
|
|
Triax pump pistol.
|
|
Body Armor: None, will absolutely not use any kind of armor.
|
|
Cybernetics: None, his body will not accept them.
|
|
Money: Carries 300,000 credits on him, but has access to billions
|
|
of dollars.
|
|
Alliance and Allies: His only allies is his fellow Aiites and
|
|
Arpita all others are toys to be played with.
|
|
|
|
Grog
|
|
Grog is the king of the Gromek in the city of Lazarus. Grog has
|
|
many plans to rule the world, but is satisfied for ruling Lazarus
|
|
for now. The king is a very paranoid fellow, he thinks any human
|
|
stranger is a Coalition spy. It is very hard to change the
|
|
king's mind on most subjects. Once he makes a decision he
|
|
intends to follow through with. If given the chance he would
|
|
conquer all of North Dakota, and then eventually North America.
|
|
|
|
True Name: Grog Arya
|
|
Alignment: Anarchist
|
|
Attributes: IQ: 10, ME: 13, MA: 9, PS: 23, PP: 17, PE: 23, PB: 8,
|
|
Spd: 7 running, 40 flying.
|
|
Hit Points: 89, S.D.C.: 140
|
|
S.D.C. Armor Rating: 12
|
|
Horror Factor: 14
|
|
PPE: 10, ISP: 18
|
|
O.C.C.: Gromek King
|
|
Level Of Experience: Eighth
|
|
Natural Abilities: Fly, keen hawk-like vision, resistant to fire
|
|
(does half damage), extremely aggressive.
|
|
Psionic Powers: None
|
|
Magic Knowledge: None
|
|
Combat Abilities: Martial Arts (8th level proficiency)
|
|
Attacks: Six
|
|
Bonuses: +4 to strike, +5 to parry and dodge, +7 to dodge in
|
|
flight, and +2 to initiative.
|
|
Damage: Bite: 1D6+4 S.D.C.
|
|
Claws (hand): 1D6+2
|
|
Claws (feet): 2D6+2
|
|
Skills of Note: Wrestling, W.P. Sword, Blunt, Archery, literate
|
|
in Gromek and American.
|
|
Special Vehicles: None
|
|
Equipment of Note: None
|
|
Weapons of Note: Grog has a huge collection of maces and swords
|
|
valued at over three million credits. Also likes to use a Wilk's
|
|
457 or a Triax Pump Pistol.
|
|
Body Armor: Wears a Mega-Damage chain mail that protects the
|
|
upper half of his body.
|
|
Armor Rating of 13, and can take 40 M.D.
|
|
Cybernetics: Vibro-claws in right arm.
|
|
Money: Has over 10 million credits in the royal treasury.
|
|
Alliance and Allies: Has worked out a trade agreement with
|
|
Bismark and surrounding towns except Guardian which he despises.
|
|
|
|
Arpita
|
|
Arpita embodies the ultimate evil, Arpita is willing to do
|
|
whatever it takes to be the supreme ruler of Earth. Arpita sees
|
|
Earth as the gateway to thousands of other dimensions, to which
|
|
he can populate and rule with his minions. Currently Arpita is
|
|
preparing his main attack on this planet, so he will not try and
|
|
do anything that will reveal himself to other Intelligences
|
|
(Splynncryth and Vampire Intelligences). He came to this planet
|
|
just five years ago, but he has had his minions on this planet
|
|
for over 50 years now.
|
|
|
|
Alignment: Diabolic
|
|
Horror Factor: 18
|
|
Size: 200 feet and weighs 200 tons.
|
|
Attributes: IQ: 32, ME: 31, MA: 33, PS: 54, PP: 25, PE: 29, PB:
|
|
4, Spd: 70
|
|
Supernatural Strength.
|
|
M.D.C.: 100,000
|
|
Natural Abilities: Bio-Regeneration-1D6*10 M.D.C. per minute, see
|
|
the invisible, nightvision-2,400 feet, turn invisible at will,
|
|
impervious to poison/toxins/drugs/fire, does not breath air,
|
|
possess intelligent life forms, teleport self and others up to
|
|
600 miles away, Dimensional teleport at will, animate and control
|
|
1D6*100 dead, fire bolt 6D6 M.D., range 6,000 feet, summon 6D6
|
|
lesser demon three times daily instantly appear, summon 2D6
|
|
greater demons three times per day appear instantly, and
|
|
vulnerable to gold inflicts M.D. equal to S.D.C. damage.
|
|
Combat: 13 attacks per melee
|
|
Bonuses: +7 to initiative, +3 to dodge and parry, +4 to pull
|
|
punch, +5 to roll with impact, +14 to save versus horror factor,
|
|
+4 on all saving throws in addition to attribute bonuses.
|
|
Magic Knowledge: Knows all spells in the Rifts RPG book,
|
|
considered a 17th level castor.
|
|
Also first five levels of spells can be cast instantly, while the
|
|
next five can be cast an attack later, and the final level
|
|
another attack later.
|
|
PPE: 20,000
|
|
Psionics: All psionic powers known.
|
|
ISP: 5,000 and is considered a 12 level psychic.
|
|
|
|
Adventure Ideas
|
|
1. The group sets out to explore the Badlands looking for gold.
|
|
They are introduced to many different things inside the Badlands.
|
|
The final scene should be against the Supernatural Intelligence.
|
|
They don't have to beat the Supernatural Intelligence though.
|
|
This mission is mainly used to introduce the characters to the
|
|
dangers of the Badlands.
|
|
|
|
2. This one works well for a group of Silver Rangers. A Death
|
|
Dragon appears over the town the PC's are staying in. The
|
|
townspeople freak out at the sight of the Dragon. It is the
|
|
Rangers job to calm the people down before a riot breaks out.
|
|
Also they have to get rid of the Dragon, and to see why it came.
|
|
The rangers find out that an ancient (350 year old) device has
|
|
been activated, and has been digging its way up to the surface
|
|
for the last 50 years. The technology is far superior than
|
|
anything known to man. It is up to you to decide what is so
|
|
dangerous about it, and where it came from.
|
|
|
|
3. You are a Lancer Pilot sent out on your first mission outside
|
|
of Lazlo. You spot a group of Coalition soldiers shooting at an
|
|
unarmed human. Pilot should decide to help the human. The human
|
|
turns out to be an Aiite Commandant and thanks to he pilot he has
|
|
prevented the soldiers from killing it. Pilot must survive the
|
|
battle and prevent the oncoming destruction of a nearby town.
|
|
|
|
4. The group comes across a battlescene, their are human bodies
|
|
everywhere. There are two different sets of tracks leading off
|
|
in two directions. One set appears to be human, while the other
|
|
looks to be mechanized. If PC's follow the human tracks they
|
|
will discover the humans are Minions of Arpita, and will have to
|
|
survive the engagement. If PC's follow the mechanized tracks
|
|
they will find a 15 foot tall human surrounded by robots and
|
|
power armors. If PC's approach group they find out the humans
|
|
name is McCoy and robots PA's are his. This is just the
|
|
beginning part there are many ways you can finish this adventure.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Experience Table
|
|
Inuit Town Doctor Agriculturist
|
|
Seventh Cav Technocrat Silver Ranger
|
|
CyberRanger CyberWarrior Coalition Commando
|
|
1. 0-1,500 1. 0-2,000 1. 0-3,000
|
|
2. 1,501-3,500 2. 2,000-4,000 2. 3,000-5,000
|
|
3. 3,501-5,000 3. 4,001-6,000 3. 5,001-7,500
|
|
4. 5,001-8,000 4. 6,001-10,000 4. 7,501-12,000
|
|
5. 8,001-12,000 5. 10,001-14,000 5. 12,001-15,000
|
|
6. 12,001-20,000 6. 14,001-20,000 6. 15,001-25,000
|
|
7. 20,001-28,000 7. 20,001-26,000 7. 25,001-32,000
|
|
8. 28,001-40,000 8. 26,001-32,000 8. 32,001-36,500
|
|
9. 40,001-75,000 9. 32,001-40,000 9. 36,501-45,000
|
|
10. 75,001-180,000 10. 40,001-140,000 10. 45,001-55,000
|
|
11. 180,001-230,000 11. 140,001-200,000 11. 55,001-175,000
|
|
12. 230,001-280,000 12. 200,001-290,000 12. 175,001-250,000
|
|
13. 280,001-320,000 13. 290,001-340,000 13. 250,001-330,000
|
|
14. 320,001-360,000 14. 340,001-380,000 14. 330,001-390,000
|
|
15. 360,001-450,000 15. 380,001-430,000 15. 390,001-500,000
|
|
|
|
|
|
|
|
|
|
Lancer Lightning Dragon
|
|
Private: 0,000-2,750 Brahmagupta Dragon
|
|
Corporal: 2,751-6,720 Death Dragon
|
|
Sergeant: 6,721-10,000 1. 0-6,000
|
|
2nd Lieutenant: 10,001-15,000 2. 6,001-10,000
|
|
1st Lieutenant: 15,001-25,000 3. 10,001-25,000
|
|
Captain: 25,001-40,000 4. 25,001-39,500
|
|
Major: 40,001-50,000 5. 39,501-50,000
|
|
Lieutenant Colonel: 50,001-74,000 6. 50,001-75,000
|
|
Colonel: 74,001-95,000 7. 75,001-100,000
|
|
Commander: 95,001-120,000 8. 100,001-140,000
|
|
Scout: 120,001-130,000 9. 140,001-200,000
|
|
Rogue Captain: 130,001-190,000 10. 200,001-300,000
|
|
Rogue Major: 190,001-290,000 11. 300,001-350,000
|
|
Rogue Colonel: 290,001-380,000 12. 350,001-400,000
|
|
Brigadier General: 380,001-470,000 13. 400,001-800,000
|
|
14. 800,001-1,200,000
|
|
15. 1,200,001-2,500,000
|
|
|