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Racial Character Classes

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Racial Character Classes Empty Racial Character Classes

Post  Admin Sun Jul 31, 2011 6:13 pm

Racial Character Classes are basically a secondary kind of character
class. The Rifts® world is heavily populated by inhuman creatures,
many of which are available as Racial Character Classes. Some R.C.C.s
allow the character to go on and select an O.C.C. as well, while other
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Racial Character Classes Empty True Atlantean

Post  Admin Sun Jul 31, 2011 6:16 pm

Physically, True Atlanteans might be considered supermen. It appears that their one-time human physiology has adapted and mutated to accommodate their constant use of ley line energy, magic, and dimensional travel. They are physically stronger and larger, tend to be more intelligent, possess far greater resistance to disease, live longer, and are adept in the ways of magic. They have grown accustomed to the supernatural, the horrific and bizarre, so they are not prone to culture shock or emotional and psychological disorders, making them well suited for their chosen role as protectors of the Megaverse.

The aging process of Atlanteans has been retarded to such a degree that the average person lives to be about 500+ years old. In many cases, because of distortions in space and time caused by dimensional rifts, travel, stasis fields, and magic, Atlanteans skip entire decades, passing through the ages without participating in them. Remember, the passage of a few physical years for a dimensional traveler may be several hundreds or even thousands of years for those left behind in a different time continuum on a particular world. Thus a dimensional traveler may actually be a thousand years old even though he has lived and aged a mere fraction of those years. Time is relative to the dimensional traveler. Note: Among the True Atlanteans, approximately three percent are survivors from the original Atlantis. Most True Atlanteans are the descendants of the ancient humans, typically fourth and fifth generation. Elder Atlanteans are frequently the heads of clans.

Most of these strong willed people exude an air of superiority, strength, confidence, incredible conviction, and bullish determination. When an Atlantean believes he is right and cannot get others to agree with him, he will often run off to implement the scheme on his own. Likewise, True Atlanteans tend to be incredibly noble, courageous, generous, sincere, honorable, trustworthy, and dedicated to life, love, freedom and the pursuit of happiness. However, an evil or self serving Atlantean is every bit as determined, strong, cunning, vengeful, and steadfast in his diabolical ways.

Common O.C.C.s for True Atlanteans
15% Ley Line Walkers
13% Shifters
12% Techno-Wizards
12% Temporal Wizards
10% Undead Slayers
10% Stone Masters
10% Monster Hunters
9% Nomads
5% Mind Melters
4% Mind Bleeders
2% Mystics
8% other
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Racial Character Classes Empty Psi-Stalker

Post  Admin Sun Jul 31, 2011 6:22 pm

The Psi-stalker is a mutant whose psychic sensitive powers enable him to sense other psychics, psychic energy, and magic. The character can be human, or a D-Bee, or a mutoid. Unlike normal humans, the psi-stalker is a natural predator and energy vampire! The predator senses the use of psychic energy and can follow the distinctive energy trail like a bloodhound following a specific scent. Even though all creatures have a certain level of potential psychic energy, the psi-stalker can tell the subtle differences between normal energies and psychic and magic energies. Some innate instinct draws the stalker to those creatures who are psionic or magic. This same instinct makes the mutant want to kill his prey and drink its psychic energy (which, for a brief instant, doubles when the victim dies). Fortunately, psi-stalkers can train themselves not to kill, although they prefer to kill and feed, and love the thrill of the hunt!

The Coalition States (CS) have trained people with the psi-stalker instincts and abilities to become an elite military police force, specializing in hunting down psychic and magic criminals, supernatural beings, and paranormal interlopers. In addition to the stalker's natural abilities, the warriors are trained in basic military procedure and combat skills.

They are also trained to control their urge to kill. The Coalition Psi-Stalkers will not kill unless the soldier is given authorization to use deadly force, which is always approved when stalking a demon or other supernatural being, and frequently when in pursuit of dangerous criminals. Because of the Coalition's stand against non-humans, most of their psi-stalkers are completely human in appearance. They can be distinguished from other Coalition soldiers by their spiked helmets and the letters "PSI" emblazoned on the chest of their armor and uniforms. ALL psi-hunters are registered psychics with the IC and bear the IC bar code and implant.

Psi-Stalkers do not get to choose an O.C.C.Racial Character Classes Psi_Stalker


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Racial Character Classes Empty Dog Boy

Post  Admin Sun Jul 31, 2011 6:24 pm

A Dog Boy is the nickname given by Coalition States armed forces to the humanoid psychic sensitive they use to sniff out psis and supernatural beings within CS territory. The name is often applied regardless of the individual's gender. The Dog Boy is genetically uplifted from domestic canine or wolf stock in the laboratories of the Coalition State of Lone Star and exported primarily to the Coalition State of Chi-Town. Dog Boys in service to the Coalition States are most often encountered in small groups led by a Psi-Stalker, with whom they are usually very close. Such beings in the employ of NTSET are often termed "Psi-Hounds."

The Coalition States value the Psi-Hound's life very little, viewing them as working animals with few or no rights of their own. Occasionally a Psi-Hound is released from Coalition service, or deserts, and such Psi-Hounds may take up the life of a wandering adventurer, doing their best to protect the remnants of human society from the supernatural threats that surround it.
Physiognomy Edit

The Dog Boy is a bipedal humanoid modified from a domestic dog such as a terrier or golden retriever, or a wolf. He or she has two hands with four fingers and fully opposable thumbs. The Dog Boy's head resembles that of the breed he was uplifted from, and is proportioned to his body. He stands between four feet and six feet, eight inches tall, and adopts a slouched posture. When speed is necessary, a Dog Boy will get down and run on all fours, increasing his pace but preventing him from carrying anything in his hands. His brain has been augmented, and is very much the same size as the average human's. A Dog Boy has limited color vision, sharp ears, and an even sharper nose. He can speak most languages known on Rifts Earth.
Abilities Edit

A Dog Boy is considered a master psionic, and she has a significant amount of ISP compared to the populace at large.

Every Dog Boy can sense supernatural beings and energy without employing a conventional sense. Some Dog Boys describe the sensation as "noise." They all agree that energy being used is much easier to sense than energy being stored. They can sense a psychic or mystic who is not employing her powers at a range of 50 feet, and if the subject is actively drawing on her ISP or PPE the range balloons out to at least 100 feet. Supernatural beings such as dragons and vampires give off a psychic scent or marker that the Dog Boy can detect at 100 feet; such beings who are using their powers give off such a psychic glow or shout that Dog Boys can detect it from at least 1,000 feet.

In addition, a Dog Boy can use a small number of Psychic Sensitive powers. A Dog Boy can always use sense evil, sense magic, sixth sense and empathy (as a passive power only), and she has one other power that is always a sensitive power, such as psychometry or astral projection.

Dog Boys are not allowed an O.C.C.
Racial Character Classes Riftscsdogpackyb3


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Racial Character Classes Empty Dragon Hatchling

Post  Admin Sun Jul 31, 2011 7:02 pm

What is the power of a dragon? Where do they come from? Why are they here? What great and terrible things will they accomplish? The answers, for some, start here, on Rifts Earth.

Dragons are attracted to the vast amounts of magic energy, comfort of vast wilderness in which to make a lair. For Dragon Hatchlings, Rifts Earth is a wonderous paradise of new sensations and experiences. It may even be the place of their birth. Here in the choatic freedom of the savage wilderness and rival civilizations, the Hatchling can find every experience he might imagine. Countless alien races (D-Bees), the courageous and contradictory humans, magic, technology, combat, science, demons and angels, mountains and oceans, forests and deserts, and portals to anywhere and everywhere. It's a great place for beings such as they to spend 500-1000 years growing up.

Players can select a Dragon Hatchling as their character. The Hatchling is quite powerful by human standards, but only a fraction as powerful as a young adult, let alone a mature adult or ancient dragon. The Hatchling is roughtly comparable to augmented humans such as a Juicer, Crazy, or Combat Cyborg in raw physical power plus basic magic abilities and some psionics.

Dragon Hatchlings are not allowed to choose an O.C.C.

Racial Character Classes Dragon


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Racial Character Classes Empty Wolfen/Coyle/Kankoran

Post  Admin Sun Jul 31, 2011 7:21 pm

Wolfen


The most civilized and powerful of the three canine races is the Wolfen. The wolfen were a fierce warrior people divided into 12 warring tribes. Their constant infighting and their insistance on clinging to barbaric warrior wars, held them back for centuries. However, in the last few decades the wolfen tribes have united and have quickly grown into a well organized, disciplines and orderly society. They still hold to the ways of the warrior, but have developed into a sophisticated military machine, extremely reminiscent of the ancient Romans of Earth.
Although the humans and many other races on their home planet see the wolfen as barbaric, children eating monsters, it is not true. The wolfen are as intelligent, compassionate and civilized as the humans of the same era. This belief is perpetuated out of the humans' own ignorance, hatred, bloody confrontations of the past, and same sense of superiority that led to the demise of the elves and dwarves as the dominant life forms. As humans began to settle the northern portions of the continent they encountered the territorial wolfen. As a warrior people, the wolfen reacted to these settlers and explorers as invaders, and killed them in fair combat.
Many are the stories of bloody and gruesome battles and wolfen atrocities, including wolfen warriors tearing out their victim's heart and eating it, decapitation, impalement, and eating babies and children. Only the latter is pure fiction. As a political manuever, the wolfen have been painted as totally inhuman monsters and an enemy of humankind. After all, if the wolfen are horrid monsters, it is okay to invade their lands and slaughter their people in the name of peace and self-defense. Unfortunately, the unified wolfen, with their superior size and strength, are becoming a powerful military force. If the animosityt and agression continues on the part of both humans and wolfen, a terrible war is inevitable. Indeed, a bloody conflict between these two may be unavoidable as they both vie to dominate the land. Only time will tell.

Coyles

The coyles are the smaller cousins of the wolfen and refuse to join the wolfen's quest for civilization and cultural advancement. Coyles, like the wolfen of only a few decades past, still roam in large, indvidual tribes that often war and bicker amongst themselves; usually over such trifles as which tribe has the best warriors, or the msot warriors, or the best leaders, or the wisest shaman, prettiest women, and so on. They are wild, aggressive, carefree, rebellious and barbaric compared to their wolfen cousins, and are a constant source of consternation to the WOlfen Empire. The coyles operate in large, loose-knight tribes and engage in a lifestyle of raiding and murder Coyles view themselves, and to a lesser extent, the wolfen and kankoran, as the chosen people of the world. Consequently, a coyle doesn't recognize the rights of any creature who isn't a canine. Stealing from or killing members of other races is no crime under any circumstances
The coyles are particularly dangerous vecayse if their skill as warriors. Their superior physical prowess combined with a sharp intellect and wild, daring tactics, makes them a respectable fighting force. Coyles are also known for their tactical leadership in battle, engaging in ambush, flanking attacks and feints. These tactics make them far superior to most other sub-human troops in their former world and equal to humans. Even elven and human commanders have been humbled by superior coyle tactics. For example, coyles disdain heavy armor and delight in drawing knights in plate mail into pitfalls and traps.
Generally, wolfen look upon their cousins as barbarians who foolishly cling to their old ways. Renegade coyles andcoyle tribes are moving ever southward to avoid the wolfen government. Unfortunately, this has led to increasing conflict with humans, especially the Eastern Territory, and is largely responsible for the stories of wolfen acrocities, for, to human eyes, coyles and wolfen are one and the same. This is a tragic mistake, as most wolfen view the coyles' acts of savagery with equal disdain While the wolfen, even during their days of barbarism were generally noble and fair warriors, the coyles have alwaysdelighted in torture and massacres. The coyles are frequenyly aware of their mistaken identityand pretend to be wolfen, creating trouble for their wolfen kin and escalating hatred among humans. Fortunately, coyle raiding parties rarely number more than one hundred.

Kankoran

The Kankoran believe in living a simple life as hunters. They are at harmony with nature and fiercely protective of their remote wilderness habitat. Although a gentle, loving and compassionate people, their society is anything but easy. As the young enter adulthood they are required to go through a rite of passage. This varies according to the tribe and the location. Typically, it involved the young kankoran living alone, off the land, for six months to a year. Even more severe is the rite of the Emirin Tribe of kankoran. Theirs is a rite of combat where two young kankoran must seek out a single young emirin and battle it to the death. Since it's a very even battle, the emirin approve of this ritual.
These rites of passage are crucial to kankoran society. All kankoran have names that reflect their rite. For example: Left-Side-Wound, Mountain Shadow, and Knife Handle are typical kankoran names. Kankoran call scars "stripes," and respect anyone with an impressive collection.
Kankoran have a rather naive view of other creatures. Wolfen, humans, and other usb-humans are considered to be "Children," unless they can show that they know how to take care of themselves in the wilderness. Outsiders who subject themselves to a rite of passage can be completely accepted as a fellow kankoran. It is not unusual for kankoran to adopt stray children of any race. One of the great legends of the kankoran is that they were created by the elves in the distant past. For this reason they respect elves and will go out of their way to help them. They also get along with most of the gentler faerie folk and elemental spirits.
Racial Character Classes Wolfen11


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Racial Character Classes Empty Centaurs & Cyber-Horsemen

Post  Admin Sun Jul 31, 2011 7:54 pm

The centaur is a creature of legend from Earth's ancient past, so perhaps these strange beings have visited the planet before. Beings who are half-man and half-horse. Their origin is lost to antiquity.
ON the former world the centaur is a fearsome plains warrior whose people gather in tribes of 40 to 60 members. They are a nomadic people who dislike staying in any one place longer than a season. Although they are good craftsmen, they rarely have access to a proper hearth or tools. The former centaur is a dying breed, succumbing to the superior numbers and weapons of both man and wolfen.
The centaurs of Rifts Earth have come from both the former world and another, more advanced world of unknown origin. The former tend to be warriors, men of arms, and rangers/wilderness scouts. The latter are familiar with energy weapons, mega-damage armor, cybernetics and bionics. these civilized centaurs are also known as the Cyber-Horsement of simple as "the Horsement," and are viewed with great suspicion, especially by the Coalition.
The first cyber-horsemen were recorded about 30 years ago, around 73 P.A. At first they were believed to be strange bots or mutant animals, but now it is known that they are a race of technologically advanced centaurs. Their tech level appears to be several degrees less than the Coalition's, although they have mastered the sciences of cybernetics and mega-damage alloys. Rumor is it that the cyber-horsemen have built a city called Ixion (eye-zon) somewhere in the northern plains of Canada. Here, it is said, all centaurs, mutant animals and the persecuted as welcome. So far, no human has found any any trace of the city.
Most centaurs and cyber-horsemen have become suspicious of all other races. However, once befriended, they will remain loyal for life. Centaurs are also magnificent hunters, archers, and woodworkers.
Centaurs are somehow linked to nature and are free spirits, driven to advanture and wandering. They can not live in captivity. Even a few weeks in chains may kill them or drive them to make desperate attempts to escape. Nevertheless, many cruel and greedy individuals have attempted to enslave them both for labor and entertainment in the gladiatorial arena. Sadly, their animal visage has lead many to thihnk of the centaur as an animal.
Racial Character Classes Centau10


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Racial Character Classes Empty Kinnie Ger

Post  Admin Sun Aug 14, 2011 12:58 pm

The kinnie ger are a race of subhuman felines with the head and tail of a mountain lion and the torso, arms, and thighs of a powerfully built man. They are legendary for their hunting prowess and enormous appetite for humanoid flesh. Although kinnie ger do eat animals, by far their favorite prey are humanoids. These sly, sneaky creatures find great pleasure in watching death and pain, almost always toying with their prey, and like to torture their prey before killing them. This is a generally solitary creature that occupies a defined territory of up to 20 square miles (32 km). Mated pairs are common, as kinnie ger mate for life. Occasionally, two or three mated pairs submissive to one large, dominant male may share one territory, running in a loose-knit pride. They are most active in the early morning and evening.

Alignment: Any, but NPCs are mostly evil or anarchist.
Attributes: The number of six-sided dice rolled is as designated: I.Q.
2D6, M.E. 2D6, M.A. 4D6, P.S. 4D6 (never less than 18), P.P. 4D6
(never less than 18), P.E. 3D6, P.B. 2D6, Spd 2D6
Hit Points: P.E. +25, plus 1D6 per level of experience.
Natural S.D.C. Armor Rating: 6, S.D.C.: 3D6x10
Horror Factor: 14, P.P.E.: 1D6
Natural Abilities: Nightvision 60 ft (18.3 m; can see in total darkness),
keen color vision and hearing, leap 20 ft (6 m) high or lengthwise. The
long tail is extremely sensitive and provides a number of special abilities.
1. It can be used as a feeler, like a hand, if blinded. 2. Enables the
kinnie ger to sense the approach of a storm (100 mile/160 km radius)
and estimate its arrival to his location at 40% + 4% per level of experience.
3. The water sensitive tail can also be used as a divining rod to
locate water at a proficiency of 40% +4% per level of experience. 4.
It can also sense the presences of a kelpie or water and air elementals
within a 200 foot (61 m) radius.
Combat: Five attacks per melee. Bonuses: +1 to strike, parry and
dodge, +2 on initiative and to roll with punch or impact. These are
in addition to attribute bonuses.
Damage: Bite inflicts 1D8 + 2S.D.C. damage, claws or kick do 1D8 + 2
S.D.C. damage plus P.S. bonus, or by weapon.
Magic: None
Psionics: None
O.C.C.: None.
R.C.C: Natural hunters/predators.
R.C.C. Skills: Prowl (+10%), climb ( + 20%), swimming (+10%),
hunting, wilderness survival (+10%), land navigation ( + 5%), track
animals (+10%), skin & prepare animal hides (+ 10%), W.P. blunt,
W.P. knife, and two W.P. of choice (ancient or modern), speaks Gobblely
90% and can select two other languages. Can also select five
secondary skills at level one, and two at levels four, eight and twelve.
Available categories are: communications (radio: basic only), domestic,
espionage, medical (first aid only), pilot (hover vehicles, automobiles,
and sail- orrowboats only), rogue (+ 2%, excluding computer hacking),
science (basic math only), technical ( + 2%, excluding computers),
W.P.(any), wilderness ( + 5%).Racial Character Classes Images?q=tbn:ANd9GcRtnpUEFU-gusm-UXnWoqtNHE9uVuR1h6JfQrY4jl3H0BdSM7J7ng
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Racial Character Classes Empty Elves

Post  Admin Mon Aug 15, 2011 8:28 pm

The race of handsome humanoids known as elves, has been a dominant force on the Palladium world for eons. They are one of the so-called archaic races that survived the Age of Chaos during the time of the Old Ones' rulership. They grew out of the Age of Chaos to become one of two fabulous races, the other being the dwarves, that would take control over a savage world and bring to it peace and culture. Right behind them in scope, power and grandeur were the dwarves. But arrogance, greed and petty prejudice would bring the two super powers into a bloody, centuries long, war that would obliterate both races. Today, the elves and dwarves of the Palladium world have lost much in the way of magic, knowledge, power and people. The population, which once numbered nearly a hundred million, is suspected to be less than three million. There are no known elven kingdoms nor even a town that is predominately elven. Instead, the elves have taken to
wandering the world, helping, counseling to, and adventuring with the humans, whom they see as the heirs apparent of the world they once ruled. In the largest human cities one can sometimes find as many as a thousand or more elves living among them. Readers should not assume that all elves are kind or serve as benevolent mentors to humans, for many are the elven adventurers, lords and scoundrels who seek only personal glory and power. They simply find humans to be the most worthy or their presence and aid than others. This is in part, because the two races share many similarities in physical
appearance, size, intellect, and capacity for cunningness and savagery. Elves genuinely like humans very much.
Alignments: Any
Attributes: The number of six-sided dice rolled is as designated: I.Q.
3D6+ 1, M.E. 3D6, M.A. 2D6, P.S. 3D6, P.P. 4D6, P.E. 3D6, P.B.
5D6, Spd 3D6
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 10, plus those gained from O.C.C.s and physical skills.
Natural Armor Rating: None
Horror Factor: None, P.P.E.: 5D6
Natural Abilities: Superior physical prowess and beauty, generally
high intelligence. Nightvision 90 ft (27.4 m; can see in total darkness).
Natural aptitude and eons of tradition in the art of the long bow (add
one extra attack per melee if the archery skill is taken) and wilderness/
ranger skills ( + 2% on all wilderness skills).
Combat: Two without any combat training, or those gained from hand
to hand combat and/or boxing.
Bonuses: Only those gained from attributes, O.C.C., and skill bonuses.
Psionics: Standard, basically same as humans.
Average Life Span: 600 years
O.C.C.s (Palladium): Virtually any O.C.C., but lean toward highly
skilled and prestigious occupations.
O.C.C.s (Rifts): Virtually any O.C.C., except the Coalition military.
Lean toward highly skilled and prestigious occupations.
Many elves show an extremely high interest in magic and scholastic
or scientific pursuits, as well as interest in areas of the wilderness
scout/ranger, and long bowman. Their belief that they are a superior
race of people often drives them to be the best, thus there are far more
knights/cyber-knightstwarriors of renown, scientists, and men of magic
than there are vagabonds^peasants and city rats.
Skills of Note: 90% speak and read the Elf languages at 98%, and will
be literate in one other and know basic math (both +20%), in addition
to O.C.C. skills.
Habitat: Can be found anywhere. Considered D-Bees on Rifts Earth.
Enemies: Traditionally, dwarves, gnomes, ogres, trolls, kobolds, goblins
and hob-goblins. Most elves still exhibit great animosity toward
dwarves and the dwarves' old allies, kobolds and gnomes.
Allies: Traditionally, humans, titans, and the gentler faerie folk. Wolfen
long to win the elves' favor, but are generally snubbed.
Size: Six feet (1.8 m) plus 1D6 inches tall.
Weight: 150 to 230 pounds (67.5 to 103.5 kg).
Notes: Elves tend to be impudent, arrogant, and elitist in attitude, as
well as noble, valiant and spirited. Not many, perhaps a few thousand,
are known to exist on Rifts Earth, and those are found mainly in Europe.

Racial Character Classes Elves_11
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