Races Converted from Palladium Fantasy/Rifts

Approved house races. May be used with admin permission.
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Custom Races & Conversions

Our preference is to begin play using RAW (rules-as-written) including races.

However, thanks to the d-bee creation rules in the Tomorrow Legion Player's Guide it is possible to create characters from your favourite Savage settings or other Rifts material not covered in the core books. These will be considered on a case by case basis. As custom races and conversions of other Rifts material are approved we will post them here.

To help maintain character diversity a limited number of custom and conversion races will be available.
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Races Converted from Palladium Fantasy/Rifts

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Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Races Converted from Palladium Fantasy/Rifts

Post by High Command »

Wolfen

Description: (The full background text of the Wolfen can be found on pp 86 of the Rifts Conversion Book.)
The Wolfen are a species of large humanoids that also bear a striking resemblance to the canine species of wolves. On their home world the Wolfen have only adopted civilization for the last couple of generations and indeed many races there, including humans, still see the Wolfen as a barbaric race. The truth is, however, that the Wolfen are in most ways equals to humans in terms of society and culture. And while there is a great deal of propaganda and rumor accusing the Wolfen of barbaric acts on their homeworld resulting in a great deal of distrust and animosity between the Human and Wolfen empires this does not seem to carry over to Rifts Earth. Wolfen that find their way to this dimension seem to be willing to judge the humans here on their own merits. Wolfen may also come from a more primitive culture but are both eager and able adapt to the advanced weapons and armor that can be found here. In terms of magic they are relatively new as a culture to such things though they have as much capacity for it as most other races and find no objection to acquiring magical knowledge. Their abilities with psychic powers are also on a par with humans.
  • Racial Abilities and Complications
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. They suffer a -4 Charisma with CS citizens.
  • Natural Weaponry Wolfen possess sharp teeth and claws which do Strength + d6 damage.
  • Non-Standard Physiology Due to their size and partial canine physiology, Wolfen find it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame.
    He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • Size +1 Wolfen typically range between 7 and 9 feet in height and can weigh up to 500 lbs.
  • Superior Senses Wolfen have a keen sense of smell and hearing. They gain a +2 bonus to Notice rolls involving smell or hearing.
  • Superior Strength Wolfen are powerfully built and start with a d6 Strength.
  • Swift Wolfen are swift runners and gain a +2 Pace and a +1 die increase for Running.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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True Atlantean

Post by High Command »

[size=150][b][u]True Atlantean[/u][/b][/size]
For full history and text on the True Atlanteans, see Rifts World Book 2: Atlantis page 13 to 17.
[b]Language Note[/b]: True Atlanteans speak Atlantean (a form of Greek), English (actually Trade 4), and one dictated by their environs (Dragonese is popular, but the Skellian Clan often speak Spanish, Portuguese, or the Creole language of the native populations.

[b][u]Racial Features[/u][/b]:
[b]Ageless[/b]: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.

[b]Alchemically Tough[/b]: Toughness +1

[b]Marks of Heritage[/b]: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.

[b][i]Marks of Heritage - Unique Magical Tattoos[/i][/b]
[list]
[*][b][i]Clan Blade[/i][/b]: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. [u]Activation Cost[/u]: 1 P.P.E. for 3 rounds.
[*][b][i]Heart Pierced by a Wooden Stake (no blood)[/i][/b]: The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. [u]Activation Cost[/u]: 2 P.P.E. for 1 hour. [/list]


[b]Operate Dimensional Pyramids[/b]: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.

[b]Sense Ley Lines[/b]: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.

[b]Sense Vampires[/b]: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.

[b]Spirited[/b]: All members of the race start with d6 Spirit Attribute.

[b][u]Racial Complications[/u][/b]:
[b]Burdened by Destiny[/b]: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.

[b]Cannot Be Transformed[/b]: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.

[b]Cyber Resistant[/b]: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).

[b]Duty to their Clan[/b]: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.

[b]Duty to the Megaverse[/b]: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the [url=http://savagerifts.com/sr/viewtopic.php?f=68&t=646#p10941]Fanatic, Hard Case[/url], Heroic, [url=http://savagerifts.com/sr/viewtopic.php?f=68&t=646#p10941]In the Thick of it[/url], or Overconfident major hindrances.

[b]History Writ In Blood[/b]: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
[hr][/hr]


[size=150][b][u]Racial Edges[/u][/b][/size]
[b]Improved Clan Blade[/b]
[u]Requirements[/u]: Seasoned, True Atlantean Race
Certain True Atlanteans are rewarded as adults with modifications to their Clan Blade Marks of Heritage. True Atlanteans with this edge may apply one weapon modifier tattoo.

[b]Resilient Minds[/b]
[u]Requirements[/u]: Seasoned, True Atlantean Race, More than 7 strain of Magical Tattoos
After their first brush with the breaking point of tattoos, many True Atlanteans find themselves reverting to techniques first taught to them as children and apply them when getting tattoos. This increases the time to get a tattoo by double (roll, then double), but from the point of gaining this edge going forward, the tattooed warrior only gains a [b][i]quirk[/i][/b] of choice when passing each successive threshold of 6 strain, instead of a roll on the Psyche Degradation table.
[hr][/hr]


[b]True Atlantean Nomad MARS Package[/b]
As a True Atlantean, learning to fight using tattoos is a common practice. While not as heavily tattooed as the undead slayer, you are a capable combatant and early on have mastered the art of using a few of your tattoos without touching them.
[list]
[*][u]Requirement[/u]: True Atlantean race
[*]Begin with +5 skill points.
[*]Gifted: Nomads make all unskilled checks at d4 (instead of d4−2).
[*]Begin with one Tattoo of choice.
[*]Begin with the Crazy’s starting gear. Whatever body armor the character ends up with will have modifications made that allow for quick access to their tattoos. Note this will break environmental seal for the round the tattoo is activated. [/list]

[b][size=150]Player Resource[/size][/b]: The base language of Atlanteans is a variation of Greek (or rather greek is a variation of it). Here are [url=http://monsaventinus.wikia.com/wiki/Ancient_Greek_Male_Names_(Greek_Community)]male[/url] and [url=http://monsaventinus.wikia.com/wiki/Ancient_Greek_Female_Names_(Greek_Community)]female[/url] Greek names from history, myth, and record.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Were-Creatures

Post by High Command »

Were-Creature
You are a werecreature. Whether you take the form of wolf, bear, jaguar, or shark, you are a supernatural creature. You are a natural enemy of all supernatural creatures, especially vampires, demons, and deevils. Their PPE infused flesh provides the proper nourishment to your body. You can eat lesser creatures, but they are not preferred. Alternately, mortal magic users and psychics will do in a pinch, but many species have moral qualms about that. You can, and do, eat non-powered prey, even cooked, but it doesn't taste as good. You also set other natural predators of these creatures at odds, such as psi-stalkers, many of whom see you as a natural enemy as well.

Some of the iconic abilities of were-creatures, namely the hybrid form and certain damage resistances, are notably missing from this race. Those are best designed via the powers chosen. This could be accomplished with a slightly retrapped Crazy or Cyber-Knight, the ARES or MARS frameworks, or even a Mind Melter. Just remember, Trappings are the key!
  • Racial Abilities and Complications
  • Shapeshift You gain the ability to Shapeshift into one animal form up to size 2, gaining its physical attributes and natural abilities. To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
  • Low Light Vision The were-creature ignores penalties for bad lighting in all but pitch darkness.
  • Born Survivors These creatures are trained from literal birth in identifying the dangers of their environment, including their preferred prey, supernatural creatures. They gain a d6 in Survival and the Danger Sense Edge.
  • Regeneration The were-creature regenerates quickly. It may make a natural Healing roll once per day (rather than once per week). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
  • Allergy to Wolfsbane: Although not deadly to were-creatures, wolfsbane causes them significant problems. They suffer −2 to all Trait rolls in the presence of it, while large quantities impose a −4 to all such rolls.
  • Cyber Resistant Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Natural Enemy of Vampires Vampires see were-creatures of all sorts as natural enemies and will seek them out to destroy them if they discover them in their hunting region. Similarly, demons and deevils also see the creatures as natural enemies and will hunt them. Counts as the Wanted Minor Hindrance.
  • Racial Enemy: Psi-Stalkers instinctively hate all were-creatures and love to hunt them as a food source. They suffer –4 Charisma when they are forced to deal with each other, and may become hostile with little provocation.
  • Restricted Path: For reasons of biology and spiritual makeup, the species cannot access P.P.E. and cannot take any Arcane Background which uses P.P.E. or an Iconic Framework which includes such an Arcane Background.
  • Supernatural Creature: Your natural weapons will damage supernatural creatures not normally damaged by normal damage (such as vampires), and you are damaged by natural weapons from other supernatural creatures normally.
  • Vulnerability to Silver You have a vulnerability to silver. You suffer a –4 penalty to resist the presence of silver (such as an intimidation check by a silver wielding foe, or to escape bonds of silver). If you suffer an attack with the silver trapping, the penalty acts as a bonus to damage. Also, you do not regenerate while silver is touching you.
Approved Animal Stats
  • Jaguar
    Attributes: Agility d10, Strength d10, Vigor d8
    Skills: Fighting d8, Notice d6, Climbing d8, Stealth d6
    Pace: 8; Parry: 6; Toughness: 8
    Special Abilities
    • • Bite or Claw: Str+d6.
      • Low Light Vision: Jaguars ignore penalties for Dim and Dark lighting.
      • Pounce: Jaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver, however.
      • Size +1: Male jaguars can weigh over 200 pounds.
    Lion
    Attributes: Agility d8, Strength d12, Vigor d8
    Skills: Fighting d8, Notice d8
    Pace: 8; Parry: 6; Toughness: 8
    Special Abilities
    • • Bite or Claw: Str+d6.
      • Improved Frenzy: Lions may make two Fighting attacks each action at no penalty.
      • Low Light Vision: Lions ignore penalties for Dim and Dark lighting.
      • Pounce: Lions often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver, however.
      • Size +2: Male lions can weigh over 500 pounds.
    Tiger
    Attributes: Agility d8, Strength d12, Vigor d8
    Skills: Fighting d8, Notice d8, Stealth d8
    Pace: 8; Parry: 6; Toughness: 8
    Special Abilities
    • • Bite or Claw: Str+d6.
      • Improved Frenzy: Tigers may make two Fighting attacks each action at no penalty.
      • Low Light Vision: Tigers ignore penalties for Dim and Dark lighting.
      • Well Hidden: Gain +2 to stealth when hiding in tall grass
      • Size +2: Male lions can weigh over 500 pounds.
    Bear
    Attributes: Agility d6, Strength d12+4, Vigor d12
    Skills: Fighting d8, Notice d8, Swimming d6
    Pace: 8; Parry: 6; Toughness: 10
    Special Abilities
    • • Bear Hug: Bears don’t actually “hug” their victims, but they do attempt to use their weight to pin their prey and rend it with their claws and teeth. A bear that hits with a raise has pinned his foe. The opponent may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll.
      • Claws: Str+d6.
      • Size +2: These creatures can stand up to 8’ tall and weigh over 1000 pounds.
    Wolf
    Attributes: Agility d8, Strength d8, Vigor d8
    Skills: Fighting d8, Intimidation d8, Notice d6
    Pace: 10; Parry: 6; Toughness: 6
    Special Abilities
    • • Bite: Str+d6.
      • Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
      • Fleet-Footed: Wolves roll d10s instead of d6s when running.
    Shark
    Attributes: Agility d8, Strength d8, Vigor d6
    Skills: Fighting d8, Notice d12, Swimming d10
    Pace: —; Parry: 6; Toughness: 5
    Special Abilities
    • • Aquatic: Pace 10.
      • Bite: Str+d6.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Silhouette

Post by High Command »

Undergoing Review

Silhouette
Description: (Rifts Dimension Book Phase World) The silhouette are a race of jet-black humanoids that have several magic and psionic abilities. Their appearance is very human-like, except for their skin color and solid-white eyes. Both male and female silhouettes are very attractive by human standards, with svelte and graceful build and delicate features. They have the natural ability to shadow-meld and possess other shadow-control powers. This makes them ideal spies and assassins, something that has earned them the distrust of other species. The silhouette home world is a place beset by magic and Rifts; not unlike Rifts Earth. The main difference is that the planet has unusually long nights (20 hours out of their 28-hour day) and most of the Rifts on the planet are connected to the shadow dimension where shadow beasts dwell. The silhouette may have evolved on the planet they refer to as their home world or they may have come from that shadowy dimension, nobody’s sure.
This strange race was conquered by the kreeghor several centuries ago. Before their downfall, their civilization had colonized a dozen planets using magic and the Rift-drive technology. The kreeghor where suspicious and hostile to these shadowy shape-shifters, so it wasn’t hard to justify a war against them. After a six-year struggle, the silhouette were defeated. If the encounter had occurred a hundred years before, the species would have been ruthlessly exterminated, the “wiser and gentler” kreeghor of the times decided that the silhouette were too useful to be destroyed.
Under the Transgalactic Empire’s rule, the silhouette have prospered. They have become an important part of the Imperial Army and many have become important members of the government, industry, and other sectors of society. Some have joined the ranks of the Freedom Fighters, but to do so they have to overcome the suspicion of other races. Their reputation as servants of the kreeghor and as spies and all-around sneaks haunts them wherever they go. These suspicious are often well deserved, for many silhouette work for the dreaded Security Division of the Transgalactic Empire and often try to infiltrate the rebel ranks.
Outside the Empire, there are many silhouettes, scattered in small groups on diverse planets and across the space ways. Their greatest concentration outside of the Empire is among the Warlock Federation where they are widely respected as mages, and at the Paradise Federation where they work as security guards and entertainers. They can also occasionally be found among pirates, mercenaries, adventurers, and other races.

  • Racial Abilities and Complications:
  • Arcane Background (Magic): All silhouettes begin with Arcane Background Magic and three spells. The silhouette’s spells must include the following two spells. If the silhouette selects an arcane framework that include magic they instead gain an additional power, but must include Shadow Meld and Absorb Light in their selection. (+2)
    • Absorb Light: Absorb Light is Obscure with the Darkness-Stealth trapping, the character does not know the Light portion of this power instead the the duration of the spell is increased to 1 minutes (1/minute).
    • Shadow Meld: Shadow Meld is Invisibility with the Darkness-Stealth trapping. Shadow meld requires the Silhouette to be in an area of dim or lower lighting. Any part of the Silhouette outside of dim (or darker) lighting will be unaffected by Shadow Meld.
  • Powers from birth: All silhouettes have spellcasting d6. (+1)
  • Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
  • Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks. (+2)
  • Cybernetic Intolerance - Silhouettes who receive any cybernetics will find their powers disrupted and interfered with. (-0, this is a setting rule)
  • Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
  • Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
  • Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in directsun light unless their eyes are protected. (-1)
  • Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread. (+0)
  • Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition. (-2)

Racial Edges

Improved Shadow Meld
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Shadow Meld as a free action and reduces the PPE cost of shadow meld by 2 PPE. If the character is a Master of Magic this edge also affects Greater Invisibility if it has the Stealth trapping. (The power still requires an spellcasting roll.)

Perfected Shadow Meld
Requirements: Veteran, Improved Shadow Meld
The silhouette ability to merge with shadows has become second nature require little to no effort. The silhouette can now use shadow meld at will without paying the PPE cost. If the character is a Master of Magic this edge reduces the cost to cast and maintain of Greater Invisibility by half and allows it to be maintained for 0 if it also has the Stealth trapping. (The power still requires an spellcasting roll.)

Improved Light Absorption
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Absorb Light as a free action and reduces the PPE cost to cast of Absorb Light by 1. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 2 if it also has the Absorb Light trapping. (The power still requires an spellcasting roll.)

Perfected Light Absorption
Requirements: Veteran, Improved Light Absorption
The silhouette ability to absorb light has become second nature requiring little to no effort. The silhouette can now use absorb light at will without paying the PPE cost. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 2 and allows it to be maintained for 0 if it also has the Absorb Light trapping.(The power still requires an spellcasting roll.)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Uteni

Post by High Command »

Uteni Shifter

Canonical reference available in Rifts® Mercenaries™ Page 75, or Rifts® Dimension Book™ Five: Anvil Galaxy Pages 50-51.
  • Racial Features & Drawbacks
    • Top Shelf: +1 Size.
    • Lil’ Shifter: Super Power Chameleon, with the following modifiers: Limited to Blue Skin, and Bipeds. They are capable of assuming the features of any biped up to +/-2 size, with no effect on their own toughness stat, as their weight does not change. This is necessarily limited by any cybernetic enhancement. They retain any form indefinitely unless knocked unconscious, or killed.
    • The Gift of Gab: +2 Charisma.
    • A Head for Numbers: Smarts d6.
    • Somewhat Open Minded: +5 ISP, naturally.
    • They’re Blue, Sir!: Distinctive D-bee (major). Character traits aside, the alien nature of the Uteni is bound to catch the ire of the CS.
    • Brand Name; Vow (minor) or Racial Enemy: The Uteni either serve the Naruni implicitly, or are detested by their brethren (player choice).
    • QuantumDOS: High Tech (major). Adjusting to the barbarous simplicity of the lesser peoples can be a challenge (-4 to use less advanced computers/devices).
    • Those Who Can’t Sell. . .: Restricted Path (PPE).
    • Big Blues: Non-Standard Physiology. Armor must be custom fit, and vehicles modified to fit the Uteni's height. Failure to do so incurs a -2 to all Trait rolls, including firing vehicular weapons, if not fitted properly.
~~~

Racial Edges

Corporate Infiltrator (Professional Edge)
Requirements: Novice, Uteni, d8 Streetwise, d8 Persuasion, d6 Lockpicking
Naruni Enterprises primarily establishes its trans-dimensional market superiority through cut-throat tactics, espionage, and worse. . . Some Uteni have been trained, with the aid of the supernatural Naruni, to master shapeshifting beyond that of their kin. This edge allows Uteni to ignore the Limitation (Blue) when using their Chameleon ability. Additionally, it provides a +2 on Streetwise and Persuasion rolls while Shapeshifted. It also negates up to two points of Lockpicking penalties to bypass biometric scanners when imitating a specific person.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Chasseur Vert

Post by High Command »

Chasseur Vert aka Plant Men aka Green Hunters

Description: (pp 46 - 48 World Book 30 D-Bees of North America)
The Chasseur Vert are a race of plant creatures who hail from an unnamed planet out on the fringes of the galaxy. They share their homeworld with another sentient species known as the Spinne and while over the generations there has been more than a little animosity and even bloodshed between the two races in the last few hundred years things have cooled down to mere rivalry and disdain. Natural born philosophers and hedonists the Chasseur Vert are always on the lookout for the next cause they can rally behind. While they get a majority of their sustenance from photosynthesis they are carnivorous plants and do require several pounds of meat per week to maintain a healthy diet.
  • Racial Abilities and Complications
  • Champions of Liberty That all species should be free to pursue life, liberty and happiness are one of the Chesseur Vert's core beliefs. They will not hesitate to oppose tyrants and slavers wherever they find them. They have the Heroic hindrance.
  • Cyber-Resistant Their plant based bodies are incapable of accepting cybernetic implants.
  • Distinctive D-Bee While vaguely humanoid their skin is like cactus and their hair is moss. There is little to no chance a Chesseur Vert can pass for a human. As a result they receive a -4 penalty to Charisma when dealing with the Coalition population.
  • Natural Pheromones Also used in hunting, these beings are capable of exuding strong pheromones that cause euphoria in those around them. The gain a +1 Charisma.
  • Natural Hunters Between the their natural born talents in nature combined with various genetic abilities Green Hunters are among the best hunters, trackers and scouts alive. The receive the Woodsman edge.
  • No soft spots Chesseur Vert have no internal organs or skeletal structure as such. Their bodies consist of a vascular system that circulates sap and water which carries nutrients throughout their bodies. No spot is more or less vulnerable than another.
  • Poison Thorns Chesseur Vert have retractable thorns on their forearms capable of delivering a poison attack. Only prick is need to deliver the payload so with a successful touch attack the victim must roll Vigor or suffer a level of Fatigue which can be recovered with an hour of rest. Multiple attacks can result in multiple levels of Fatigue until the victim is Incapacitated. This poison is not lethal.
  • Regeneration Like terrestrial plants they heal much faster than most protein based lifeforms. They make a natural healing roll once a day. They are also capable of regenerating lost limbs or other body parts. On a successful Vigor roll they can heal from a permanent injury in 1d6 days.
  • Sturdy Build These plant people are sturdily built and start with a d6 Strength.
  • The city life ain't for me Chesseur Vert are closely bound to nature and existing in an urban environment is very difficult for them and they can come to harm if they stay too long. After two weeks they must make a Fatigue check every 24 hours. The first failure results in the plant man becoming fatigued, the second failure they become Exhausted and the third failure results in coma. Fatigue can only be healed by leaving the toxic environment and returning to nature where rest can restore them to health as normal. Failure to return to nature will eventually kill them in a manner similar to their dependence on sunlight and water.
  • Water regularly and get lots of sun Being plants they must receive at least one hour of water and sunlight per day or suffer a level of fatigue for every day they go without. They can recover by spending an hour per level of fatigue getting the needed exposure water and sunlight.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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The Savage Inquisition
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Centaur

Post by High Command »

Centaur

Description:  (The full background text of the Centaur can be found on pp 113-114 of the Rifts Conversion Book.)
They look like large, powerful horses with a human torso rising out of the shoulders. The head, hands, arms, and chest are all human. 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 Palladium 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 Palladium 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 Palladium 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 Cyber-Horsemen or simply as "the Horsemen," and are viewed with great suspicion, especially by the Coalition.

  • Racial Abilities and Complications
  • Attribute Increase - Strength: Centaurs have the stamina and strength of a horse, and tend to be a bit stronger than other races. They start with a d6 in Strength rather than a d4. (+2)
  • Edge: Woodsman: As trained nomadic hunters to live off the land, all centaurs gain the Woodsman Edge. (+2)
  • Natural Weaponry - Hooves: This race has the ability to attack with their hooves, causing Strength+d6 damage. He doesn’t count as an unarmed defender either. (+1)
  • Pace: Centaurs, as one might expect from someone with the lower body of a horse, excel at running. Pace is increased by +4 and the Running die is increased 2 die types to a d10. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. (+2)
  • Size +2: The creature is larger than normal, having part of a man on top of a horse. Each point of Size adds directly to Toughness. (+2)
  • Boastful: Centaurs are culturally prone to bragging and self-aggrandizing statements. This is treated as the Minor Habit Hindrance, giving them a -1 Charisma penalty outside their own culture. (-1)
  • Distinctive D-Bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. (-2)
  • Loyal (Minor): As a nomadic people usually belonging to tribes, and a bit of the 'herd mentality' of horses as well, centaurs are very loyal to their family, their tribe, their kind and any friends they make. (-1)
  • Non-Standard Physiology: Armor purchase/repair is double cost. Can’t use a Glitter Boy suit or other standard humanoid power armor. Suffer a −2 to operate a vehicle or its weapons not refitted for the race. Iconic Framework gear is custom-built. (-1)
  • Linked to Nature: Centaurs are somehow linked to nature and are free spirits driven to adventure 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. If they are forced in to captivity they take a -2 to all Trait tests until they are free. The Centaur must make a Spirit check at the end of every week while in captivity (with the above -2 penalty). Every time they fail they take a level of Fatigue that cannot be gained back while in captivity, until Incapacitated. A day after that, if not freed, they perish. (-2)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Palladium Elves

Post by High Command »

Palladium Elves
The tall, long-lived elves from the world of Palladium are known for their beauty, but are often prickly and aloof by nature. Their arrogance is often paired with nobility and a sense of duty, however. Those that cling to the social mores of their homeworld tend to like humans and support them when possible, even if it is from a position of self-assessed superiority. Unlike their more primitive cousins on other worlds, they suffer no inherent weakness with technology, and in fact are often more skilled than most around them. Still not one of them has forgotten the stories of the war with the dwarves, and not one can ever forgive or forget what has passed.
Racial Abilities and Complications
  • Distinctive D-Bee: Other than their pointed ears and fine features, elves are easily mistaken for humans. If recognized as D-Bees, they suffer a -4 Charisma with CS citizens.
  • Limber: Elves start with Agility d6 and can raise Agility as high as d12+1.
  • Low Light Vision: Elves have superior nightvision and ignore penalties for bad lighting in all but pitch darkness.
  • Old Grudges: Elves and dwarves don't get along. They have -4 Charisma with each other and often look for an excuse to take a cheap shot.
  • Blood Feud: While the dwarves hold grudges, other monstrous humanoid races (particularly orcs and other goblinoids) view elves with outright hostility; they may not hunt the Elves down, but are initially Hostile to any group with an Elf, and in combat will target the long-ears first. This is considered a Minor Enemy Hindrance.
  • Aloof: Elves from Palladium tend to be aloof and self assured, believing their own opinion is the one that matters. This can rub some the wrong way. This counts as the Stubborn Hindrance.
  • Unearthly Beauty: Elven beauty and physical presence is legendary. They start with the Attractive Edge. In addition, they gain +1 to Charisma generally that stacks with Edges that increase Charisma.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
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Joined: Sun Jun 12, 2016 6:10 am

Psi-Ghost

Post by High Command »

Psi-Ghost

Description: Psyscape, p. 73. Psi-Ghosts are human mutants with the power to become intangible at will! The power of intangibility, or “ghosting” as they call it, is not a psionic power, altough it requires mental discipline, focus and concentration. The ability to ghost is passed down from parent to child, and if both parents are Psi-Ghosts, their offspring is always a Psi-Ghost. If only one parent is a Psi-Ghost, there is a 50% chance that the child will be a Psi-Ghost, too (Interestingly, Psi-Ghosts may reproduce with Psi-Stalkers, but the offspring of such a union is always a Psi-Stalker without the ability to ghost).

Among adventurers, spies and thieves, Psi-Ghosts have a reputation as the very best (or very worst, depending on one’s perspective). They excel at bypassing security measures, whether guards, high-tech alarms, or traps, and, according to hype on the street, there is no security system that a Psi-Ghost cannot defeat.
  • Racial Abilities and Complications
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist.
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls.
  • Inherently Gifted: Psi-Ghosts have a natural predilection toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not.
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known.
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table.
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow.
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it.
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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