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The Hogs of Entropy 0028
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| | Hogs of Entropy Text Files Present... | |
| | "Rifts Character Selection Reference" | |
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| | By: Mogel | |
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Hi there Campers! This is a little character reference thing that I
wrote a long time ago. Way back in time, about 2+ or so years ago, I was
into Role-Playing Games. The best one I found eventually came to be Rifts.
Amazingly I was the GM and I found a very successful game out of the Rifts
world. I do believe that Kevin Siembieda is a genious! Anyway, because of
even the mere mention of these characters I will give all rights of this
text file away to Palladium Books and Mr. Siembieda! These are their games
and Ideas and characters and nothing here is ours except the group HOE.
Anyway, this file was conbobulated when I was at a time in my life
where I had a lot more time on my hands. It's a general list of all the
OCCs/RCCs from many of the Rift Books. I gave it to people that were
selecting new characters so that they could review it and make the whole
thing go overall faster instead of them paging and hunting through all the
books. I have the Rule Book, the Conversion Book, and the first three World
Books. I know there are later releases (such as Book 4 "Africa"), but I did
not include them here because I didn't have the books. Enjoy.
-*=> THE WORLD OF RIFTS RULE BOOK <=*-
BODY FIXER O.C.C. -
This is someone who is a doctor able to fix or heal the human body.
They are often tough adventurers and freedom fighters dedicated to life and
the pursuit of happiness. These are outlaws because they can offer their
services to anyone and do not hold money has one of their motivations.
(See Rules Book p. 71)
BORG O.C.C. -
This is the familiar name for a cyborg(a person surgically augmented
with machines for the purpose of war). Although, borgs are frequently
constructed by the Coalition there are also many mercenary borgs who can
choose either full or partial bionic reconstruction. However, undergoing
this operation steals part or all of a persons humanity -- Only partial
borgs retain psionic abilities and no borg can use magic. These characters
do however gain the advantages of bionic limbs, armor, and cybernetics.
(See Rules Book p. 47)
BURSTER R.C.C. -
A psychic whose powers are in many forms of pyrokinesis. They can
create fire out of thin air, are totally invulnerable to Fire, and manipulate
fire in various other ways. Also, they have other Psionic powers. (See Rules
Book p. 102)
CITY RAT O.C.C. -
Rats are usually young people who walk on the wild side. They crave
fun and adventure, and are often total rebels to the government. They are
the people who may know the underground people in the city well and are one
of them. (See Rules Book p. 73)
COALITION GRUNT O.C.C. -
The grunt is the everyday infantry soldier. Generally, the soldier
has no significant education or skills other than combat. In regard to
combat, they are rough and ready warriors who greet the jaws of death with a
smile. (See Rules Book p. 51)
COALITION ELITE RPA O.C.C. -
The Robot Power Armor (RPA) elite are specially trained pilots and
experts in the use of power armor and robots. Because these Coalition
soldiers are normally issued the SAMAS power armor for field operations and
urban defense, they are known by the nickname "Sam." (See Rules Book p. 53)
COALITION MILITARY SPECIALIST O.C.C. -
The arts of espionage and reconnaissance are the trademarks of the
Coalition military specialist. These guys are always officers who have
undergone special training and cybernetic augmentation. (See Rules Book p 54)
COALITION TECHNICAL OFFICER O.C.C. -
These are officers who have studied in one particular field of
expertise. They can specialize in Communications, Engineering, Technician,
or Weapons and get advantages in these fields. (See Rules Book p. 55)
CRAZIES O.C.C. -
The warriors known as "Crazies" are a cross between ninja masters and
raving lunatics. They are also brain augmented giving them incredible
endurance, strength, and speed, as well as minor psionics and natural
healing. However, the implantations make the character grow increasingly
more insane over time leading to numerous insanities. (See Rules Book p. 56)
CYBER-DOC O.C.C. -
The Cyber-docs are the illegal owners and doctors of the "Body-Chop-Shops",
in which you can buy cybernetics in the underground. These are outlawed by
the Coalition and players are usually travelers and adventurers, like the
body-Fixer. (See Rules Book p. 74)
CYBER-KNIGHT O.C.C.-
The Cyber-Knights are powerful heroes in every sense of the words.
They wander the world looking for injustice and suffering and they do
whatever they must to help the individual. They have a strict code of ethics
the they MUST follow dealing with their lifestyle. They also possess the
powerful Psi-Sword, a power that would normally be available to only
Mind-Melters. (See Rules Book p. 62)
DOG PACK R.C.C. -
These were genetically created Dog-Humanoids that are trained to hunt
down psionics. They are often very loyal to the Coalition, and are led by
the Psi-Stalker. They are kind to people unless declared an "enemy" by their
leader. (See Rules Book p. 107)
DRAGON R.C.C. -
Dragons are powerful creatures that live VERY long lives. They begin
their lives as hatchlings. There are four types of dragons: Great Horned
Dragon, Fire Dragon, Ice Dragon, and the Thunder-Lizard Dragon. Each has
higher and lower levels of special abilities. (See Rules Book p. 97)
GLITTER BOY O.C.C. -
Receiving its name from its extremely reflective and glittering
surface, Glitter Boy power armor stands ten feet tall and is completely
environmentally independent. All standard glitter boys are equipped with a
massive seven foot rail gun, infamously called the "Boom Gun" for its
enormous power and deafening sound. Most Glitter Boys are soldiers in search
of employment and a worthy cause to fight for. They find combat a thrill and
gain satisfaction from a good fight. (See Rules Book p. 64)
HEADHUNTER O.C.C. -
The term "Headhunter" has come to be the designation for most human
mercenaries and bounty hunters. These are warriors-for-hire who love a
challenging fight and will die fighting. They are typically heavily armed
and masters of combat complimented with cybernetics and/or bionics. (See
Rules Book p. 66)
JUICER O.C.C. -
The Juicer is man's attempt at making the perfect human through
chemical enhancement. Internal computers monitor them and chemically keep
them at top performance giving them super endurance, strength, speed, and
reflexes. The character acts as if he is on a constant adrenaline rush but
is actually being constantly injected with these enhancing drugs.
Unfortunately, the drugs will lead to an early death(up to 8 years). This
makes the character a risk taker, having little value for his own life.
(See Rules Book p. 68)
LEY LINE WALKER O.C.C. -
The Line Walker is a more traditional spell casting wizard who is
especially attuned to ley line energy. The line walker can find ley lines
and use them in many ways. They are often very adventurous and open-minded
and will accept technology and magic as equally helpful things. (See Rules
Book p. 83)
MIND MELTER R.C.C. -
The Mind Melters are the most powerful and feared of all psychics.
They gain many of the SUPER powers available to Psionics and are feared by
all who know who a mind melter is. They are often arrogant and self-centered
because they believe they possess a great power. (See Rules Book p. 112)
MYSTIC O.C.C. -
Mystics are wise prophet-types, who have both magic and psionics
because of years of study. They are prefer a "cosmic" way of live to an
educated one. They are very attuned to their mind and aware of the
supernatural. (See Rules Book p. 85)
OPERATOR O.C.C. -
The Operator is sort of a mercenary repairman. They are the
mechanical and electrical whiz-kids, who can fix just about anything. They
are often well accepted by everyone because of their talents and can even be
excellent leaders. Many Operators have minor psionics that help them in
their work. (See Rules Book p. 76)
PSI-STALKER R.C.C. -
These are psychics who can sense out any other psychic with tracking
abilities. They are frequently used by the Coalition to catch Psionic
outlaws. They are P.P.E. vampires to whomever they catch, and are very
animalistic and out of control. Rouge Psi-Stalkers are often insane. (See
Rules Book p. 104)
ROBOT R.C.C. -
Robots are each different based on the designer. They can be of many
different intelligence levels, constructed to look in many different ways,
and can have many different equipment, weapons, and other features. They
are totally computer-like and artificial. (See Sourcebook One p. 94)
ROUGE SCIENTIST O.C.C. -
One of new Earth's greatest frontiersmen is the rouge scientist.
They suffer from an unsatiable lust for knowledge that drives them into the
wastelands and wilderness to rediscover their planet, and humankind's past.
They explore and are knowledgeable about many things that come from the rifts
and the rifts themselves. (See Rules Book p. 78)
ROUGE SCHOLAR O.C.C. -
These are the number one enemies of the Coalition. This is because
they are very versatile and knowledgeable about many things and the teach
this to others. They are always intelligent, well educated, clever and make
great leaders. (See Rules Book p. 79)
SHIFTER O.C.C. -
Shifters are students of magic whose emphasis is mastery of the
rifts, in regards to opening dimensional portals and summoning creatures
from them. If a shifter finds and links with some supernatural forces, them
he can be granted even more power. (See Rules Book p. 87)
TECHNO-WIZARD O.C.C. -
The Techno-Wizard is the most unconventional of magic users. They
have learned how to combine magic and technology. The wizard knows how to
direct his potential psychic energies into machines, enabling those devices
to do strange and magical things that seem to defy science. The
Techno-Wizard requires time to create these inventions, but can easily buy
and use existing ones. (See Rules Book p. 89)
WILDERNESS SCOUT O.C.C. -
These are the masters of the wilderness. They live in the forest
with no problem and know all the right ways to survive in any wilderness.
They aren't totally primitive, and commonly know how to use modern weapons
and where all the cities around are. They are often guides and explorers
who love to explore the unknown. (See Rules Book p. 80)
VAGABOND O.C.C. -
This is the unskilled adventurer. After all, not everybody is
trained for that life and the average guy wouldn't know how to use things
other O.C.C.'s would. (See Rules Book p. 82)
-*=> THE WORLD OF RIFTS CONVERSION BOOK <=*-
BEARMAN R.C.C. -
These are half-bear humanoids with incredible Physical Strength.
They are often not very trustworthy to any other races, unless they have
proven themselves. They have many bear-like powers and also have the ability
to Transform into a full-sized bear. (See Conversion Book p. 84)
BUG BEAR R.C.C. -
These are mischievous creatures that resemble vicious teddy bears.
They are not Fearie folk, but they have fearie-like powers, such as turning
invisible and teleporting. They can also metamorphosis into a full-sized
bear and are Mega-Damage creatures. (See Conversion Book p. 111)
CANINE: COYLE R.C.C. -
Coyles are coyote humanoids that usually dislike advanced technology
and wish to only proliferate their people. They are excellent hunters and
have set-up organized tribes. (See Conversion Book p. 86)
CANINE: KANKORAN R.C.C. -
Kankoran are fox humanoids that are simple hunters that want simple
lives. They protect their villages fiercely and are the most open-minded of
the Canine people. They will adopt children of any race into their tribe.
(See Conversion Book p. 88)
CANINE: WOLFEN R.C.C. -
Wolfen are the largest of the Canine people and the most intelligent
and civilized. They like advanced technology and are fierce in combat. Most
humanoid view Wolfens as monstrous and savage, Wolfen hate this stereotype.
(See Conversion Book p. 86)
CENTAUR R.C.C. -
These are the mythical half-horse/half-man creature. They are very
fast and skilled will primitive weapons. They are usually kind and peaceful,
however if provoked or motivated, the Centaur can be a dangerous enemy. (See
Conversion Book p. 113)
CHANGELING R.C.C. -
The Changeling is an enemy to most humanoid races. They have the
incredible ability to disguise as any humanoid life form with accuracy.
They are usually very secretive about their abilities because being a
Changeling easily causes distrust and paranoia. (See Conversion Book p. 89)
CYBER-HORSEMAN R.C.C. -
These are a strange group of Centaurs from another dimension that
have cybernetics all over their bodies. These creatures are easily provoked
and deadly in battle. They are great Mega-Damage creatures in addition to
having other cybernetics and high-tech weapons. (See Conversion Book p. 114)
DRAGON WOLF R.C.C. -
These are wolf creatures that have features of dragons, such as
wings. They magically can speak all languages and can transform to humanoids
on a full moon. They are scary Mega-Damage creatures that live long lives.
(See Conversion Book p. 118)
DWARF R.C.C. -
These are the famous, short and powerfully built fighters. They are
a tinkering race, interested in being operators or Techno-Wizards to satisfy
their urge to constantly build things. They are also have great strength and
Endurance in battle. (See Conversion Book p. 89)
ELF R.C.C. -
These are tall, handsome, and arrogant humanoids. They are generally
kind and like most other races, especially humans. They have great pride
in what they do and are known for their cunning. (See Conversion Book p. 90)
EANDROTH R.C.C. -
These are reptilian type of people who have 2 levels of maturity. At
the first 25 years of life they are small and like average humans, but as
they mature they gain become much uglier but gain many more abilities, like
Psionics. (See Conversion Book p. 129)
EMERIN R.C.C. -
These are large Cats that communicate through telepathy completely.
Even a newborn has psionic powers of a Mind Melter. They also are cunning,
sneaky, and Mega-Damage Creatures. They are kind and curious to any race
they meet and will never attack first. (See Conversion Book p. 132)
FAERIE FOLK: BOGIE R.C.C. -
Bogies are ill-tempered and love to hurt lost travelers. They have
insect-like bodies and are mostly found in swamps.
(See Conversion Book p. 102)
FAERIE FOLK: BROWNIE R.C.C. -
This is the most friendly type of faerie. They have been known to
follow particular individuals, secretly helping them. (See Conversion
Book p. 103)
FAERIE FOLK: COMMON FAERIE R.C.C. -
These appear as handsome, small and extremely playful people. (See
Conversion Book p. 103)
FAERIE FOLK: OTHER FAERIE R.C.C.'s -
Other, more rare faeries, include the Green wood (live in forests),
the Night-elf (they are out at night), and the Silver bells (sing and dance
all day in fields). (See Conversion Book p. 104)
FAERIE FOLK: LEPRECHAUN R.C.C. -
These are total con-artists and thieves. They can cause great
troubles for fun, and keep secret lairs where they hoard LOTS of money.
(See Conversion Book p. 105)
FAERIE FOLK: NYMPH R.C.C. -
These are self-proclaimed protectors of a particular area. They can
not be physically hurt, only by magic. They are peaceful and intelligent.
(See Conversion Book p. 105)
FAERIE FOLK: PIXIE R.C.C. -
There are two types of Pixies: Common and Frost (based on climate
found in). These are very playful faeries that are very outgoing. (See
Conversion Book p. 106)
FAERIE FOLK: PUCK R.C.C. -
Pucks are mean creatures, that look like devils. Their pranks are
usually brutal or deadly. (See Conversion Book p. 106)
FAERIE FOLK: SPIGGAN R.C.C. -
These are insane, bad tempered, two-foot tall builders. They build
all day and night, and the reason for doing this is "Because!". (See
Conversion Book p. 107)
FAERIE FOLK: SPRITE R.C.C. -
There are three types of Sprites: Tree (found in trees), Water (found
in creeks or rivers), and Wind-Puff (Found everywhere as balls of light).
(See Conversion Book p. 107)
FAERIE FOLK: TOADSTOOL R.C.C. -
These are ugly and mean Faeries that hurt anyone prettier than them
(many things), even other faeries. They look like toads. (See Conversion
Book p. 108)
GARGOYLE & GURGOYLE R.C.C. -
Gargoyles are demonic-looking winged lizard men that are extremely
savage. They hunk in packs and don't like any other race. Gurgoyles are
the same, except shorter and wingless. (See Conversion Book p. 180)
GIANT: ALGOR R.C.C. -
These are the legendary Frost giants of the mountains. They are
incredible strong and resistant to cold and are Mega-Damage creatures.
They have a strong hate to all dwarfs and elves. (See Conversion Book p. 93)
GIANT: CYCLOPS R.C.C. -
Another famous giant, these have one eye and hate most non-giants.
They have the ability to create giant electric bolts that can be thrown like
spears, doing massive damage. They are fierce, minor Mega-Damage creatures.
(See Conversion Book p. 94)
GIANT: JOTAN R.C.C. -
The largest and most powerful giants. They are bullies and are cruel
to anyone weaker that they may get to be a worshipper. (See Conversion
Book p. 95)
GIANT: GIGANTES R.C.C. -
The Gigantes are a odd and insane type of giant, in which each born
is mutated in a variety of strange ways. They are powerful, minor
Mega-Damage creatures. They attack anything blindly with an unquenchable
bloodlust. And their ugly, too. (See Conversion Book p. 96)
GIANT: NIMRO R.C.C. -
These are fire giants and friendly to all giants. They are smart,
and organized and are almost always the leaders in a group of giants or any
other race. The are Mega-Damage creatures immune to heat and when alone live
in volcanoes. (See Conversion Book p. 98)
GOBLIN R.C.C. -
These are fast and cruel creatures that fight on instincts. They
dislike most races (not Orcs), and prey on the weak. (See Conversion
Book p. 91)
GRIMBOR R.C.C. -
These are simple-mined Ape-like men with horns. They live secluded
in jungles and only kill in self-defense. (See Conversion Book p. 134)
GROMEK R.C.C. -
The Gromek are demonic looking humanoids with the head of an animal.
They all have fangs and bat wings and are very protective of their race.
(See Conversion Book p. 135)
HYTRIL R.C.C. -
Hytril are kind Monkey humanoids. They are mostly found in forests
and are naturally fast and stealthy. They are also natural thieves and
con-artists. (See Conversion Book p. 139)
KILIN R.C.C. -
Kilin are wonderful to have in a group of good-hearted travelers.
They bring their party bonuses to all skills and fighting rolls. They look
like half Uni-Corns/half Dragons and have remarkable tendency to bring
happiness to people. (See Conversion Book p. 140)
KINNIE GER R.C.C. -
These are powerfully built men with the heads of Mountain lions.
They are fast hunters and very stealthy. (See Conversion Book p. 141)
LIZARD MAN R.C.C. -
Lizard men are either warriors or mages. They are a well structured
and organized society and have few enemies. (See Conversion Book p. 142)
MINOTAUR R.C.C. -
They are almost extinct race of men with the heads of Bulls. They
are minor mega-damage creatures with incredible strength, endurance, cunning,
and a strong will to live. (See Conversion Book p. 150)
ORC R.C.C. -
Orcs are dumb, big, slobs. They don't care much about anything
except fighting, money, and food. They like grouping with Goblins because
they are smarter but just as cruel. Orcs are also very strong. (See
Conversion Book p. 91)
OGRE R.C.C. -
Ogres are inherently aggressive, leading to attacks by all other
races. They are very much like humans, except bigger and more neanderthal
looking. They are strong and not that bright. (See Conversion Book p. 92)
RAHU-MAN R.C.C. -
Are powerful giants with four arms. They are stupendous fighters
and use all types of technology. They are considered minor psionics and have
incredible high I.Q. and strength. (See Conversion Book p. 152)
RATLING R.C.C. -
These are rat humanoids that are common practitioners of magic and
absolutely LOVE cybernetics. They are very stealthy and believe themselves
to be the most superior race, unfortunately they are great cowards. (See
Conversion Book p. 154)
SPHINX R.C.C. -
Sphinxes are powerful creatures from legends. They have Lion's
bodies, with Angel-like wings. They are very intelligent creatures of magic
and are Mega-Damage. They enjoy thinking of themselves as god-like figures.
(See Conversion Book p. 158)
SPIRITS OF LIGHT R.C.C. -
These are very principled workers for the elements and worshippers of
elementals. There are four: Cheruu (air), Seraph (fire), Ariel (earth),
Tharsis (water). (See Conversion Book p. 203)
SOWKI R.C.C. -
Looks like a Snake-like demon humanoid with three eyes running down
it's face. They are Mega-Damage creatures that are very intelligent. They
aren't bloodlust creatures, but they do search for powers in any way they
can get it. They have great Magic power and are minor psionics. (See
Conversion Book p. 189)
TROLL R.C.C. -
Trolls are very rare. They are cunning, intelligent and love combat.
They are often leaders of Orc, Ogre, or Goblin party. (See Conversion
Book p. 92)
WEREBEAR R.C.C. -
These may be the most powerful of the were beasts. This is because
of their metamorphosis into a giant bear doing massive damage to anything.
All were beasts are immune to most types of attacks, like vampires, but are
very vulnerable to silver. (See Conversion Book p. 192)
WEREJAGUAR R.C.C. -
These are instinctive enemies of Vampires and are very fast and
intelligent. (See Conversion Book p. 193)
WEREPANTHER R.C.C. -
These are just like the Werejaguars, except they are jet black and
almost all live in India. (See Conversion Book p. 195)
WERETIGER R.C.C. -
This is the second most were beast threatening to humans. They are
primordial predators nearly as strong as the Werebear and almost as vicious
as the Werewolf. They also love to drink blood. (See Conversion Book p. 193)
WEREWOLF R.C.C. -
These are the most famous and common of the Werebeasts. They seem to
have a vendetta against humans and will scare and attack them constantly.
They are the most vicious of the were beasts. (See Conversion Book p. 191)
WITCHERY O.C.C. -
This anyone who uses magic from a supernatural evil source. They
are usually foul, evil, and bad tempered--totally evil and out for
themselves. (See Conversion Book p. 55)
WARLOCK O.C.C. -
This is anyone who uses magic from an elemental intelligence, not
necessarily evil. Their powers are representative of whichever one or two
elementals they chose to worship. (See Conversion Book p. 59)
-*=> WORLD BOOK ONE: VAMPIRE KINGDOMS <=*-
CIHUACOALT/VERNULIAN R.C.C. -
These are serpent-like creatures who primarily live in Mexico. They
are highly intelligent and possess snake-like bodies with four arms. They
have a wide array of powerful robotic & weapon gadgets. They are incredible
fast Mega-Damage creatures hate Vampires. (See Vampire Kingdoms p.171)
DINOSAUR: BRUUTASAUR R.C.C. -
These are Mexican people who hate and never use Technology. They
are very big, strong, and fast, Mega-Damage creatures that have a taste for
human blood. (See Vampire Kingdoms p.147)
DRAGON SLAYER R.C.C. -
These are very big, tough creatures that positivly hate vampires!
They have a remarkable power to create energy fields that can be used for
protection in addition to being used to create any S.D.C. weapon into an
M.D.C. one! They are also, naturally very high M.D.C. creatures (See Vampire
Kingdoms p.150)
FLOOPER R.C.C. -
Floopers are tiny clown-creatures with big rabbit-ears. Their main
objectives are to keep people happy and laughing. They are masters of
teleporting and are are minor psychics. (See Vampire Kingdoms p.132)
KRPT R.C.C. -
Krpts are tiny gremlin-like creatures that love to cause trouble.
They are actually powerful magic-users and Mega-Damage creatures that are
rich and mean. (See Vampire Kingdoms p.150)
MUTANT CAT R.C.C. -
Mutant Cats are usually Humaniod Cats of all types creatued by Lone
Star Industries & the Coalition. (See Vampire Kingdoms p.61)
SHAPER R.C.C. -
Shapers are playful cousins to the Floopers. They have the very
unique ability to memamorpasis any part of thier body individually. You
could see a Rino with wings, Tiger's tail, Cat's feet, gieraf's neck, and
anything else all at one time. (See Vampire Kingdoms p.133)
VAMPIRE: SECONDARY R.C.C. -
Secondary Vampires are tame and less destructive. In fact, they look
just like humans. This is also the scary part, however, because they can
hide among people. (See Vampire Kingdoms p.14)
VAMPIRE: WILD R.C.C. -
Wild Vampires are untamed and firece killers. They are easily
identifyable and ususlly very insane. (See Vampire Kingdoms p.15)
-*=> WORLD BOOK TWO: ATLANTIS <=*-
ADAROK R.C.C. -
Basically a mountain with legs and wings. A forty foot tall demonic
looking creature. Looks like a mountain come to life. However, these
creatures are usually kind and gentle. They are pacifistic and frequently
vegetarian. They are high mega-damage creatures and devastating fighters
capable of taking on even the most powerful Glitter Boys. Also, minor magic
and psionics. (See Atlantis p. 69)
ATLANTEAN R.C.C. -
Physically, they are similar to humans only better! They are the
average citizen of Atlantis and the nemesis of vampires and Splurgoth. Minor
MDC creatures, they possess marks of heritage(magic tattoos). They can be
any O.C.C. but tend to have magic or psionics. (See Atlantis p. 15)
ATLANTEAN: NOMAD O.C.C. -
These are very similar to the True Atlantean as Wilderness Scouts,
however they mostly do not stay in large groups. (See Atlantis p. 17)
ATLANTEAN: STONE MASTER O.C.C. -
These are other Atlanteans who have magic in the form of molding and
all types of stone control. When in a pyramid, the Stone Master gains
incredible powers for himself and his party. They can also draw powers
(magic) from any gems they may possess without P.P.E. expenditure. (See
Atlantis p. 99)
ATLANTEAN: UNDEAD SLAYER O.C.C. -
These are yet another type of Atlantean which have made a vow to
destroy ALL undead. They tend travel in numbers and interdimensionally
hunting down all undead, especially Vampires. They are very good (like
Cyberknights) and have many magic Tatoos and skills of all types. (See
Atlantis p. 97)
BLIND WARRIOR WOMEN R.C.C. -
Commonly forced into a slave or minion life by the Splurgoth, they
are equipped with Bio-Wizardry devices and knowledge of the Splurgoth. They
also have superior Attributes (all), Psionic Powers, and are Mega-Damage
people. Splurgoth truly HATE rouge warrior women. (See Atlantis p. 51)
CONSERVATOR O.C.C. -
This Splurgoth chose to become a "Bio-Borg" at an early age and
gained many types of Bio-Wizardry and become Mega-damage creatures. They are
very fast and powerful and are usually evil or anarchist. Being an elite
group there is only a small number of Bio-borgs and any that become Rouge
are INSTANT enemies of the Splurgoth. (See Atlantis p. 45)
ERTA R.C.C. -
These are ugly, subterranean creatures with four arms and an
attitude. They have the natural ability to move through rock with just a
thought. They're merciless hunters with Mega-Damage. (See Atlantis p. 71)
HAWRK-DUHK R.C.C. -
These are duck-billed humanoids that resemble birds. They also
have peaceful bird-like lifestyles and are commonly vegetarians. In addition
to being Mega-Damage creatures, they also have many Psionic powers.
(See Atlantis p. 74)
HAWRK-KA R.C.C. -
These are bird-like humanoids like the "Duhk", except these are
fierce, Hawk-like Predators. They are not usually smart, however. (See
Atlantis p. 75)
HAWRK-OHL R.C.C. -
These are the most powerful of the Hawrk people and resemble Owls.
They are more predatory than the Ka, but smart. They have less Psionics
than the Duhk. (See Atlantis p. 76)
KITTANI R.C.C. -
You may chose to be a warrior, scientist or an Espionage type. They
are another minion group of the Splurgoth that are very smart. They have
natural inventing powers and have been known to make revolutionary gadgets
and weapons out of little materials. Rouges are greatly disliked by
Splurgoth and attacked on sight. (See Atlantis p. 52)
OVERLORD O.C.C. -
These are powerful Military Weapons MAJORLY augmented by Bio-wizardry
like the Bio-Borg, but instead of focusing on power and dexterity, these are
stronger and tougher. They are often leaders controlling slaves or
conducting an army. A rouge is a great enemy to the Splurgoth and will have
a price on their head. (See Atlantis p. 47)
POWERLORD O.C.C. -
These are like the Overlords, but have stranger bio-wizardry relating
to looks, appendages, and extra eyes. They usually are the leader of
military units for the Splurgoth with access to many technologies of the
Splurgoth. A rouge Powerlord will have a slaver be sent to hunt them down
to death. (See Atlantis p. 48)
SHAYDORIAN INTEL R.C.C. -
A bug-like humanoids, usually fanatically opposed to the Splurgoth.
They are Mega-Damage creatures that have a few Psionic powers, good
resistance to Psionics, and great dexterity. They are also natural enemies
to their cousins, the Spherians. (See Atlantis p. 79)
SHAYDORIAN SPHERIAN R.C.C. -
These are the stranger looking cousins to the intel. They have
greater Psionics than the Mind Melter and are Mega-Damage creatures, but are
very peaceful and fascinated by all races. (See Atlantis p. 77)
SUNAJ ASSASSIN O.C.C. -
These are really a special aberrant cult of Atlanteans that disguise
in insect-like armor that alters their aura to appear as if they work for
the Splurgoth. The Splurgoth treat the Sunaj as cheap assassins that are
loyal and are unaware of any political agenda. The Sunaj are very skilled
in combat and very Secretive. (See Atlantis p. 64)
T-MAN O.C.C. -
The Tattooed men possess tattoos given by the Splurgoth which make
the Mega-Damage creatures in addition to granting them many magical powers,
and can regenerate his P.P.E. at very fast rates. They are ex-slaves
(commonly) that have a strong disposition against the Splurgoth. (See
Atlantis p. 94)
T-MAN: T-MONSTER MAN O.C.C. -
These are T-Men that have a special emphasis on the animal and
monster tattoos available. These tatoos reflect their orientation toward
the monstrous, creating and fighting monsters. (See Atlantis p. 95)
T-MAN: MAXI-MAN O.C.C. -
These are elite T-Men that are highly war-like and hunters for the
Splurgoth. They are well trained in combat and are used in controlling
slaves. They have the most tattoos and the fewest number of skills.
(See Atlantis p. 95)
ZEMBAHK R.C.C. -
These are the Magic Worms that the Splurgoth have used in their
Bio-Wizardry devices. The are more powerful than Mind Melters, but are
mostly peaceful. Most people think they are disgusting because of their
appearance: fleshy, large, 4 foot-long worms with one large eye. (See
Atlantis p. 82)
-*=> WORLD BOOK THREE: ENGLAND <=*-
CERNUN MYSTIC R.C.C. -
A.K.A Ram-Horned Serpent Men. The same abilities as the basic
mystic. They look like humanoid serpents with good flexibility and mind
control over the monstrous giants known as Gigantes. They also have
bio-regenerative abilities, are mega-damage creatures and have many other
racial abilities. (see England p.58)
CHILD OF EARTH R.C.C. -
The earth child is magically in tune with all aspects of the earth
and can magically transform into a mega-damage creature. Similar beliefs of
the druid and is an excellent wilderness scout and/or huntsman. Despite his
transformation into stone, the earth child has very little to do with
elementals or magic spells. The person can instantly become a giant stone
juggernaut with great strength and mystically abilities such as locating
water, plant ID, and animal manipulation.(see England p.51)
CHILD OF STARS R.C.C. -
The star child has similar abilities to the earth child only focusing
on the sun, stars, and light of all kinds. It can similarly transform into a
shining mega-damage creature that can be blinding and challenging. They are
strong, have perfect direction and time, as well as spectrum vision, and
blinding bolts of light. Also, have the ability to ignite fire and heal.
Their transportation is supplied by floating in air or speeding across any
distance with a shooting star effect. Also major psionic abilities.(see
England p.53)
CHIANG-KU DRAGON R.C.C. -
A rare dragon that is on the verge of extinction. There are very few
of them on rifts earth and are ancient beings of great power and ability.
Amazing control over metamorphosis and many have disguised among humans for
weeks, months, or years. They are major psionics as well as having full
knowledge of magic. One of their most curious abilities is their knowledge
of tattoo magic.(see England p.48)
DABUGGH R.C.C. -
Natural enemies of the sectle race. Dabuggh are human looking D-Bees
with an insect-like appendage, feature, or ability such as wings, webcasting,
etc. They will hide their feature from possible victims since they feed of
the internal organs and blood of mammals. They are aggressive, predatory,
territorial and driven to conquer and enslave other intelligent life forms.
Their other abilities include transforming into a giant insect in stressful
situations and insect advantages in humanoid form. (see England p.55)
DRUID: BLOOD O.C.C. -
They are members of a growing death cult in France. They believe in
anarchy and chaos. They use blood sacrifices including humans to gain magic
power. Most are assassins and masters of necromancy. They have knowledge of
mystic herbs, have precognition through blood sacrifice, learn about a dead
victim, heal and regenerate through killing, and turning dead. They are
evil, sinister, and probably a villain (although does not have to be)
(see England p.145)
DRUID: MILLENNIUM O.C.C. -
They are peace loving and have dedicated themselves to the protection
of all life and their sacred trees of life. They are non-fanatical
vegetarians and teachers. They will protect themselves when necessary but
will seldom fight to the death. They are constantly on the move traveling
from one town to another trying to spread their ways of peace. There powers
stem from their closeness to the trees of life and they receive visions and
aid from the trees.(see England p.44)
DRUID WOODLAND: DRYAD O.C.C. -
The dryad are masters of herb magic, healing, and the creation of
magic herbs, foods, wands and staves. Only women are taught the mystic arts
of the dryad. (see England p.40)
DRUID WOODLAND: FILIDH O.C.C -
Basically a druish bard. One spreads messages through words and
song. Upholds the druish principles of life, freedom, and nature. One
focuses on supernatural and healing. (see England p.39)
DRUID WOODLAND: SCATHACH O.C.C. -
Martial arts, combat skills, and physical prowess. The scathach
druids are both warriors and blacksmiths able to create and use magic
stones, iron and wood. They are also expert metal and wood workers. They
work with magic cauldrons of unique power as well as magically powered
weapons. (see England p.41)
HERBALIST O.C.C. -
Essentially this is plant master. One has total control and
knowledge of plants including potions and magic, weather conditions, alien
plant life, divining, accelerate growth and shrink plants, shape/sculpt wood
and trees, animate plants, chameleon, and metamorphosis into tree. (see
England p.22)
KNIGHT O.C.C. -
These are not like the Knights of old. Half cannot read or write
and most are not associated with royalty or wealth. However, they do live
by similar codes of chivalry and have studied combat techniques and weapons.
They are essentially skilled warriors with pure ideals and heroic actions.
(see England p.100)
KNIGHT OF ROYALTY O.C.C. -
They are similar to regular knights except they have more opportunity
to study and have better resources. (see England p.103)
MANTAZ SECTLE R.C.C. -
They are giant humanoid preying mantis' with mega-damage body armor.
They are not as aggressive as dabugghs even though they are not as
attractive. They are attacked due to their appearance but they are really
very trustworthy and make very good companions. They have many magic powers
and chemical sprays and can defend themselves very well. They are excellent
hunters and have many natural abilities. (see England p.57)
NEXUS KNIGHT O.C.C. -
These are knights working for the evil Mrrlyn. They claim to uphold
the honor code but act otherwise. They serve only Mrrlyn and are very
secretive. Even the King cannot order them or communicate with them very
well. They tend to be impulsive and have many plasma weapons to back them
up. They are viewed by many as an elite police force while others view them
as secret police using Nazi-like Gestapo tactics. (see England p.98)
TEMPORAL RAIDER R.C.C. -
The temporal raider is a supernatural monster who commands the powers
of dimensional travel and temporal magic. These mega-damage creatures are
usually very evil and have a terrible temper. The raiders are energy beings
that feed on the feed on the life energy of living creatures and take a
humanoid form. They are known to be merciless fighters and tacticians as
well as greedy thieves. However, despite all this they can work in a group
and find humanoids very interesting. (see England p.72)
TEMPORAL WARRIOR O.C.C. -
These are lesser magicians who combine temporal magic with physical
combat for the purpose of combat. The two temporal magicians tend to be evil
serving the goals of the temporal raiders and themselves. They have many
similar abilities as the wizard. (see England p.69)
TEMPORAL WIZARD O.C.C. -
The temporal wizard is a master manipulator of space and time. They
must study for long periods of time before becoming a temporal wizard and
even then have little control over it. Senses dimensional rifts and has the
ability to ley line phase. After long periods of time as a temporal wizard
one becomes suspicious and acquires numerous insanities.(see England p.66)
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
| Mogel-Land........2157323413 /I'm a PiG\ Paranoia Subnormal.2153395831 |
| Hacker Crackdown..2159451907 |H )\@_@/( P| Stellar Nights.....6108969140 |
| T.E.K.A.T.........9088132738 |o ( (o) ) i| Rifts is Cool......Palladium! |
| I Forget..........6105448001 |G <_O_> G| the NEXT generation |
| /<RaD-/<-/< House.8103480421 |s BuUuRP! s| of stoopid... |
| The Complex.......4107205305 \I'm a PiG/ |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
Copyright (c) 1994 HoE Publications and Herbert Buchsbaum. #28 --> 11/20/94
All rights are Reserved by Palladium Games and Kevin Siembieda.