Aerolon's Military Emblem
Aerolons
An Optional Player Character Race for RIFTS®

Deep in the Mississippi valley, the Infamous Magic Zone, floats a fabulous floating crystal. Within this huge gem lies ruins. Ruins of an incredible civilization older than the ancient Anasazi. But in this case, the race is not lost. Aerolons live among us; hiding when necessary, walking among us when possible. Even now, they have begun to group together again, many of them attempting to rebuild a civilization that was mysteriously destroyed aeons ago.

The Aerolons are native to Earth, although they had segregated from humankind for many centuries. Their fabulous city of Avallion was destroyed when the True Atlanteans performed their “great experiment” that sank the lost continent. The Aerolons had been hiding since then; occasionally being seen by humans (spawning the myths about “angels”. Very young Aerolons look almost exactly like Cheruu [Cherabim], except they lack the fiery yellow eyes). The coming of the Rifts gave them the opportunity to reemerge, and rebuild their civilization more openly. Still far from being established, they do have a small militia force based out of J’bode’e, their hidden stronghold in the Magic Zone. Most Aerolons seen today are not based out of J’bode’e, but are simply wanders. Some of these wanderers don’t even know of the existence of J’bode’e.

Aerolons appear to be tanned humans with large white, brown, silver and gold feathered wings on their backs. Rumors have been heard of a new genotype with black wings, but nothing is known of these mysterious members of the race. Even when ancient, Aerolons still appear to be juvenile humans, about 12 to 15 years old, rarely growing taller than 5 feet 6 inches tall (170 cm).


Alignment: any

Attributes: I.Q. 3D6; M.E. 3D6; M.A. 2D6; P.S. 2D6+4; P.P. 4D6; P.E. 3D6; P.B. 3D6+2; Spd. 3D6 (running) 8D6x5 (flying)

Hit Points: P.E. + 1D6 per level

S.D.C.: by O.C.C.

Natural A.R.: 7 (tough, slightly leathery skin)

M.D.C.: by body armor only. Aerolonian Operators have adapted most common M.D.C. body armor to fit their physique. Even wanderers will have one suit of this modified armor.

P.P.E.: by O.C.C.; Silverwings +2D6, Goldwings +(1D6x10)

Natural Abilities: Fly, Keen hawklike vision (2 miles; 3.2 km), breathe oxygen or nitrogen, skittish by nature (rarely stand still), naturally tolerant of extreme temperatures. (they are comfortable wearing nothing but a loincloth in temperatures ranging from -5�C to 40�C [32° F to 104° F) Note that cold/heat/fire attacks still do full damage.

Combat: 2 attacks, plus those gained from combat skills. Bonuses: +1 strike, +2 parry/dodge, +4 dodge in flight, +5 inititive. All are in addition to attribute bonuses. Wing buffet attack does 1D8 S.D. + P.S. damage and knocks down targets mansize or smaller.

Magic: None; unless Goldwing or Silverwing, then by O.C.C.

Psionics: None; unless Silverwing (+7D6 I.S.P.) or Goldwing (+2D6 I.S.P.), then standard or by R.C.C.

Skills of Note: Language and Literacy in Aerolonian, Dragonese and one other of choice at 98%. Lore: demons and monsters and :faerie folk (+20%).

O.C.C.
: Any, unless restricted by genotype. Coalition Military O.C.C.’s can be taken by Aerolons, except that these players are SKYWARRIOR O.C.C. (from J’bode’e). Note that there is no SAMAS armors in J’bode’e, so RPA Elite O.C.C.’s cannot begin with that armor. Skywarrior Body Armor is basically identical to Dead Boy (by game mechanics), except it is blue and white, with a bird-of-prey motif; and has apertures in the back for the wings (these apertures are sealed with disposable gaskets to maintain the environmental integrty of the suit). It also has an M.D.C. mesh cape (20 M.D.C.) that is used to protect the wings when not spread. The end result is not much different from GatchaMan (a.k.a. Battle of the Planets, G-Force, Eagle Riders).

Aerolons are split into four (five if you include Blackwings) distinct genotype, visually differentiated by their wing colour. These genotypes have a genetic tendency towards certain types of life-styles and O.C.C. These tendencies are not absolute, but most Aerolons let their genotype guide them. Roll on the following table, or choose:

01-35Whitewings-lean towards Scholar and Adventurer Character Classes. Cannot be Magic or Psychic Classes (no potential). Whitewings have Language and Literacy in Demongogian (+20%), as well as one other Language and Literacy of their choice (+15%). They get +10% to all Communications, Electrical, Mechanical, Medical, Rogue, Science, Technical or Wilderness skills.
36-70Brownwings-lean towards Men-at-Arms Classes. Cannot be Magic or Psychic Classes (no potential). Automatically have Hand to Hand: Expert, Wrestling, W.P. Sword, W.P. Spear, Detect Ambush (+15%) in addition to O.C.C. skills.
71-89Silverwings-lean towards Psychic R.C.C.’s. If not a psychic class, then roll for psionics; 01-25 = major psionic; 26-00 = minor psionic. If the silverwing rolls for major psionics, he has none of the listed drawbacks (i.e. has all his “other” skills). Silverwings are -10% on all Electrical, Mechanical, Pilot, and Pilot Related skills. Automatically get the Psi-Sword Super Psionic upon reaching 3RD level, regardless of Character Class.
90-99Goldwings-lean towards Practitioners of Magic. If not a magic user, they can still use Techno-Wizardry devices. If a Goldwing is a P.C.C. or a major psionic, he automatically gets Empathic Transmission. Goldwings are   -10% on all Electrical, Mechanical, Espionage and Rogue skills.
100Blackwings-These enigmatic Aerolons are only Priests of Loki, Hermes, Hanuman or Apepi (See Pantheons of the Multiverse and Rifts:Africa) Blackwings get +50 P.P.E., and can turn Invisible at will (as per the Super Power). This genotype is not recommended as player characters. (all other genotypes instinctively hate them on sight)

Average Life Span: 50 years. Physically mature at 12 (females at 9). Retain the appearance of 12-15 year old humans until death.

Enemies: Gromek, Gargoyles, Harpies, Splugorth and most supernatural evil, Coalition forces and most other close-minded human kingdoms.

Allies: Elves, Titans, Wolven (especially Kankoran), gentler Faerie Folk, some humans. Spirits of light occasionally show unusual affinity to Aerolons. The Aerolons are at a loss to explain this.

Size: 4 feet 4 inches + 4D4 inches (140-165 cm)
Weight: 90-165 pounds (the wings are fairly heavy)(40-75 kg)

Appearance: All Aerolons appear to be youthful, tanned humans with large feathered wings. They all have an average to slim physique. Their hair tends to be blond, white, silver, blue or mauve. Their eyes are always pure sky blue. Due to their slightly leathery skin, they are often comfortable wearing minimal clothes and going barefoot; but they realize the value of wearing body armor in the wilderness (and hiding their wings from most humans)

Cybernetics: Silverwings and Goldwings will only get replacements for medical reasons. A bionic arm reduces flight speed by 1D4 points. A bionic leg reduces it by 1D6+1 points. Bionic and cybernetic wings are NOT available for inital characters (and then, only in J’bode’e for 100x the cost for a replacement arm). Aerolonian ‘Borgs cannot fly, but a wing-assisted jump doubles their jump distance. Gliding off high objects with wings will cut impact damage in half (but still go basically straight down).

Biology: Aerolons have more than wings that separate them from the human race. In fact, Human healing skills are -40% when used on them. Likewise, Magic and psionic healing done by humans and others unfamiliar with Aerolonian Biology only work 40% of the time. Aerolons using healing skills on humans and other humanoids only get a -10% penalty. Their healing magic and psionics work as normal on non-aerolons.

• Metabolism is twice as fast, but since they breathe nitrogen, their dietary and rest requirements are comprable to humans. However, they are always restless. If placed in a nitrogen-poor atmosphere, treat them as perpetually hungry. Only suffer � effects of oxygen deprivation. Drugs and toxin (benifical or otherwise) have � duration, but FULL effect/damage. (plus see below for further notes on poisons)

• Redundant Heart (located in upper left quadrant or their chest). A point blank shot to the heart is not fatal; both hearts must be incapacitated to place them into a coma. Aerolons are +30% to save vs. Coma/Death due to chest trauma ONLY.

• NO LIVER! Aerolonian circulatory system has toxin-processing nodes all throughout it, but this set-up is not as efficient as the human liver. They are -5 to save vs. standard toxins and poisons, and the following are also considered “Toxins” to Aerolons (roll a normal save vs. toxin or pass out for 1d4 hours); Alcohol, Tobacco, Garlic, Pepper, Iodine, Aspirin, Copper.

• Wings are extremely flexible. They can be compactly folded against the back, giving them only a small, nearly inperceptable hump. Alternatively, they can be arranged to fit into standard Body Armor or Power Armor without penalty. Folding the wings requires 2 melees of concentration (only one other action can be taken during those 2 melees), but can be extended instantly if not encumbered (i.e. only by normal S.D.C. cloth). The “knuckles” of the wings can be used to pick-up and hold small objects, weighing no more than 5 pounds (2.25 kg). Consider the wings to have a P.P. of 4 for this purpose. The wings also have numerous bundles of nerves and blood vessels in them. There are 4 major bundles in each wing. Pinching any of these bundles will paralyze the Aerolon of 2D4 minutes (they can still speak (and will probably be protesting in pain!), but cannot move their bodies. Psionics can still be used). All Aerolons know how to use these nerve pinches on each other. Non-Aerolons with Biology might know as well (they get one roll at -30% to see if they know it). These points are -8 to hit if attempting a nerve pinch during combat.

• Their bodies are nearly baren of hair. They do not grow facial hair, nor do they grow it in their axial (armpits) and pelvic regions. Hair only grows on their heads, and the back of their necks. Their upper backs have a feather-like down that blends together their head hair and their wings.

Notes: Most Coalition soldiers will kill an Aerolon on sight, no questions asked. In non-Coalition areas, Aerolons are quite valuable as slaves, trophies and magical components, and will often find themselves the targets of bounty hunters and slavers.

In the American West, many Aerolons have been kept as slaves. They are popular as household sevants (with their wings clipped and tied), prize pets (with metal rods surgically implanted to keep their wings permanently spread) or galdiators (again, with their wings clipped).

- A Player character can also come from one of these sources (an escapee). These characters can learn 4 extra secondary skills (including Hand to Hand Combat); however, there is only a 25% chance they can fly, due to humans or Splugorth tampering with their wings. If they can’t fly, then a wing-assisted jump will triple their distance or height. and they can hover in place, up to 10 feet high, for 1 melee round per 4 P.E. points. They can also glide from heights, so they take no fall damage.

-Most escaped slaves (90%) are tattooed with an I.D. code on the small of their backs, and many(70%) have an Implanted Tracer device (see RIFTS®: Japan), usually without their knowledge. The tracer can be detected by hand-held units and Coalition States city entry monitors. Hand held monitors will only show the subject’s I.D. code, but the Entry Monitors will display the Aeolon’s current status (“ESCAPED”, possiblly “ARMED & DANGEROUS”, or even “WANTED… DEAD”)


Blackwings are a aparently new genotype that appeared in J’bode’e about twenty years ago. They were responsible for the death of Raptor, the greatest leader of J’bode’e. When this was discovered, the Blackwings were exiled from the stronghold. Blackwing babies are usually killed at birth; however, the number of Blackwings is slowly growing. Unknown to the Aerolonian society, normal Aerolons are being made into Blackwings by Loki, Hermes, Hanuman and Apepi. The reason for this unusual alliance of Gods, and their building of a personalized race of followers is not known, but normal Aerolons have an instinctive loathing of Blackwings which cannot be totally explained by the murder they commited 20 years ago.

The current leader of J’bode’e is a 25 year old Goldwing male named Hunter. The current leader of the Blackwings is a 31 year old female named Glory.


Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™ SAMAS™ and Coalition States™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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