Kannuck R.C.C.

 

Patterned after Wolverine from the Marvel X-Men Comic series

 

This race of mutants showed up on Rifts Earth and Phase World only about 2 years ago. It seems they were accidentally rifted here (like most of the other alien races) from their home world. They arrived in the jungles of South America, Central America, and the wastes of Australia, and Africa. There was a group of about 50 of these mutants at the Gathering of Heroes. Their disposition is rather gruff and serious, but they can be caring and fun loving at times. They like to party as long as they haven’t any more pressing matters on which to attend.  They are extremely adaptive, cunning, innovative. However, if they are given an order they don’t agree with or they think is stupid, they might think about the logic behind it (35% chance) and decide either to carry out the order or don’t. If the order is worth following, they’ll follow it. But since most usually follow only one person’s orders (their own) there isn’t usually a problem unless you get into split personalities.

 

 Alignments:  Any but usually selfish or aberrant (90%)                                                                     

Average Life Span: 150 years but some have been known to live as long as 300 years

 Height: 5’0-5’9”

Weight: 250-350 lbs.                         

General Appearance: appear as short and stalky humans with either brown or black hair an brown or green eyes

Exp.: Use same as Neo-Human from South America

IQ 2d10                  PE 4d6+25  

MA 2d6+5                PP 4d6+21  

ME 3d6+5                PB 3d6  

PS 4d6+10                SPD 2d4X10

P.P.E. 4d4                 ISP 1d4x10+ME Attribute +2d4 per level

Note: all physical attributes are supernatural

HF: None except when in Berserker Rage then 12

M.D.C. 4d6X10 + PE attribute and can wear armor but prefer those with a low prowl penalty

Bonuses: +2 on initiative, + 5 to strike parry and dodge, +8 roll w/ punch,  +5 to pull punch, + 5 save vs. HF, +4 save vs. psionics, +2 save vs. Magic, +4 save vs. Illusion/mind control

Magic: None

Psionics: considered to have minor psionic powers. Telepathy, Telekinetic Leap, Resist Hunger, Resist Thirst, Resist Fatigue, Summon Inner Strength, Mind Block Auto-Defense, and Telekinesis (Simple), Deaden Pain, Sixth Sense

Natural Abilities: Nightvision 150 ft, Regenerates 1d4x10 MDC per minute, enhanced sense of hearing and smell (Track sound 75% and Track by Smell 75%), Impervious to poisons, toxins, and disease/sickness, Can fight to –15 MDC.

Re-enforced MD Skeleton: A MD bio-metal that is extremely sturdy re-enforces the skeleton of this mutant. It would require a supernatural PS of at least 40 to fracture a bone. (Let’s hope a necromancer never gets a hold of one these guys)The mutants seem to be born with this skeleton AND the claws. This Bio Metal is not affected by magnetic fields of any kind because it is an alien metal alloy similar in chemical structure with the pearl on much denser and stronger.

Retractable MD Claws: Much like the bionic claws in the Rifts RPG book, except they do mega-damage without the help of the vibro mechanisms. The claws will inflict 5d6 MD + the PS bonus. They are unbreakable and are made of the same type of metal that re enforces his skeleton. There are a total of three on each hand extending out right on top of the hand. The claws can reach a length of 1 ½ feet and can be drawn out by the mutant any length from 1 inch to the full length. The mutant can draw them out separately (i.e. just the middle one, the outside two, the first one etc). As the claws are part of the skeleton of the mutant, it does not take an attack to draw them out or retract them.

Berserker Rage: Similar to the Hunter Cats Rage in South America Book One. The character will go pretty much berserk when he is angered or hurt enough. Such as the death of a loved one or comrade will set this off. Unlike the Hunter Cat, this mutant will NOT attack any of his friends or innocents while in this rage. During this rage his physical attributes are all increased by 5 and his strike, parry, dodge, and roll with impact bonuses are doubled and he always has initiative. He is impervious to all forms of mind control while in this rage but can receive and Empathic transmission from a friend or comrade to calm him down. These rages can last up to 15 minutes but usually don’t last that long seeing as how once the cause of his anger has been neutralized (or rather DESTROYED) he will take about 2 minutes to calm down completely. IF a rage lasts longer than 5 minutes (and they usually don’t), the mutant will feel tired, weak, hungry, and thirsty. Also temporarily subtract 3 from all physical attributes and half all the bonuses to strike, parry, dodge, and roll w/ impact (rounding down) until he has rested at least an hour for every minute he was in the rage (again that is if it last longer than 5 minutes). Also while in the rage, the mutant can fight until –30MDC at which time he will simply pass out until he has regenerated back to +15 MDC at which time he will wake up and begin a new Berserker rage.

Fastball Special: A special attack that takes two melee actions for the mutant to perform and only one for his partner. The mutant jumps at his partner and curls up into a ball and his partner hurls him at an opponent (requires a P.S. of 30). The mutant then extends out of the ball and hits his opponents with his claws doing the claw damage, the supernatural PS damage and also his partners PS damage. There is also a 60% chance that this attack will knock the opponent prone for one round. The strike roll is made by both the mutant and his partner by adding the two rolls WITH bonuses plus a +2 and then dividing them in half and rounding up.

Available OCCs: any except Coalition (although they could fit in).Psychics are a rarity but not unheard of and Magic users are even rarer. Tend to be either mercenaries or assassins and some have been known to become heroes and freedom fighters. Note: if an OCC is chosen, use the skill list that has the most skills available but use the limitations from both

Attacks:  starts off with two attacks plus those earned from skills

Skills: 2 languages of choice (98%) and one literacy of choice (90%), basic math (80%), basic electronics (80%), prowl (85%), detect ambush (75%), Detect Concealment (75%) Basic Radio(75%)H-H Martial arts, WP Energy Pistol, W.W.II Energy Rifle, WP Claws (exclusive to this R.C.C.)

Secondary Skills: Pick a total of 8 more skills from the following list plus and additional two skills at levels 3,5,7,9,11,13,and 15.

Communications: Any (+5%)

Cowboy: Any

Domestic: Any

Electronics: Any (+5%)

Espionage: Any (+10%)

Medical: Holistic Medicine or First aid only

Mechanical: Any  (+5%)

Pilot: Any

Pilot Related: Any

Physical: Any (+15% where applicable)

Rogue: Any (+15%)

Science: Any

Technical: Any

WP: Any (See standard equipment)

Wilderness: Any (+10%)

R.C.C. Related Skills: Select an addition 5 from the previous list WITHOUT the % bonus. Plus 2 at levels 4, 7, 10, and 13. These are considered additional areas of knowledge and start off at first level.

Damage: Use Supernatural P.S. table

Cybernetics and Bionics: Will never get any, their body rejects them with 2d4 hours of implantation

Standard Equipment: Two sets of clothes, two suits of MDC body armor (any), a back pack, sunglasses, energy pistol of choice with three e clips, energy rifle of choice with three e-clips, and first aid kit.  *The mutants would rather rely on their own physical abilities in a battle rather than use other weapons. They won’t use rifles, pistols, and heavy weapons, unless they have to make a ranged attack and even then only if they are unable to close distance. *

Money: Start off with 2d4x500 credits and 4d4x1000 in black market salable items.

Allies:  Humanoids, other mutants, and those they deem honorable.

Enemies: None per se but they but have an extreme distaste for the demons, gargoyles, and devils. They distrust Dragons, Shape-changers, and Fairies, but if trust is gained will ally themselves with them.

 

Note: I don't own the name Wolverine, X-Men or any reference to Marvel. Marvel does. I'm just playing with some of the ideas they throw out.

 

 

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