Khyber R.C.C.
(Pronounced Cy-Ber)

The Khyber is a warrior race of people whom share their planet with a bio-metallic creature. It was discovered early on in their planets history that the 'Khybers" could be combined with the planets humanoid inhabitants with tremendous results. Strength, speed, endurance and even intelligence were increase. The resulting hybrid people were called the 'Khyber', they were completely humanoid until they activated the dormant symbient. Upon activation the symbient would eject from the body small pieces of bio-metallic plating. The plates were connected to long tendon like cords that originated from the line of the spine.

The plates and tendons would then encompass the humanoids body and surround him in a thick M.D.C. armor. This armor would then act like a second skin, enhancing physical performance and even awareness. After long centuries of use the two species grew into one complete fighting warrior. Upon the person reaching a certain age, usually around 14-16 Earth years, the person would go through the "Awakening" ceremony. High priests and Mages would perform this ceremony. Upon initiation of the ceremony the person could have instilled in their armor, spells and Psionics.

When they first arrived on Earth the Khyber symbients began the slow process of securing a home on this new alien planet. They quickly located a cavern and began to multiply. Shortly after their arrival a scientist from Xanadu discovered them. Testing and experimentation could not provide any answer as to what these new creatures were, until an accident with one of the samples brought into direct physical contact with one of the scientists. The magic rich environment of Rifts earth allowed the symbient to be joined, without the ceremonies used on their home planet. Now realizing what they had discovered they quickly searched and protected the breeding grounds of these new weapons.

More experimentation taught the scientists and mages who worked with them about the joining ceremony. They learned that it was capable of ‘teaching’ the symbient magic before they merged with a person. Over 50 years of experimentation and research has allowed the scientists to learn how to properly control the powers of the symbient. However the new powers of the symbient could not properly merge with any of the live forms from Earth. All most all the test subjects joined ended up with some form of dementia. Eventually realizing that something in the creature’s physiology was incompatible with anything on earth, both before and after the rifts. Still most people were and still are, willing to pay the price for their new power.

To this day, for those willing to pay the price, mental, physical and monetary, the joining can be performed. The officials of Antarctica realize the enormous power these warriors represent, and allow such procedures. However only sanctioned procedures are performed in Xanadu and applicants must go through extensive psychological testing before being allowed to join.

Unfortunately less ethical mages have been known to join symbient with people who under normal circumstances would be considered completely unacceptable. Usually for several thousand credits, and they must supply their own symbient. Considering the fact that the Xanadu military protects the breeding grounds, simply obtaining a symbient, can be a deadly proposition. Unauthorized joining typically cost 6d6 *10,000 credits, with another 1d4 *10,000 credits per spell instilled in the armor upon joining.

The Costs Of Power:

83% of all Khybers develop an insanity before the age of 25. After age 25 increase the likely hood 5% per additional year of age. Roll or pick one.
01-20: Obsessed: Destroying Vampires, Ghouls, Necromancers and all forms of Undead.
21-40: Obsessed: Destroying all supernatural evil. Dislikes and mistrusts other supernatural creatures, even those of a good alignment. Also dislike practitioners of magic who summon and control supernatural creatures.
41-60: Obsessed: Protection of human and humanoid, as well as innocent people (and D-Bee's) against evil and manipulative gods and their minions, including priests, acolytes, shamans, warlocks, witches, etc.
61-80: Roll once on the random insanity table on page 20 of the Rifts RPG (main game book).
81-00: Pick out on of the above obsessions and roll once on the random insanity table on page 20 of the Rifts RPG (main game book).

Alignment: Only good alignments - Scrupulous-Selfish but some have been known to shift to Anarchist or Aberrant due to Insanity

Attribute Requirements: IQ.: 4d6 +4, ME.: 3d6, MA.: 3d6 +8, PS.: 6d6 +20, PP.: 2d6 +20, PE.: 3d6 +18, P.B.: 3d6, Spd.: 3d6 *10.

Hit Points: None See M.D.C.

M.D.C.: 1d6*100 +200 / regenerates at a rate of 2d4*10/melee.

Horror Factor: Humanoid: 9, Khyber: 13

P.P.E.: 1d6 total.

I.S.P.: 1d6 total.

Note: I.S.P. and P.P.E. cannot increase, ever.

Natural Abilities: Not affected by M.D.C./ magic/ psionic fire, cold and heat. Plasma and Ion based weapons do 1/2 damage. Breathe without air indefinitely. Lasers, particle beam weapons, electricity, M.D.C. explosions and psionic and magic (except fire, heat and cold) do full damage. Impervious to poisons and gases. Due to the symbiotic relationship, the character is immune to all Vampire magic, including the slow kill. Also due to the fact that the suit is a separate entity, it knows certain skills on it's own. Even though a character may be of good alignment, the suit knows Hand To Hand: Assassin OR Martial Arts

Combat: Two plus those gained from physical skills and Hand to Hand

Damage: Varies with P.S.

Bonuses: +2 to strike, parry and dodge. +3 to roll and save vs. Psionics. +8 to save vs. poisons. +4 on initiative (+6 against Vampires, Ghouls, etc.) Impervious to Vampire Mind Control and also have +5 Svae Vs. Possession and Mind control.

Psionics: I.S.P. base of 1d6.

Psionics are limited to tracking individuals by their psionic footprint. Khyber can track this trail at 98% accuracy. As well the Khyber has sixth sense about danger and intuition of traps, and like situations. Other psionic capabilities can be infused when joined. The character being joined must have at least one psionic from whatever category the current psionic being infused is from. They do not have to have that psionic, simply a familiarity with the power category. The suit can have a maximum of 5 additional psionics infused upon joining.

Magic: P.P.E.: 1d6.

Magic abilities are instilled into the suit upon the activation ceremony, this is the only time the character can gain magic. Once the ceremony is complete the character can never learn new spells. During the process the following spell are bound to the suit with: Blinding Flash, Globe of Daylight, Chameleon Armor, Armor of Ithan, Magic Net, Shadow Meld. All Spells can be cast 5 times a day.

As well the character can choose 1d8 more spell to be infused into the armor. After the spells have been bound into the Khyber they are forever frozen at a level 5 proficiency level, and can never increase. However the character can still use weapons that are magic based, such as Techno-Wizardry, Rune weapons, scrolls, potions and like magic. (Potions have no effect on the character Khyber.)

R.C.C. Skills: Radio: Basic (+10%), Wilderness Survival (+10%), Piloting: jet pack (+10%), Languages: any two (+20%), Demon and Monster lore (+15%), W.P. Energy Rifle, W.P. Sword, Laser Communication (+10%), First Aid: Paramedic only (+15%).

Level Of Experience: Use True Atlantean Exp. Table.

Habitat: Anywhere

Average Life Span: 90-120 years, some live as long as 150. Regardless of the characters original life span. Even a character that lives for 5,000 years will only survive for 90-120 years (from the date of joining).

Money: Character starts out with 1d6 *1,000 credits and another 1d4+500 credits worth of jewels, usually diamonds and rubies.

Enemies: Because of their physical shape many people fear them and will attack out of that fear. However if the character can dissuade the attackers he or she will help them. However the character has the natural ability to feel a persons true nature evil, or good, and then act upon that feeling.

Allies: Once people know who they actually are they will befriend these might protectors and ally themselves with them. Often giving them food and shelter. A Khyber will often ally him/her self with a single family or village, and become their protector.

Cybernetics and Bionics: Mystic breath without air lungs, mystic retractable claws and vibro weapons (see below), mystic clock-calendar-gyro compass, mystic multi-eye and mystic audio-booster.

Cost of joining: Unauthorized joining typically cost 6d6 *10,000 credits, with another 1d6 *1,000 credits per spell or psionic instilled in the armor upon joining. The cost of a symbient purchased from the black market is around 1d4 *1,000,000 credits, exceptionally rare.

Authorized joining by the military costs the character nothing. However they must promise to serve in the military for 20 years.

Khyber Types By Color: Player must roll to decide Khyber type.

01-33 Green: Brute Strength and Concealed Proton Chest Cannon.

The Green type has only one weapon, but is super humanly charged and strong. Add 150 to M.D.C., +25 to physical strength and 2 attacks per melee. Finally the Green has a limited chest cannon. Behind his/her breastplate is a short range cannon doing 6d6+6 M.D., Can be fired once per melee (+3 to strike).

34-66 Blue: Elbow-Blades and Cyclops laser.

The Blue type has long vibro-like blades protruding from its forearm elbow area. and makes the character more agile (+15 to P.P.) Add 50 to M.D.C. The character can jump and spin his body making his blades like a vibro-saw, does 5d6 M.D. per arm. As well as having a unlimited payload laser in his forehead like a third eye, does 3d6 M.D. per shot (+2 to strike).

67-95 Black: Wrist-Blades and Cyclops laser.

The Black type has long vibro-like blades protruding from its wrists and makes the character faster (+30 to Spd). Add 100 to M.D.C.. The character can claw with the blades like a wolverine, does 2d6 M.D.+ P.S. Damage Bonus per arm. As well as having a unlimited payload laser in his forehead like a third eye, does 3d6 M.D. per shot (+2 to strike).

96-00 Red: Wrist-Blades and Elbow-Blades,
Cyclops Laser and Proton Chest Cannon.

The Red type has long vibro-like blades protruding from its wrists and fore-arm area and makes the character tougher (+20 to P.E.). Add 200 to M.D.C.. The character can claw with the blades like the Red type, does 2d6 M.D. + P.S. damage per arm. Or do spin attack like the Green type, does 3d6+ P.S. Damage per arm. As well as having an unlimited payload laser in his forehead like a third eye, does 3d6 per shot. Finally the Red type has limited Chest cannon. Behind his/her breastplate is a short range cannon doing 6d6+6M.D. Damage, fired once every melee (+3 to strike)

 

 

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