Lypitorr
R.C.C.
The Lypitorr were a race of slaves who were transported into the Three
Galaxies by a freak accident that teleported them millions of light years away
from their home dimension. They have found their freedom here and
have set up communities on Phaseworld and various planets throughout the
Three Galaxies and even a few on Rifts Earth. The Lypitorr are short and bulky
humanoid creatures that possess a great affinity and capacity for magic and
psionics. The Lypitorr have learned much about the Three Galaxies in their time
being here and have adapted well. They have no real enemies except those that
get in there way or that have harmed them in some way.
They are quick to make friends but not to trust.
As a race, the Lypitorr love challenges and often engage in contests of
strength, speed, and intellect, their three best qualities. They are very cunning and, when fighting, use their height
and size to make their opponent underestimate them. The Lypitorr are M.D.C.
creatures whose skin resembles that of thick scales. It ranges from being
brownish-orange to bright red. Their adaptation to this dimension has
added them a finger on each hand giving them 4 total per hand. Also it has given
them better vision(see enhanced vision in Special Abilities section). The
Lypitorr have also developed a form of limited metamorphosis that allows them to
look more human. To their friends, Lypitorr are the most loyal and true of all,
and to their enemies they are ruthless and deadly.
The Lypitorr are usually easy going and fun loving, most of the time a
player group may find them in bars either drinking or playing cards. When not
wasting time in the bars and taverns, Lypitorr will either be out adventuring or
fighting evil. A Lypitorr is not likely to settle down before he is 250 years
old, even then he may be prone to flights adventuring and saving the world.
Alignment:
Any but most lean towards Selfish
or Anarchist, very few Lypitorr (8%) are miscreant or diabolic
Attributes:
The number of six sided dice rolls are as follows: I.Q. 2d6+15, M.E. 3d6+10,
M.A.
3d6+5, P.S. 4d6+25, P.E. 4d6+15, P.P. 3d6+10, P.B. 2d6 in true form, 2d6+10 in
masked form, Spd. 3d6+25
Bonuses:
+2 to
strike,+3 to parry/dodge, +1 to pull punch, +3 to roll w/impact,+3 on
initiative, +4 save vs. magic, +6 save vs. Horror Factor
Height:
4’10” to
5’10” tall
Weight: 200- 400lbs
Average
Life Span: 300
years (their life span has increased seeing as how they are no longer slaves)
Natural
Abilities: See the Invisible, Nightvision 500ft, keen hawk-like
vision (can read a small sign up to one mile away) Track Sound, Limited
Metamorphosis, True Sight, Impervious to Poisons/Toxins (same as psionic power
except as a natural abilities is always in effect), Teleport Self and up to 300
Lbs, up to five miles away per level of experience, Bio-Regenerate 3d6 M.D. per
minute, Immune to Illusionary magic
Special
Abilities: Enhanced Sight: Along
with See the Invisible, Nightvision, and the Keen Hawk-like vision, the Lypitorr
also have True Sight which allows them to see the True form of any character
using Metamorphosis( i.e. A Chiang Ku that has morphed to look human would look
like a Chiang Ku to a Lypitorr) This power is effective all the time which makes
the Lypitorr immune to Illusionary magic
Limited
Metamorphosis: The
Lypitorr have a limited form of Metamorphosis which allows them to look more
human. This metamorphosis can be held indefinitely. The Lypitorr can gain no
more than 5 inches during this metamorphosis but go back to their original
height when the metamorphosis is over.
M.D.C.:
5d6x10
M.D.C. at first level plus an additional 3d6 M.D.C. per level (all S.D.C.
bonuses from skills counts as M.D.C.
P.P.E.:
2d4x10 plus
P.E. Attribute
I.S.P.:
2d6x10 plus M.E. Attribute
Psionics:
Considered
to be a Major Psionic. Select ay 8 from the Sensitive, Physical, or Healing
Category at level 1 plus 1d4 at levels, 3,6,9,12&15, At level 5 select one
from the Super Category, at Levels 10 & 15 select 1d4 from the super
category.
Magic:
Any from
O.C.C. plus Globe of Daylight, Tongues, Armor of Ithan,
Fireball, Call Lightning, Dispel Magic Barrier, Negate Magic, Turn
Undead, & Shadow Meld
R.C.C.
Skills:
Lore:
D-bee and monster +50%
Swimming
Wilderness
Survival +30%
Detect
Ambush +30%
Detect
Concealment +20%
Tracking
+30%
Basic
Radio +25%
Basic
Math +15%
W.P.
Energy Rifle
W.P.
Sword
Hand-to-Hand:
Expert (H-H Expert may be upgraded to Martial Arts or Assassin at the cost of
one related Skill)
R.C.C.
Related Skills: Select 7 skills from the following categories plus 2 skills at
levels 3,6,9,12&15. All New Skills start at level one proficiency
Communications:
Any + 5%
Cowboy:
None
Domestic
Any
Electrical:
Any
Espionage:
Any
Mechanical:
Any
Medical:
First Aid or Holistic Medicine only
Military:
Any except Demolitions
Physical:
Any +15% where applicable
Pilot:
Hovercraft, Tank/APC, Horsemanship, Motorcycle, or Automobile only
Pilot
Related: Any
Science:
Any
Technical:
Any +5%
W.P.:
Any
Wilderness:
Any +15%
Secondary
Skills: Select Five Secondary skills from the previous list and one
additional skill at levels 4, 7, 10, and 13. These are additional areas of
knowledge without the benefit of the bonuses listed. All start at base skill
level, plus any possible I.Q. bonuses
Standard
Equipment: 1d8x1000 credits, ARP-1 Plasma Rifle (See South America Book
2) , 3 sets of clothing, an enchanted sword that does 3d6 M.D., a suit of custom
body armor (110 M.D.C.) back pack, 1 weeks rations, first aid kit, survival
knife, 200 ft of light M.D.C. rope, and a few personal items
Cybernetics:
Usually
won’t get any unless it’s a means to stay alive and even then they are wary
Number of Attacks: Equal to Hand to Hand plus any gained from skills