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:

Language: Lypitorr and American + 50%

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

 

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