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Kitsune R.C.C.

The isles of the Orient are not without their own fair share of enchanted creatures that have arisen once again thanks to
the ley lines activities unleashed. One such creature blends the attributes of a theriomorph (were-creature) with the
bewitchment of the fey folk. They are known as Kitsune, masterful fox shapechangers with a knack for illusion and
deception.
The Kitsune are one of the many shapeshifting races of Pacific Asian rim known as the Henseiyosei (loosely translated
as faerie that metamorphs to animal). They are by far, one of the most popularly known of their kind, next to their
cousin Tengu. A perfect blend of human, faerie and animal, they can morph from near human form to that of a largesized fox and a form between these two stages. Within settlements, they take on human form to better blend in with
society. This guise is almost flawless, taking the appearance of an extremely attractive human.
Their true persona is believed to lie within their morphed stage, a humanoid fox. A pure animal form, albeit a bit larger
than norm is their third shape. In this state they are at their most cunning and also benefit from added grace and speed.
Tricking hunters while in this state is a favorite game as well as startling travelers with their still human speech or
mystical powers of illusion.
In any of these shapes, they present carefree, yet witty and sly characteristics often lending them into mischief and even
thievery. A good joke or story gets their attention, a game could win their friendship, and to actually outwit them gains
their admiration. The realm of illusion is their specialty, a gift they like to share often with others. A love of riddles is
common, as well the need to embellish, almost to the point of fabrication and outright lies. They mirror faeries the most
in these respects.
The elders of our clan used to tell us stories of such enchanted creatures, toying with love struck villagers for their
amusement. Extreme caution was advised against overly seductive and flirtatious women and men, as they could be
disguised Kitsune. Such games were not always fun and games, as these creatures true nature is deception. A lucky

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mortal would only befall an embarrassing prank, but their have been stories of twisted mayhem. Traveling foreign trails
are also likely areas of ambush by these jesters' unearthly jokes or penchant for thievery. Due to their ancestry, they are
also closely tied to the earth and have been known to be staunch defenders to those who defile it.
Special Powers of the Kitsune
1) Shape-change into three forms:
Human: The Kitsune has the power to transform themselves into a nearly perfect looking human. Animalistic features
become completely muted, giving way to a very alluring male or female character with a very distinct asian
appearance. Features are sharp and their build is slim and athletic. Hair coloration still remains bright red to orange or a
luxuriant silver, adding to their striking beauty. Their have been rare reports of a stark white as well as a jet black
variety, as well. Hands and feet are petite, delicate, but extremely nimble. The only animalistic traits that remain even in
this form include small brightly-colored eyes, slightly pointed ears and a bushy tail that is usually skillfully concealed
in a pant leg. Duration: 30 hours per level of experience; can transform as often as three (9) times per day (24 hour
period). Limitation: Will always have same Asian look and natural sex type as their default human persona. They are
also skillful at taking on other guises, but only for shorter periods of time (10 hours (400 melees) per level of
experience). Maximum size attainable is 5 feet 10 inches (1.75 m) and 160 pounds (72 kg). Minimum size attainable is
4 feet tall (1.2 m) and 50 pounds (22.5 kg).
Half Form: Their merged form looks like a humanoid fox covered in short fur, a long bushy tail with a white or black
tip, long erect ears, pointed snout ending in tactile whiskers, dexterous hands and small black paws. It is similar to that
of a were-fox, although it still remains almost fully erect and retains its intelligence. Speech for the most part is
comprehensible, seasoned with an occasional muted bark or yelp. It is believed that this is their natural state. Duration:
One month, at which time, the Kitsune must revert to animal form for one entire days time (24 hours). The cycle then
starts anew. Limitation: None, may transform into the merged form as many times as they wish during any period of
time.
Fox Form: In this form the Kitsune appears as a perfect specimen of the fox species, albeit a bit larger than norm. They
retain full intelligence, human speech (allowing the casting of spells) and gain a boost in agility, endurance and speed.
Duration: Unlimited. Limitation: None, may transform into animal form as many times as they wish during any
period of time.
2) Supernatural Smell: Similar to a Dog-boy, the Kitsune shares the canine's olfactory abilities on a supernatural
level. The character can follow a scent trail that is up to three (3) days old and is able to recognize certain items or
persons by smell alone.
The character is able to recognize and accurately identify general/common/known smells, including gases, food, and
other distinctive odors. Range: 90 feet (27 m) per level of experience. Base Skill: 65% +3% per level of experience.
Identify specific odors, including the scent of specific individuals, objects or other creatures. Range: 20 feet (6.1 m)
per level of experience. Base Skill: 50% +2% per level of experience.
The Kitsune can actually smell magical and psychic energies, as well as supernatural creatures. Range: 150 feet (45.7
m) per level of experience to detect magical/psychic energies; one-half mile (.8 km) per level of experience to detect
ley lines. 100 feet (30.5 m) per level of experience to detect specific types of paranormal creatures. Base Skill: 80%
+2% per level of experience to detect magical/psychic energies, 55% +3% per level of experience to detect specific
types of paranormal creatures.
3) Supernatural Hearing: The character is much more sensitive to a broader range of sound levels compared to a
human. Little will escape the Kitsune's attention within a 90 foot (27.5 m) range. +4 to save versus ambush/sneak or
back attack, +3 to initiative. Can also identify specific sounds known to them. Range: 90 feet (27.5 m). Base Skill:
58% +3% per level of experience.
4) Supernatural Sight: Nightvision, See Auras, and See the Invisible 500 feet (152 m).
5) Dynamic Attraction (special): Kitsune release a cocktail of pheromones that creates a light, intoxicating perfume
and even the Kitsunes breath is sweet and as fresh as a springtime breeze. This alone affects people attracted to that
particular sex (within a 15 foot radius) to feel stimulated and quite tantalized by the luscious individual. The powerful
attraction causes its victims to keep their eyes on the Kitsune and distracts them from whats going on around them.
Individuals under the attraction influence are likely to approach the Kitsune or be romantically excited and open to any
of her overtures should she approach them. Penalties: -10% to perform skills, -8 to save vs Hypnotic Suggestion or any
form of mind control from the Fox Faerie, and -6 on initiative and all combat bonuses for the first melee round of any
fighting that might break out. Saving Throw:
18 or higher to save. Note: Mega-Damage nonhumans and supernatural beings are +2 to save, plus any bonuses to save
vs mind control would apply.
6) Euphoric Embrace (special): The loving embrace of the Kitsune is even more intoxicating and debilitating. The

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moment the wicked but lovely Kitsune wraps her (or his) arms around an attracted individual that person must roll to
save vs Euphoric Oblivion. The saving throw is a natural 16, but the character is -2 to save if he (or she) was already
intoxicated by the Kitsune via Dynamic Attraction. Penalties from Euphoric Embrace: Time seems to stand still and the
victim is oblivious to anything but the Fox Faerie. Once enthralled, all the victim is aware of is the gorgeous person
wrapped around him. A bloodbath could break out around him, bombs exploding and the building burning down around
his ears and he would not know it. As long as the demon keeps at least one arm wrapped around her victim, the
enchantment remains in place and the victim is lost to rapture. If the demon is in a murderous mood or has been hired
to assassinate the victim, a Kiss of Death is likely to be the next move.
On the other hand, the Kitsune may simply rob the euphoric character blind, moving her hands across his body to rifle
through pockets, unsnap weapon and ammo belts, remove wallets and identification papers, take weapons and magic
items, and remove anything on the individuals body. As long as the demon keeps one arm touching and moving across
the victims body in a romantic, non-threatening manner, the Kitsune can do almost anything she wants without the
victim realizing it. The Kitsune seducer doesnt even need the Rogue skill of Pick Pockets because her victim is
oblivious to her nefarious actions, making subtly unnecessary. Of course, those nearby may plainly see and realize
whats going on, but unless they physically pull the victim out of the Kitsunes clutches, the treachery continues
unabated.
Furthermore, the victim remains in the euphoric trance for 1D20 melee rounds after the Kitsune releases him, leaving
the individual standing like a love struck puppy still oblivious to anything happening around him, unable to take any
action, nor realize where the Kitsune has gone. Only being roughly jostled or attacked snaps the character out of his
happy delirium and back to reality. The victim can then react to his situation, though he is -6 on initiative for Four (4)
melee rounds as his mind races to catch up with current events.
7) Kiss of Death (special): Each kiss on the lips drains the Kitsunes victim of 1-3D6 Hit Points, sucking the very life
essence out of his body; S.D.C. is completely bypassed by this attack, and damage is done direct to Hit Points. Each
kiss counts as one of the Kitsunes melee attacks, and the victim turns grey and his skin begins to wither as life is drawn
out of him.
The typical victim is completely unaware of the damage or that he (or she) may be dying, because the Euphoric
Embrace is usually established first and the character is deliriously happy even as his life is being taken. However, the
Kiss of Death can be done on those not enthralled, but requires the Kitsune to grab the intended victim, hold his head
and plant a kiss on his lips. In this case, each hostile and unwanted kiss attack uses up two of the Kitsunes melee
attacks and the victim takes only 2D6 points of damage. More importantly, this is the only action the Kitsune can take.
She/He cannot parry, dodge or defend against any attacks leveled at her/him from her victim nor from anyone else who
might strike at her. Breaking the Kitsunes clutches is difficult because her P.S. is Supernatural and the combined P.S. to
break free is double the Kitsunes P.S. (i.e., if the Kitsune has a Supernatural P.S. of 21, her victim and/or others trying
to pull her off need a combined ordinary P.S. of 42 to succeed).
Note: The Kitsune usually kisses with the intent to kill, feeding on the life energy of her victims every two Hit
Points drained gives the Kitsune one extra M.D.C. point or restores one M.D.C. lost in earlier combat. Extra M.D.C.
lasts for two hours and then fades away at a rate of 2D6 per 15 minutes (or 8D6 per hour). Maximum stolen M.D.C.
can go as high as triple the Kitsunes usual amount.
The Kitsune may use the kiss to weaken her victim. stopping short of killing him at any point. The life and death
connection via the kiss enables the Kitsune to tell exactly how many Hit Points have been taken and how many remain.
Victims who lose 70% or more before being released look drawn and sickly, feel weak and see their number of attacks.
Spd, P.S. and all combat bonuses reduced by half! The penalties last for lD6xl0+20 minutes or until the victim has his
Hit Points restored above half (via magic or psionic healing. or rest and medical attention).
7) Spell Knowledge: These characters are renown tricksters and love any spell revolving around illusion or useful for
pranks. Due to this affection, they are prone to learn only these types of spells, but may occasionally choose and
occasional elemental or defensive spell as well. Will never learn any necromantic spells. Spells automatically known
are: Lantern Light(1) , Blossom Fury (NEW!)(, Cloak of Darkness(, Befuddle(, Heavy Breathing(, Fingers of Wind(,
Shadow Meld(7), Orgasm(, Estacy(, Chrismatic Aura(10), Imp Invisibility(40), Tounges(7), Eyes of Thoth(12). Will
also know 9 other spells (up to sixth level), plus Three (3) additional spells (up to tenth level), per each additional level
of experience.
8) P.P.E.: P.E. attribute x10 +2D4x10 +1D10 to start plus 3D6 per level of experience.
9) Psionics: Empathic Transmission(10), Deaden Pain(4), Healing Touch(6), Hypnotic Sugestion(6), Psychic
Diagnosis(4), Psychic Surgery(14), Supress Fear(8), Mask Power(11), Mind Block Auto-Defense, P.P.E. Shield Autodefense, and 5 powers of choice from any psionic catergory. (Considered a Master Psionic.)
8) I.S.P.: 1D4x10 plus M.E. attribute x10 and add 3D6 I.S.P. per each additional level of experience.
9) Mystic Martial Art Powers: Select one (1) Mystic Art of Invisibility power per every three (3) levels of experience.
10) Other Bonuses: Bio-regenerate 2D4x10 M.D.C. per Minute and fatigues at one-tenth the rate of humans. +6 to
save versus horror factor. +4 to save versus psionics or magic of any kind. +8 to save versus mind control and
possession. +6 versus poisons, toxins and disease.

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Alignments: Unprincipled, Anarchist, Miscreant or Aberrant. Very rare Scrupulous.
Human/Base Attributes: I.Q. 3D6+18, M.E. 3D6+12, M.A. 3D6+13, P.S. 3D6+10, P.P. 3D6+10, P.E. 3D6+10, P.B.
2D10 +18, Spd. 5D6+18
Half form: -1 I.Q, +2 P.P., +2 P.E., +10 Spd.,, Animal form: -1 I.Q., +1 M.E., +5 P.P., +5 P.E., +20 Spd.
Race: Faerie folk; Asian fox shapeshifter trickster, Size: 5 feet +1D8 inches (up to 1.7 m)
Weight: 80 +1D6x10 pounds, M.D.C.: 2D4x10 M.D. +P.E. attribute number and 1D8 per level of experience.
Hit Points: Mega-Damage creature, Horror Factor: 0 in human form 10
Average Lifespan: Up to 450 years and do not appear to age until at least 300 years of age.
R.C.C. Skills:
Climb (+15%), Land Navigation (+15%), Prowl (+20%), Concealment (+20%), PickLocks (+20%),
Dance (+20%), Escape Artist (+10%), Pick Pockets (+20%), Wilderness Survival (+10%), Seduction (+30%),
Lore: Faerie (+15%), Lore: Demon&Monster (+15%), Lore : Magic(+15%), Lore : Psionic (+15%), Language: Faerie
(98%), Language: Japanese (98%), Literate: Japanese (98%), Language: Chinese (98%), Literate: Chinese (98%),
4 ancient WP of choice, Hand to Hand (2) Martial art of choice
R.C.C. Related Skills: Select five (5) other skills plus one (1) additional skill at levels two, five, eight, eleven and
fifteen. All new skills start at level one profiency.
Communications: Radio Basic only, Domestic: Any (+10%), Electrical: None, Espionage: Any (+10%),
Mechanical: None, Medical: First aid or Holistic medicine only, Military: None, Physical: Any, Pilot: None,
Pilot Related: Horsemanship only, Rogue: Any (+10%), Science: Any, Technical: Any (+5%), except computers or
any tech skills., Weapon Proficiencies: Ancient only, Wilderness: Any (+10%)
Secondary Skills: The character also gets to select two (2) secondary skills from the previous list at levels 1, 3, 6 and
10. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Vulnerabilities: Silver, & Bamboo items do double damage, To kill a Kitsune, the creatures M.D.C. must be reduced
to 200 points below zero, otherwise its incredible bio-regenreative powers will restore the kitsune in a matter of
minutes. However even then the Kitsune will reappear with in the next Red or Orange moon fully restored and looking
for vengeance unless its tail is cut off and burned. The kitsune resumes natural fox form when slain
Appearance: In any of the forms, they possess long, soft hair in shades of fiery red to orange to silver and very rarely
jet black or white. Eyes are small, round and a shimmering hue of blue, green or grey. Features are sharp with lithe
limbs and athletic slim build. Feet and hands are small. A tail is always present, long and bushy with a black or white
tip. They have a carefree gait and a perfect smile, with slightly prominent canines. They prefer light and/or baggy
clothing that allows full movement and are very fond of silk and flashy or sparkling items.
Habitat: Forest and grassy plains of Japan, but some have become fond of the cities. They have also been reported in
parts of Korea, China, India and even some of the other Asian islands, including the Philippines.
Enemies: Non per se except for maybe cat-like creatures and the Neko (Cat Hensei). Dislikes high-tech and those who
damage the land.
Allies: Mainly solitary. Enjoy the company of Tengu and Azarashi (Seal Henseiyosei) and any of the thieving
professions. They are also fascinated with men of magic and like the adventuring life.
Standard Equipment: One ornate traveling robe and outfit, three silk kimonos and a pair of black clothing with tabi
boots. Belt with eight small pouches, 1D4 small pouches, thieve's tools, a water skin, 2D4 days rations, backpack. Two
high-quality ancient weapons of choice, two daggers. Partial Silk or Light Armor. One minor enchanted magic item.
Money: 2D6x1000 credits in saleable items hidden in one of their dens.
Cybernetics: None; Kitsune cannot use bionics or cybernetics because of their natural healing abilities and
superhuman nature.

Art of The Fox


Entrance Requirements No Attribute or Alignment restrictions.
Skill Cost 10 Years

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CHARACTER BONUS
+5ps, +4pp, +8pe, +28spd, +5me, +200isp, +50ppe, +50hp, +120sdc, x4chi
COMBAT SKILLS
Attacks per Melee 7
Escape moves Roll with Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry, automatic Hold/Lock
Advanced Defensives Disarm, Multiple Dodge, Power Block/Parry (does damage!),
Automatic dodge, Automatic throw
Hand Attacks Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch +10 of
choice
Basic Foot Attacks Axe Kick, Crescent Kick, Reverse Turning Kick (Combination
Dodge/Kick), Roundhouse Kick, Side Kick, Snap Kick, Wheel Kick +6 of choice
Jumping Foot Attacks Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick
Special attacks Combination Grab/Head Bash (SPECIAL! First the attacker rolls
for a successful Strike. That's followed by a second Strike roll that represents
a bash of the attacker's forehead directly into the victim's face or head.
Damage is 2D6. No Parry or Dodge possible during the attack. Normal Critical
Strike Rolls apply.), Combination Grab/Kick, Combination Strike/Parry, Death
Blow, Elbow, Forearm, Knee, Leap Attack, Combination Lock/Strike, Combination
Hold Strike, Combination Dodge/Strike
Modifiers to Attacks Critical Strike, Critical Strike From Rear, Knock-Out/Stun,
Pull Punch, Death Blow
SKILLS INCLUDED IN TRAINING
Martial Art Powers Automatically receives the Special powers of Chi Defense, Chi
Relaxation, Sence Chi Abilitys, Dragon Chi,. Select a total of (12) powers from
among Body Hardening Exercises, Martial Art Techniques, and Invisbility Atrs,
(15) Chi, (6)Kata, ( 3) Zen , (5) Psionic Powers from (each catergory),and Ki
Manipulation. If desired, any number of Powers can be traded one-for-one for any
Basic Skill Program (excluding physical). Recommended Martial Art Powers are:
Chagi, Combination of Winter and Summer Training, Iron Hand,
Language Japanese(lv4), Chinese(lv4), English, Tibetan, Battle, Moralos
Physical Climbing, Prowl , Acrobatics, Gymnastics,Running, Adv. Swimming
Philosophical Bushido, Zen, Go, Chess
Survival Fasting, Wilderness Survival, Fishing, Hunting
Temple Meditation, Accupuncture, Accupressure, Holistic Medicine, Use Poison,
Calligraphy
Weapon Katas : WP claw-paired and weapon mastery+2lvs, bladestaff weapon
mastery+2lvs, WP Sword-paired and weapon mastery+2lvs, WP Knife-paired and
weapon mastery+2lvs +2 of choice.
LEVEL ADVANCEMENT BONUSES
1st = + 3p 4d 2s/r 1b/disthrow back flip/int crt/ko beh dthblow20
2nd= + 2dmg/p 1a/r/d/int 3throw
3rd= + 1a/r/dis/int crt/ko19 +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt
4th= +1p/b/backflip 22/throw/chi/atemi/dmg 3int
5th= + 1a/d/int x2chi 3dis crt/ko18 +1d6 dmg
6th= + 1s/b 2p/d/body/mar/ki/chi/atemi 3throw +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt
7th= +1a/p/d/int/backflip 2s/chi/ki/atemi dthblow19 +1d6 dmg weapons combat
8th =+ 1b/a/int/dis 2p/d /throw 3r/dmg crt/ko17
9th =+ 1a/r/int 2dmg 3b/dis crt/ko16
10th= + d/b 2s/chi/atemi/body/mar +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt
11th= +1int 2a/p/d/ 3b x2chi
12th= + 1b/throw/dis 2s/dmg/zen/inv/chi/ki
13th= + 1a/p/d/int/throw 2dmg/dis/chi/atemi +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt, learn continious chi mask
14th= + 1b/throw/dis 2zen/inv/body/mar +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt, learn permanent yin/yang kata
15th= + . a/int/ps/pp/pe
+2p/d/s/r/b/throw/dis/body/mar/chi/atemi/invis/zen/me/iq/spd 4dmg crt/ko15

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dthblw18 +2d6 dmg weapons combat, Fireball/Icebolt/Sparkball/Manabolt, learn to
assume pure chi form 20hp/scd/mdc/chi/isp/ppe
The "Essence Fireball/Icebolt/Sparkball/Manabolt," as it is known, is the
concentration of mind and body on focusing Chi into a destructive force. The
result is something like plasma, except that it is mystical in nature.
Fireball: 1d6 dmg to SDC, Hit Points, and Chi. A regular Fireball uses up 2 Chi,
and any extra chi points used will add damage to either SDC or Chi on a 1 for 2
basis. Only martial art Strike bonus can be used; however there is a +3 to
strike because it is partially mentally directed. If the victim parries he takes
half dmg anyway. Also he cannot roll with the punch regardless of whether he
parried or not. For every level of the Fox student, damage is increased by one.
The range of the fireball is 20 feet, plus 2 every level. The Fireball takes up
2 actions.
Against nonorganic substances, the fireball becomes especially destructive.
Multiply all damage by 2. The Shadow master can only use the fireball 4 times
per round.
Invulnerable characters are especially vulnerable to the fireball, taking
quadruple damage and save vs pain at -4 or be dazed(-6 to hit, parry, and dodge,
and lose init. and half their attacks for 1d6 rounds). Characters who are immune
to fire still take damage.
The fireball can be used in place of a parry, meaning that he
strike his opponent before he himself is hit, thus disrupting
parrying fireball can only be used against somebody attacking
doing something like a jump kick or leap attack, but gains an
strike and the attacker cannot defend.

has a chance to
the attack. The
from long range
additional +3 to

5th level the Fox Master can maneuver the fireball, gaining an extra attack at
5th level and every 2 levels afterward.

Battle Aura(Superior)=
100+100 (sdc/mdc)/lv =20/chi invested acts like a force
field 10chi to activate positive chi is white colored, negitave chi is black colored, while aura is up emitte light
equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absords
15chi either positive or negitave chi/chi point invested.
Chi/Mana Claws=
ps+1d10= removes 20 isp/chi/ppe from target/blade
typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack provides a bonus of +5p/s/int can link to melee
weapons to provide bonus to damage and to extend reach.
Elemental Aura =
can link to battle aura,also provides immunity to element used
fire(red)=+12protection/chi +12 dmg/chi 1ft radius/chi
water/ice(blue)=+12protection/chi +12dmg/chi 1ft radius/chi
earth/acid(brown)=+12protection/chi +12dmg/chi 1ft radius/chi absorbs 15ppe/chi
metal/electricity(silver)=+50protection/chi +12dmg/chi 1ft radius/chi
wood/poison(green)=+5protection/chi +12dmg/chi 1ft radius/chi absorbs 15isp/chi
wind/gass(yellow)=+5protection/chi +12dmg or ko 2d6melee/chi 20x20x20
cloud/chi 20+20ft/lv/chi
mana(gold)=+7protection/chi +12dmg/chi 1ft radius/chi absorbs
15chi/ppe/isp/chi
Chi Armor:pe+me x10+10+10/lv 1hr+1hr/lv +5parry(

)( )

Brown Rat Retromorph R.C.C.

The Brown Rat is one of the most common form of rat, due to their highly adaptive nature and practice of stowing
away on sea-faring vessels. They have traversed to every continent by such means and coupled with their high
reproductive rate, have maintained a strong foothold across the globe. They can be found in the sewer systems, at the
garbage dumps, in dwellings (abandoned or active), on the plains, in thick forests or brush. If anything can survive
there, you are more than likely to find a brown rat. With their further evolved states, they are even more of a force to
reckon with.
They are known to survive in almost any clime and are renowned scavengers. Their agility, nimble hands, and a degree
of intelligence supplement these skills, necessary attributes given that they still remain a food staple to larger creatures,
including Retromorph eagles, owls and felines. Another attribute that helps, but also gets them in a far share of trouble
is their sense of overwhelming curiosity, poking their noses into everything. Despite their name, they come in a variety
of colors.
In southern parts of North America, these creatures are quite rare and keep hidden due to their close resemblance to the
escaped mutant rats of Lone Star. The Coalition has yet to notice any difference in the RetroMorph rats and that of their
creations due to their prejudice and shoot to kill mentality. It is unknown at this time if these RetroMorphs and the Rat
mutants can interbreed.

Alignment: Any, but tend towards Unprincipled


Attributes: I.Q. 2D6+6, M.E. 3D6+2, M.A. 2D6+2, P.S. 3D6, P.P. 3D6+2, P.E. 3D6, P.B. 2D6+2, Spd 3D6+4
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 30 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 5, thick, dense fur.
P.P.E.: 18 +2D4 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or RetroMorph
Psionics sections. RetroMorphs are considered Minor psychics.
O.C.C.'s available: See RetroMorph O.C.C.'s for list of O.C.C.'s available to RetroMorphs.
Habitat: The Brown Rat can be found in almost any clime on any major island, city or wilderness. Normally tend to
dwell in or near forests with a sizeable body of water. Note: This indicates where the character was born and raised, not
necessarily where they are currently adventuring.
Reproduction: They usually will produce 4-8 young after four months of gestation. The rats may attempt to mate
every six months! Young will stay with the parents for no more than 5 months before being kicked out of the nest (but
may stay within the dens, as they are very social).

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Diet: Their diet consists of almost anything. They love grains, which they stockpile for winters and lean times. Given
the opportunity, they will devour anything within their grasp, including carrion, insects, spoiled food, you name it.
Communication: Speech is high-pitched and grutal; makes characteristic screeches and noises often. Non-rat
characters will be -15% to comprehend what the RetroMorph is saying. Also displays some basic emotions through
facial movements and through scent marking.
Average Life Span: 30 +1D6 years.
Size/Weight: 4 feet +1D8 inches (average of 1.37 m). 90 +2D10 pounds (40.5 to 49.5 kg).
Morphology: The Brown rat has good-sized cranium with a long snout, ending in long twitching, sensitive whiskers.
Ears are rounded and erect, rotating towards any sound. Eyes are small, round and black. The neck is thick, yet very
agile. The body is long, with a thick chest and supple spine, all covered in short, dense tan brown to jet-black to tawny
grey fur. Legs and arms are short, ending in long, thin, dexterous, prehensile naked fingers with soft pads and minute
claws. A long scaly, prehensile tail brings up the rear.
Erectal: Nearly fully biped. Will drop to all fours at times for top speed. Known to sit on haunches to feed or explore
with hands.
Forelimbs/Digits: Short, thinly-muscled arms covered in very short fur ending in 4 long, thin fingers (and prehensile
thumb) with claws capable of 1D6 S.D.C. (used primarily to help with climbing). Hands are hairless and may be any
color from pink, white, brown or black. Overall, appear very humanoid.
Hindlimbs/Digits: Legs are much thicker in the thighs and thin out to the calf. Feet are long with 4 dexterous toes and
a prehensile toe towards the side. They can be effectively used as a second pair of hands (with only a -15% penalty).
Feet are also hairless and may be any color, same as the hands.
Tail: 3 feet +1D6 inches long (roughly 1 m). Scaly, hairless and may be any color from pink, white, brown or black.
This tail is also semi-prehensile and is used to help with climbing and carrying items (-25% to manipulate items and
can carry items with diameter larger than 3 inches, but under 25 pounds (11.25 kg)).

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Land Navigation: (+30%).
Identify Plants and Fruits: (+30%)
Track Humans and Animals: 65%.
Preserve Food: (+25%).
Prowl: (+35%).
Climb: 98% (with help from prehensile hands, feet and tail, they can even run upside down at half speed).
Natural Weapons: Ever-growing incisors capable of 2D6 S.D.C. These incisors are quite large and surprisingly
sharp. They are used to gnaw through almost any S.D.C. structure with amazing speed.
Tactile Whiskers: The whiskers at the end of the snout are extremely sensitive, acting as added sensors to the rat.
They can sense changes in the direction of wind, movement in the dark, and act as feelers in complete darkness. +1 to
initiative.
Nightvision: The eyes are extremely sensitive to light, allowing almost perfect vision (color detail is lost at night),
absorbing all ambient light. With the help from its whiskers, the character can function without penalties in the dark,
unless it is completely pitch black (such as magical darkness). Even then, the RetroMorph only suffers half the
penalties. Field of vision is roughly 200 degrees.
Highly Acute Hearing: Hearing is heightened in these creatures, a trait that has kept them alive in this world of
predators. Ears are towards the back and top of the head, erect, rounded and quite large. They can rotate towards the
noise, allowing better triangulation to detect the source and distance away. These traits rival that of the battle cats of
Lone Star. +2 to initiative, +1 to parry and dodge. Judge Distance and Location of Noise: 73% +2% per level of
experience. Reduce this accuracy by -10% every 150 feet (45.7 m) of distance. Recognize and Identify Noise: 65%

9
+2% per level of experience. -20% for all non-animal sounds (robots, hovercycles, borgs, etc.). Reduce this accuracy by
-15% every 150 feet (45.7 m) of distance.
Sensitive Smell: The RetroMorph's sense of smell is much better than that of a human, but much lower than that of
a DogBoy. Identify Common Scents: Able to identify common and general smells such as other animals, cooking
food, trash, sewer and swamp gases, odor trails left by humans or animals, among others. 45% +3% per level of
experience. 100 feet (30.5 m) per level of experience. Indentify Specific Odors: Can identify certain individuals by
their scent alone. They can also attempt to detect some poisons, alien and other unique scents. The character must be
familiar with the subject and/or posses a personal affect (such as clothing, blood, hair, etc. to use as a reference). 25%
+2% per level of experience. 25 feet (7.6m) per level of experience.
Prehensile Feet: Easily able to walk and even run along branches and firmly grasp objects up to one foot (.3 m) in
diameter. Can also hang by feet and will be able to operate simple tools (like use a hammer or eat with feet) with only
-15% penalty.
Omnivorous Diet: Can digest and extrapolate nutrients from all edible plant and meat products. Can even eat fresh
carrion without any ill-affects.
Cheek Storage: Can store up to one cubic foot of material in each cheek, weighing no more than 6 pounds (2.7 kg)
in each cheek. The skin surrounding the mouth of these characters is extremely durable and elastic, allowing for the
storage of seeds found on its daily forages.
Sensitive Pads: The pads to their finger and toe tips are extremely sensitive to touch. Apply a bonus of +5% to any
skills requiring a delicate touch.
Toxic Resitance: The character is resistant to various gas, poisons and toxics. +3 to save versus toxics. Can also
hold his/her breath for 10+1D10 minutes.

Skills: Skills are based upon the Retromorph O.C.C. selected.


Powers and Abilities: Select 7 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation
selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following specialized
powers/abilities, as well as from the common Retromorph Adaptation list.
Near human speech: Minor characteristic noises during extreme emotions. Will speak one language at 85%
Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 40 pounds (15.75 kg). +1 P.S., +10 S.D.C. Tail
will also become 1 foot longer (.3 m).
Humanistic morphology: The face appears much more humanoid with flesh and small elongated ears on side of
head. Whiskers can be pulled together by muscles, appearing more like a fu-manchu mustache. Head becomes more
rounded with a muted muzzle. Body, arms and legs becomes more proportional, but still a bit long. Feet appear more
humanoid, but still possess long toes that are prehensile. Tail shrinks to about half its former length and can actually be
retracted into the spinal area with only the appearance of a bony spine to show for it. +2 P.B., +2D10 years to Average
Lifespan.
Semi-Prehensile Tail:>/B> The tail is also semi-prehensile and is used to help with climbing and carrying
items (-25% to manipulate items and can carry items with diameter larger than 3 inches, but under 25 pounds
(11.25 kg)) and can support the character's weight plus up to 40 pounds (18 kg).

Filipino Eagle Retromorph R.C.C.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst of evolution.
Due to this, each Retromorph character (even within the same species) is unique. As such, the creation of the Racial
class is slightly different than your average R.C.C., resulting in a (hopefully pleasurable) experience.

10
The Filipino Eagle, one of the most graceful and beautiful creature of the islands, considered to be a spirit of pride,
strength and beauty by the natives. These creatures live up to most of these beliefs, strong and fierce hunters with
elegant plumage. They are also expert navigators with a curiosity that leads them on numerous voyages.
They prefer high altitudes that allow them to soar endlessly, riding the thermals effortlessly. These high perches also
allow them perfect vantage points for location of prey, noting the layout of the land, as well as serving as unobstructed
sunning posts, allowing them to absorb a quick bit of solar energy. They are common forest flyers with phenomenal
agility allowing them to manuever within the dense forests to catch prey on the wing.
They rely on this agility along with their incredible eyesight to seek out prey. Their other senses seem to be on par with
humans, but are not heavily relied upon. Once a victim is spotted, they swoop down with amazing speed for a crushing
blow with its fierce talons. This is followed by a crushing blow to the neck with its menacing beak, capable of snapping
a lesser creatures spine. A swift clean kill lies within the attack of this marvelous eagle.

Alignment: Any, but tend towards Scrupulous


Attributes: I.Q. 2D6+4, M.E. 3D6+2, M.A. 2D6+6, P.S. 2D6+8, P.P. 3D6 (+10 while flying), P.E. 3D6+5, P.B. 2D6+8,
Spd 2D6+3 on land and 120 +2D10 while flying (around 100 mph or 160 kmph), 240 when diving (180 mph or 288
kmph)
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 35 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 7, thick feather plumage.
P.P.E.: 12 +2D4 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph
Psionics sections. Retromorphs are considered Minor psychics.
O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only
Habitat: The Filipino Eagle Retromorph is a large raptor, native to these islands, preferring heavy forest regions,
canopies and mountain ranges. Note: This indicates where the character was born and raised, not necessarily where
they are currently adventuring.
Reproduction: They usually lay one to four eggs that will hatch within one months time. The eagles will only attempt
to mate once every 4-5 years as hatchlings will saty with the parents for at least two years time.
Diet: Their diet consists of any type of meat. Their main prey include the various types of monkeys, but can also
include any fair-sized animal. They are also opportunists and will not pass up prey such as rats, fish, large lizards, other
birds and even carrion.
Communication: Speech is high-pitched and grutal; makes characteristic shrieks and noises often. Shrill voice, -20%
for others to interpret what the character is saying.
Average Life Span: 45 +1D6 years.

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Size/Weight: 5 feet +2D6 inches (average of 1.7 m). 70 +2D10 pounds (36 to 45 kg), their unique honeycombed
skeletal structure makes them extremely light, yet is sturdier than average bone in humans.
Morphology: The Filipino eagle has a large, thick beak (capable of 2D6 S.D.C.) with nostril slits at the base. The ear
holes are on each side of the head and are hidden beneath the thick plumage. Eyes are medium to large with golden
brown irises. The neck is somewhat long and thick, yet very flexible, able to almost completely around and allowing
the head to pivot upwards at much greater angles. Very thick, broad chest with a short thin waist. Except for the legs,
the entire body is covered in luxurious chestnut colored feathers with white edges and fringes. The head and thighs are
inversed with white feathers with brown tips. The head and neck feathers are also able to prick up and fan out, creating
a wonderous display.
Erectal: Fully biped.
Forelimbs/Digits: The arms are still greatly elongated into modified wings, but with forearms and hands extending
from the mid portion. The total wingspan can range from 18 feet to up to 32 feet (5.4 m to 9.7 m). Arms are thin and
scaled, yet heavily muscled with thin hands ending in large black sickle-like claws capable of 1D8 S.D.C.
Hindlimbs/Digits: Has humanoid thick thighs and thin calves covered a dense layer of feathers. The feet are scaly,
light yellow in color and consist of 3 long thin toes and one backwards pointing toe. Each toes also has sickle-like
claws capable of 2D6 S.D.C.
Tail: 2 feet +1D6 inche long feathers that fan out and act as a rudder while flying and are a major factor in the flying
agility.

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Land Navigation: 80% (from the air only, normal skill percentage otherwise).
Hunting Skill.
Track Humans and Animals: 55%.
Natural Weapons: Proficient in their claws and beak as a natural weapon, treat as W.P. Knife.
Winged Flight: The character is able to sustain long periods of flight at altitudes of up to 40,000 feet (12,192 m)
and can attain speeds up to 180 mph (due to specialized musculature, major organ adaptations, lung capacity, oxygen
absorbtion and retention, streamlined body and bone structure). The wings are also incredibly strong, able to lift an
additional 200 pounds (90 kg) without penalties. Flight stamina is also determined via the P.E. attribute model (page 8
of Rifts). As large as these wings are, they are also very flexible and compactible. When folded and tucked in under
garments, only a slight bulge is noticeable that can be easily mistaken for a heavily muscled back. These broad wings
can also be used offensively. A sweaping blow by a wing will do 1D10 S.D.C., while an all-out swipe will inflict 3D6
S.D.C., but will count as two attacks. While in flight, the wings are difficult targets to hit, opponents are -4 to stike.
Feathers: The feathers also provide protection from physical harm, as well as providing warmth and coolness (by
trapping air pockets within fluffed feathers). They also allow the eagle to function normally in conditions as high as 120
degrees down to -10 degrees Farenheit. They also convey +3 to roll with punch or fall.
Highly Acute Sight: The vision of these eagles is incredibly enhanced, allowing them to see details up to 1.5 miles
away (2.4 km). They posses full colorvision and binocularvision for clarity of sight. They are also able to pick up the
slightest movement, giving them a bonus of +4 to initiative, +1 to strike, parry and dodge. Nightvision is even
augmented to 1500 feet (457 m).
Sensitive Taste: The sensory buds within the tongue are sensitive to different taste sensations. This gives them a
reltive power of detect poison/toxin (unless odorless and tasteless) at a profiency of 40% +5% per each additional level
of experience.
Prehensile feet: Easily able to walk along branches and firmly grasp objects up to one foot (.3 m) in diameter. Can
also hang by feet and will be able to crudely operate simple tools (like use a hammer or eat with feet).

Skills: Skills are based upon the Retromorph O.C.C. selected.

12
Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation
selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following specialized
powers/abilities, as well as from the common Retromorph Adaptation list.
Omnivorous diet: Can digest and extrapulate nutrients from all edible plant and meat products.
Near human speech: Minor characteristic noises during extreme emotions. Will speak one Filipino language at
85%
Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 35 pounds (15.75 kg). +1 P.S., +10 S.D.C.
Also able to carry an additional 100 pounds (45 kg) in flight. Wingspan is at least 5 feet (1.5 m) longer.
Humanistic morphology: The face appears much more humanoid with flesh and small pointed ears. Top of head
will still be covered in white and golden feathers, but they will appear more hair-like. Will still posses a muted beak
with nostril slits. Body becomes more proportional, except for a thick, longish neck, very broad shoulders and massive
pectorals. Forearma, deltoids, pelvic region and shins will be covered in bushy patches of golden brown to chestnut
feathers. The rest of the body will be overlayed with thin, muted, hair-like feathers that almost looks like slightly fuzzy
flesh. The wings will move back to the shoulder blades as a full set of humanoid arms are formed. Hands have a rough
look about them but appear humanoid with dark, long talons that can retract like a cat into short, sharp nails. Legs are a
bit longer to even out uniformity and are heavily muscled. Feet appear more apeish in appearance, yet retain their
prehensileness along with retractable talons. +2 P.B., +1 M.A., +2D6 years to Average Lifespan.

Aardvark Retromorph R.C.C.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst of evolution.
Due to this, each Retromorph character (even within the same species) is unique. As such, the creation of the Racial
class is slightly different than your average R.C.C., resulting in a (hopefully pleasurable) experience.

Alignment: Any, but tend towards Scrupulous


Attributes: I.Q. 2D6+2, M.E. 3D6+2, M.A. 2D6+2, P.S. 10+2D6, P.P. 4D4, P.E. 3D6, P.B. 2D4, Spd 2D6+3
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 45 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 10, thick hide.
P.P.E.: 20 +3D6 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph
Psionics sections. Retromorphs are considered Minor psychics.
O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only

13
Habitat: The Aardvark Retromorph is a medium sized burrowing creature, native to Africa, preferring savannas,
grasslands and forest regions. Note: This indicates where the character was born and raised, not necessarily where they
are currently adventuring.
Reproduction: They usually have single births (twins are rare) after an eight month gestation and attempt to mate once
every 2-3 years.
Diet: Their main diet consists of ants and termites, but will occasionally eat other insects, some small mammals and
fruit.
Communication: Speech is rudimentary and grutal; makes characteristic noises often. Gruff voice, -20% for others to
interpret what the character is saying.
Average Life Span: 45 +1D6 years.
Size/Weight: 5 feet +1D8 inches (if standing fully erect = to 1.6 m). 150 +7D10 pounds (67.5 kg +7D10x.45 kg).
Morphology: The aardvark has a largish, blunt snout with oval nostrils that can flap close. 1.5 foot (.45 m) long sticky
tongue. Largish ears are towards top sides of head, erect and can be folded back to protect while burrowing. Eyes are
smallish and black. Neck is short and thick. Very thick, squat body, arched back. Thick, tough skin varying from grey,
yellowish grey to brownish grey. Very sparse hairs, with thin layer of fine, short hairs.
Erectal: Tends to crouch. Will only drop to all fours for top speed. Can use both arms with little difficulty. -1 to attack,
parry and dodge during rapid movement.
Forelimbs/Digits: Arms have 95% of the mobility of a human, hands are very dexterous. Has little difficulty with finer
tasks. -1 P.P., Maximum P.P. of 24. Arms are heavily muscled with thick hands and thick claw-like fingernails still
capable of 2D6 damage.
Hindlimbs/Digits: Has humanoid short, muscular legs with small feet ending in thick, short claws still capable of 2D6
damage.
Tail: 8 +1D6 inches long. Fleshy, tapering tail used to push dirt away when digging.

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Natural Weapon: Proficient in their claws as a natural weapon, treat as W.P. Knife.
Burrowing: Character can dig up to 6 feet per melee, up to hard clay material.
Highly Acute Smell: Can Track by scent: 68% + 5% per each additional level. Recognize individual scent
(humanoid): 45% +4%. +2 initiative if downwind.
Specialized Tongue: 1.5 foot long tongue can grasp small objects under 4 pounds and saliva is very sticky.

Skills: Skills are based upon the Retromorph O.C.C. selected.


Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation
selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following specialized abilities, as
well as from the common Retromorph Adaptation list.

14
Super Tongue: 5 foot (1.5 m) long tongue can crudely manipulate (and snatch up) small objects under 8 pounds
(can fire a small pistol with only -3 penalty). Saliva is a natural adhesive requiring strength of 17+ to remove. Can also
use tongue as modified whip (same as whip skill).
Omnivorous diet, can digest and extrapolate the necessary nutrients from all edible plant and meat products.
Near human speech, minor characteristic noises during extreme emotions. Will speak one African language at 85%
Increase height to 6 feet +1D6 inches. 200 +6D10 pounds. +1 P.S., +10 S.D.C.
Humanistic morphology: Will have a blunt, pig-like snout, extremely long tongue. Ears on side of head will be
pointed like an Elf. Eyes are dark. Thick neck and squat frame. Skin has light greyish tinge with very light colored
bodily hair, head has thin, light brownish grey hair. Skin is thick, but softer. +2 P.B., +1D10 years to Average Lifespan.
Tail is semi prehensile, able to grasp small objects (cannot fire gun or use weapons) OR character has no tail, your
choice.
Advanced Burrowing: Character can dig up to 15 feet per melee, up to hard clay material.
Super Smell: Can Track by scent: 98%. Recognize individual scent (humanoid and plant): 85% +4% per each
additional level. +4 initiative if downwind, can smell them coming a mile away. Identify poisons, items, etc. by scent:
58% +4%.

Common Retromorph Adaptations and Skills


All Retromorphs, unless noted otherwise in their individual description, can choose from the following abilities and/or
skills.
Note: Unless otherwise noted, these abilities cannot be selected more than once.

PSIONICS
Weather Forecast: Character is able to sense weather patterns (rain, tornadoes) up to 3D6 minutes in advance,
enabling him to take shelter and warn others in time. This also applies to freak storms caused by ley lines and rifts.

Sense Magnetic Fields: The Retromorph is able to sense the magnetic fields surrounding the Earth. This gives them
the equivalent of Land Navigation at 98%. They will also be able to sense a ley line and ley nexus, same as the Line
Walker abilities.

Empathy: Another example of the Retromorphs sensory abilities. Same as the Psychic Sensitive power but is 50%
more powerful.

Sense Presence: This is the same as the Psychic Sensitive power, except the Retromorph can sense the supernatural,
magic creatures, AND humans equally well.

ABILITIES AND SKILLS

15
Sunning: Almost every animal lays out in the sun at some point of the day to absorb some of the heat. With the
Retromorph's mutagenic genes, however, it is able to convert the sun's rays into energy. The creatures hair and skin
become solar receptors, absorbing and metabolizing the heat and light. For every fifteen minutes (60 melees) of
continuous exposure to the full rays of the sun, 1D4 H.P. and 2D4 S.D.C. will be healed. After one-half hour, enough
heat can be stored to keep the Retromorph warm for an entire 24 hour period, even in temperatures as low at -20
degrees farenheit. After one-half hour, the character will have absorbed enough energy to fuel it for 12 hours of normal
activity or 3 hours of active exertion and is also equal to 3 hours of rest. After one hour of sunning, the character must
move on into the shade or it will overheat.

Regeneration: The creature's metabolism and recuperative powers are greatly enhanced. They will heal four times
faster than an average human and minor cuts will scab over in one melee, major injuries will stop bleeding within 4
melees. Scarring will never occur with such an individual and the following bonuses are received: +1 P.E., +1 to save
versus poisons, toxins, disease and infections.

Land Navigation: Character is able to navigate by memorizing the sun's exact position in comparison to their current
location. This skill is also enhanced by the memorization of familiar scents, tastes and sounds. Same as the Land
Navigation skill, but at 70% +5% per level of experience.

High Rank/Beta: The Retromorph is a high ranking member within his clan/troop. He/she will usually be second in
command to the Alpha and commands respect from the rest of the clan/troop. This ability adds +3 M.A. in regards to
the clan, +2 M.A. to others of the same species, and +1 to all others. Also add +1 P.S. -1 M.A. if rank is lost.

Alpha or Dominant Leader: (Note: This ability takes takes the place of two (2) powers). The Retromorph is a superb
example of his/her species and will exude an aura of leadership and strength. A clan will follow loyally and without
question. Rank is usually not challenged more than once every few months, and is rarely fatal. This ability adds +6
M.A. (minimum M.A. 17) in regards to the clan, +4M.A. to others of the same species, and +2 to all others. Also add
+1 I.Q., +2 M.E., +1 P.S., +1 P.E. -2 M.A. if rank is lost or after 1/3 of average lifespan length of time.

Animal Warnings: Retromorph is familiar with all of the warning cries of the animals within his/her territory. Due to
this, character receives +3 initiative and +2 to parry or dodge during the first attack, within this setting. He/she will also
be able to decipher simple calls such as food, fire, etc. Note: A character will not be very familiar with any calls outside
of his/her territory, but will recognize some major similarities (+1 initiative). Character can take this more than once for
different territories, however.

Poison resistance: Many Retromorphs are born with or build up a resistance to poisonous venoms and toxins. +1 P.E.,
+5 versus natural venoms, +2 versus all other poisons/toxins.

Toxin resistance: The character is immune to Poisons, toxins, and toxic chemicals and applies to protecting internal
organs, as well as the exterior coat. Toxics such as sewage and oil will not harm, nor stick to the fur as easily. +2 P.E.,
+4 to save versus all poisons and toxins.

16
Parasitic Repellent: The character has natural enzymes within the blood stream taste awful to parasites (ticks,
mosquitoes, fleas). These enzymes are further affected by the mutagenic factors within the Retromorph, causing them
to constantly evolve, effectively keeping new strains of parasites away as well. With many Retromorphs being
completely covered in hair, this is a must have.

Advanced Intelligence: The individual's intelligence is above average for his/her species. +1D4 I.Q. Note: This ability
can only be taken once.

Advanced Mental Endurance: This character is like a solid rock, rarely unnerved. +1D6 M.E. Note: This ability can
only be taken twice.

Advanced Charisma: The character is a natural charmer and has influence within others . +1D6 M.A. Note: This
ability can only be taken twice.

Advanced Strength: This character is a naturally fit and has more raw strength than average. +1D4 +1 P.S. Note: This
ability can only be taken three times.

Advanced Endurance: The individual's stamina and endurance is incredible, usually a sentry or lead hunter. +1D4 +1
P.E. Note: This ability can only be taken three times.

Advanced Attractiveness: A natural beauty and always popular around mating season (and hunting season!). +1D4
P.B. Note: This ability can only be taken twice.

Advanced Speed: A born runner, also a lead hunter or messenger. +2D6 Spd. Note: This ability can only be taken four
times.

Fear Pheromones: The character exudes a chemical scent that stimulate a part of the brain responsible for primal fear.
All characters not protected by full environmental suits, within a twenty foot radius (10 foot if high winds) must roll to
save versus poison at -2 every 4 melees. A failed roll results in suffering -2 initiative, -1 parry and dodge and the
Retromorph temporarily receives bonus of +3 M.A.

Mating Pheromones: This is another chemical scent exuded when a character (male or female) causes themselves to
go into heat, but affects only characters of the opposite sex. All characters of the opposite sex not protected by full
environmental suits, within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4
melees. A failed roll results in suffering -2 initiative, -1 parry and dodge and the Retromorph temporarily receives
bonus of +4 M.A. and +2 P.B. Characters of different species (including humans and d-bees) will still be partially
affected, suffering -1 initiative and -1 parry.

17

Cleansing Saliva: The tongue exudes cleansing, deodorizing, as well as antibiotic agents within the saliva. Applying
the saliva (via the tongue or other applicator) to the body will serve all three of these purposes. It's like a shower and
bandage all in one!

Strengthened Tooth and Nail: These characters have claws and fangs (or other similar defensive or offensive
mechanism) composed of denser, more tensile material and enamel. Can use these mechanisms to attack or parry
against normal metal weapons or objects. Also adds +1D6 damage and +60 S.D.C. (to the claws, etc.).

Tooth and Nail Regrowth: These characters have claws and fangs (or other similar defensive or offensive mechanism)
that will regenerate within 2D10 hours.

Ultimate Omnivore: (Special: this ability requires that the character is already an Omnivore). Due to special enzymes
within the stomach, the character is able to break up almost any type of foodstuff and extract 100% of the nutrients
from it. He/she will be able to eat raw meat, hide, bone, fabric, even rotting carrion with no ill effect. Requires only half
the normal amount of food, due to this. +1 P.E., +3 versus all toxins/poisons.

Coat pattern: The coat is in a form of patterns and/or colors that breaks up the Retromorphs bodily outline, giving it a
excellent camouflage. +2 initiative, same as camouflage skill, but applying only to self, at 85%. Note: this ability is
only applicable when the character is not wearing anything.

Coat Alteration: (Note: This ability takes takes the place of two (2) powers) Due to environmental changes, subliminal
will, and/or concentration, the character is able to alter his/her coat in a variety of ways. They can change the color,
pattern, length, thickness or layers. A simple color change will only take 25 +2D10 minutes and pattern changes (added
power of camouflage, see above) will take 40 +2D10 minutes; each take -5 minutes per each additional level of
experience. Length change (shedding for shorter) and adding insulating layers will take 15 +1D10 minutes, -2 minutes
per each additional level. Note: Hair length cannot lengthen (or shorten by more than 3 times the normal length.

Prowl: Same as the skill, but at 85% +5% per each additional level.

Coat protection: Due to air-filled pockets and dense coverage, the characters coat actually adds a form of protection.
+3 to break fall, +2 roll with punch/fall/impact, +3D10 S.D.C.

Survival: This applies to new habitats not native to the character (example: a tiger out in the desert). Same as the skill,
but at 50% +5% per each additional level.

18
Climbing Claws: Note: Character must have some form of claws to begin with. Same as the Climbing skill or +20% if
skill is already selected.

VULNERABILITIES
Albino: Strangely, this ailment still exists to this day, resulting in pink skin and eyes, as well as a white coat. The whole
body will also be extremely sensitive to Ultra Violet rays (sun) and must be covered at all times. Failing to do so will
result in severe sunburn with long term exposure causing complications; worst case, cancer and ultimately death.

Parasites: Due to their constant exposure to the wilderness and thick coats, Retromorphs are ideal hosts for parasites.
This includes fleas, ticks, mites and even high susceptibility of getting worms. These pests, if not controlled, can cause
weakness due to blood loss, infections, spread disease, among other ailments. At the very least annoy the Retromorph
incessantly, causing penalties of -1 to initiative and -5% to skills that require delicacy and patience (due to scratching of
the uncontrollable itching).

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