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Newtype RCC for Rifts

Created by Daniel Ross 05/26/03 Not always the most emotionally stable of people, Newtypes dominate the arena of mecha combat with ease. Combined with natural physical ability, their psychic link to mobile suits and other machines make them the pinnacle of piloting excellence. Unfortunately for them and those around them, this ability does not come without a cost. Typically the Newtype is socially retarded and emotionally imbalanced. They find their joy and purpose in life inside a cockpit only. Race: Psychic Humans only Alignment: Any Attributes: IQ: 3D6+2 ME:2D6+2 MA: 2d6+2 PS:3D6 PP:4D6+3 PE:3D6 PB:3D6 Spd:3D6 PPE: 2D6 due to spending energy developing psychic ability Height/Weight: Determined as per normal Human Hit Points/SDC: Determined as per normal Human ISP: 3D4x10 + ME, 10 ISP per level Considered a Master Psionic Special Psionic Powers 1) Newtype Mecha Link Due to their innate link to mecha, Newtypes receive the following Bonuses while engaged in Mobile Suit or Mecha combat: +12 to PP!!!!! +3 to Initiative +3 to ALL combat rolls (this is in addition to bonuses from PP boost) +3 attacks per round Auto Dodge ISP cost: 20 Duration: 3 melee rounds +1/level This power (like all of the Newtype Psi powers) is NOT voluntary. It simply occurs as soon as combat initiates. If there is not sufficient ISP, the Newtype is comparitively helpless. 2) Newtype Combatant Link

This can be much more of a detriment than a power, per se. What happens is when the Newtype begins combat with another psychic individual, a sort of rapport is started. The shock of this lowers the Newtypes abilities immediately. This will happen even if the opponent is not in a Mobile Suit, all that is needed is for there to be SOME form of combat between the Newtype and any level of psychic (minor, major, master) -2 attacks/melee actions lose initiative! 1st melee round, no strike is possible against that psychic. (can still dodge, roll, parry, enagage in combat with others) Where this may or may not be a power is the telepathic rapport between the Newtype and the other psychic in question. The opponent does not need to have the power of Telepathy for this to work. What basically happens is that the two start talking to one another, unless the other puts up a mind block . ISP Cost:15 Duration: 3 Rounds Again, this power is involuntary. Other psi abilities: Sixth Sense and a strange Clairvoyance- happens while asleep (10% chance per night, cumulative) will wake Newtype and not let he/she go back to sleep that night. The Newtype is stuck with these and ONLY these psi abilities for its total life span. Other penalties/vulnerabilities 1) Lose 3 Duels or contests of honor- 30% chance of insanity lasting until a battle is won decisively (GM discretion) 2) 20% chance of insanity when forced to watch loved ones perish in the fires of war. +20% if it could have been prevented by the Newtype, or was caused by the Newtype. OCC Skills Communication: Radio-Basic (+20%) Domestics: none Electrical: none Espionage: none Mechanical: none Physical: Hand to Hand: Martial Arts, Acrobatics, Boxing, Gymnastics (+20% where applicable) Pilot Skills: SPECIAL: A Newtype is a master pilot of ANYTHING. In a maximum of 3 rounds, this character can have a 98% with any powered vehicle (i.e. not

livestock) With systems familiar to the character (i.e. NGR power armor, Zeon Mobile Suits, etc) one round is all thats needed to reach that level. Where applicable, the character reacts as though he/she has Elite training in that vehicle. This is where the Newtype shines. Pilot Related: All (+20%) Rogue: none Science: Basic Math (+10%) Technical: One language and literacy in that language of choice (98%), Computer Operation WP: Sword, Paired Weapons, Energy pistol Wilderness Skills: none OCC Related Skills 4 from any except Espionage. +10% in anything related or possibly related to a mecha (pre-requisites needed for robot engineering and the like) Secondary Skills: 3 from any except espionage, medical, demolitions, and mechanical Standard Equipment 2 sets of clothing one energy side arm with 2 extra E-clips One knife One mecha (single crew only) Gm discretion 2 weeks of rations Starts with 2D6x 100 credits worth of black market goods or coins While the newtype is very limited in its scope, in their realm they reign supreme. However, when taken out of their Mobile Suit and placed in human situations, they often fail and cannot cope, therefore retreating into their safe womb inside MDC plating and armaments.

Artificial Newtype RCC


Created by Daniel Ross 05/27/03 With the realization that Newtypes were dominating the battlefield, and the other realization that there were only so many of these psychic piloting wonders to be found, a new way to tap the energy and prowess inherent in the Newtypes had to be found. Enter the age of the Artificial Newtype. Even more disjointed than their natural-born brethren, artificial Newtypes were more highly trained and yet still less reliable. Being a product of genetic manipulation has taken its toll on these marvels. Most suffer from one or many insanities, cope even less well with the

stresses of day to day life, and are even more driven (and capable) on the battlefield... to the point of obsession. Race: Psychic Genetically Manufactured Human only IQ: 3D6 ME: 2D6 MA: 2D6 PS: 3D6 PP:5D6 PE: 3D6 PB:3D6 Spd: 3D6+3 PPE: 1D6 only. Due to the development of their psi abilities and the fact that they are unnatural creatures Height/Weight: Human norm Hit Points/SDC: Human Norm ISP: 3D4x 10, +12 per level Considered a Master Psychic except for saving throws, then considered a Major Psychic. Special Psionic Powers 1)Artificial Newtype Link Even more intense than even the natural Newtype. The Artifiical Newtype has almost nothing but their Mobile Suit(s) and the bond with them. +12 to PP!!!! +3 to initiative +5 to all combat rolls (in addition to PP boost. All effects cumulative) +4 attacks per round Auto Dodge Auto Parry ISP cost: 30 Duration: 3 melee rounds +1 per 2 levels This Power is involuntary and simply engages whenever combat ensues. It refreshes automatically (until ISP is depleted) as long as combat continues. If still engaged in combat and out of ISP for this power, most Artificial Newtypes will retreat due to their sense of helplessness 2) Artificial Newtype Combatant Link This power has much more devastating effects on an Artificial Newtype than natural one. However, unlike the natural-born, the Artificial Newtype does not automatically set up a rapport with ANY psychic opponent. Only if telepathically contacted (via Newtype Combatant Link or simple telepathy) does

this power manifest itself. Many do not even know that it will happen until they are struck with it the for first time. Again, this sets up telepathic rapport with an opponent for 3 melee rounds, during which, the following penalties apply: -4 attacks per round Lose initiative During the entire 3 melee rounds, no strikes may be made against opponent with whom the rapport is set up. However, dodging, parrying, rolling, and strikes against other opponents is still possible. ISP cost: 20 Duration: 3 melee rounds Other psi abilities are limited to Sixth Sense and See Aura. No other psi powers are ever possible. Other penalties/vulnerabilities 1) If fighting against another Newtype of any sort, the Artificial Newtype will have a 50% chance of going insane if he/she loses. Tyically (80%), they will go into an almost idiot savant state, whereby the only stimuli they respond to is Mobile Suit combat. Beyond that, they will simply follow the orders of anyone who speaks to them. 2)Upon discovery that one is an Artificial Newtype, 40% will go insane (idiot savant state is most likely-60% chance). If they fight the insanity, they are free to do as they please, often turning against their former masters. 3)Masters of their destiny: During the process of construction, the Artificial Newtype is also brainwashed into being a military slave to whatever organization spawned them. Typically this means recognizing uniforms and rank insignia, and kow-towing to anyone in proper uniform that shows a higher rank than they hold. Note: Player characters will most likely already have discovered what they are and freed themselves from their bonds of servitude. OCC Skills As said before, Artificial Newtypes are actually better trained than normal Newtypes. However, their training has much more focus and direction. Communications: Radio Basic (+10%), Scramblers (+10%) Domestics: none Electrical: none Espionage: Disguise, Pick Locks (+5% each) Mechanical: none Medical: First Aid only

Military: Demolitions (+10%) Physical: Hand to Hand: Martial Arts, Acrobatics, Boxing, Gymnastics, Prowl (all skills +20% where applicable) Pilot Skills: Special: An Artificial Newtype is a master pilot of ANY one person mobile suit, power armor, or other mecha. Within a maximum of 3 melee rounds, they can pilot any of these with a skill level of 98%. With basic systems familiar to the character, one round is all that is needed to reach that level. Wherever applicable, the character has the equivalent of Elite training in that mecha. No other piloting skills attain this purity. Pilot Related: All (+20%) Rogue: none Science: none Technical: Literate and speaks one language of choice 98% WP: Sword, Paired Weapons, Energy Pistol, Energy Rifle, two others of choice Wilderness:none OCC Related Skills Due to their training and slave-like upbringing, only 2 skills +1 every 4 levels are available to the character. Choices are limited to: Communications, Physical, Pilot, and WPs Secondary Skills: 2 from any except Electrical, Espionage, Mechanical, Medical, or Rogue +1 every 4 levels Standard Equipment/Money: Typically, one mobile suit will be assigned to the conscript, all other needs are taken care of by whatever military establishment created them. They are also not paid. If an escapee, one mobile suit, one side arm with 2 extra e-clips, and the clothes on their back. Everything else needed must be bartered for or flat out stolen.

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