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Nightmare Creature R.C.C.

The beings known simply as nightmare creatures are cursed beings that are forced to walk the world with constant conflict and turmoil in their lives. The nightmare creature is similar to were creatures being afflicted by an evil virus known only as the vile mutation, and one can only become a nightmare creature if killed by a nightmare creature. The nightmare creatures natural form is of a seven foot tall, blue reptilian skinned humanoid (very fine scales) with leathery batlike wings. Sharp yellow claws and long razor fangs are some of the creatures natural defenses. The eyes are always reptile-like and usually red, yellowish gold, sea green, or a deep sky blue. The nightmare creature can shapeshift into anything, the most common ploy is to transform into a small child of any race and luring foolish adventures into dark alleys making them its next meal and effectively creating another nightmare creature. Regardless of what the nightmare creature changes into there are some characteristics that will still be the same and those are, the eyes will always be the same color of the original creature except it can make its pupil look more round and human looking instead of the vertical slit like a reptile eye in the beasts natural form. The other characteristic are the fingernails which will always be yellow like the nightmare creatures but can be made to look shorter instead of the usual claw. The victims body will rise after three days and live a life as a nightmare creature (similar to vampires and other supernatural). The nightmare creature has superior shape changing abilities, and can create horrific illusions to frighten and torment others. Another ability of these evil creatures is to induce insanity in their victims leaving people with life long phobias and fears (hence nightmare creature). The vile creatures can also inflict beings with the awful disease known as the vile mutation that causes death and dismemberment to other beings if they are not killed by the nightmare creature and only wounded (if a victim is cut and inflicted and escapes the clutches of the evil nightmare creature the victim may sill die from the vile mutation disease all nightmare creatures carry to their graves, turning the dead victim into another nightmare creature in three days, unless they can recover and live from the vile mutation affliction then no transformation is taken place. Victims need to save vs. disease to avoid dying and becoming a nightmare creature.). The vile mutation is located in all parts of the body fangs, claws, blood, urine and stool, if any of these things are injected into the blood stream, via. bite, scratch, injection, or otherwise, the victim has a chance of contracting the disease. These creatures are dreaded and feared by all things including supernatural who the nightmare creatures love to torment and feed upon their abundance of P.P.E. energy. Nightmare creatures are usually hunted and killed by anything other than other nightmare creatures, the justice rangers have declared war on these vile creatures of darkness and hunt them anywhere they go, due to a conflict with the very first nightmare creature leaving ten justice rangers dead from the cruel beast. If a town, village or hamlet is tortured by these fiends the justice ranger will either rid the town of its supernatural foe or die trying.

Nightmare creatures first appeared in rifts earth in 101 P.A. when a foolish summoner opened a doorway to the nightmare creatures home world of swirling darkness and gray shifting mist. The summoner was simply peering into the portal of evil when a nightmare creature lashed out and ripped the poor summoners chest out and greedily devoured the sweet flesh as the summoners portal closed.

The sommoner died and laid upon his layers floor for the three days soon rising afterwards and walked the earth as a nightmare creature inflicted with the vile mutation, and that is the coming of the first nightmare creature on earth, from a person born of rifts earth and inflicted with a deadly disease sworn to turn the rest of rifts earth into a nightmare creature paradise. The sommoner\nightmare creature went on a killing spree that ended in a small town somewhere in Californias new west the creature was hunted by a small band of cyber-knights and justice rangers and a few sheriffs to destroy this foul evil creature. The battle ended up with half the cyber-knights all the justice rangers (part of the reason the rangers hate these creatures so much) and two of the sheriffs dead at the hands of this vile fiend. The remaining few burned their companions and the vile creature that killed them, fire is the only thing that can stop anyone from becoming this evil creation after they have been killed by one of these evil monsters and that is what must be done after a nightmare creature is killed, if this is not completed at the time of death the nightmare creature has a chance (not always) to rise in three days again and seek revenge on his would be assassins. Water is the only other substance that has any effect on the nightmare creatures making it very hard to kill a creature that is so immune to lasers, plasma, bombs and explosions (they can knock the creature down, and stun ect. but no real damage), ion, particle beam, projectiles, and all other manner of fire arms, disease, poisons, drugs, gases, bullets, punches, and kinetic based attacks, but the beast is still vulnerable to magic weapons (rune swords, millennium tree weapons, powerful holy weapons) ect., magic in general, psionics, mind control, hypnotic suggestion, fire (magic and normal fire both do full damage), and water (magic i.e. warlock and elemental magic) normal water as well (see rifts vampire kingdoms for great TW water guns), mirrors will hold the creature at bay (like a cross for vampires) only, no damage even if hit with a mirror it only frightens the monster to see its own terrible visage, if the creature is cornered with the mirror and trapped scared, it may lash out in fear breaking the mirror, it will no longer hold the creature at bay (watch out!). The nightmare creature is effectively a supernatural predator. Even the valiant efforts of these few champions didnt stop the twisted fate of the nightmare creature that now is becoming more and more common throughout the wilderness and very popular in Mexico where the nightmare creatures love to work in vampire groups and other undead beings and evil sorcerers as well as supernatural demons of all kinds, but even these fiends find it hard to trust such an abomination and frequently try to drive away these evil shapechanging monsters usually forcing them to live a solitary existence. Nightmare Creature R.C.C. also known as the Nightmare Beast, Night Prowler, Evil Death Changer, Deaths Lover, and The one who kills for fun and eats your guts, and shits out only bones and fur, this is the name juicers like to use (ha ha).

Requirements: None, the creature will be someone who was killed by a nightmare creature left to transform into one of these evil creations, or has got the vile mutation from a nightmare creature. The character is totally reborn with these new stats and abilities. Stats: I.Q.: 3d6, M.E.: 4d6+2, M.A.: 4d6+2, P.S.: 5d6+5, P.P.: 5d6+5, P.E.: 4d6+1, P.B.: 2d6, Spd.: 6d6+10. Note: P.S. and P.E. are supernatural, so bites and punches and kicks do M.D. damage plus disease if victim is cut by the fiend. H.P.: Starting H.P.s will be P.E.+4d8x10 +100 + 1d4x10 per level plus level one. Alignment: Any evil or selfish only, no good creatures exists. Psionics: Minor psionic needs to save 12 or higher, The nightmare creature gets four sensitive powers, and four physical powers at level one, no healing powers can be selected. The nightmare creature gets two psionic powers per level and can select super psi powers only at level 3 and up, no healing powers can be selected ever. Starting I.S.P. is M.E. plus 2d4x10 + 3d6 per level including level one. Magic: The nightmare creature is an all right spell user that is more of a natural spell caster other than a spell caster that studies the art. Spells come to the creature in meditation or trances that the creature does instead of normal sleep. The creature gets three spells at level one from any level one spells, the creature gets two spells per level and can only choose spells equal to or lower than the creatures current level. Starting P.P.E. is M.A. +3d6x10 +6d6 per level of creature including level one. Special R.C.C. bonuses: Plus one melee attack, +3 to Strike, +4 to Parry, +5 to dodge, +3 to roll with punch, +4 to Initiative, +5 vs. magic, and +6 vs. psionics, +3 vs. HF and another (+1) vs. HF at levels, three, six, nine, twelve, and fifteen. Gets a +20% Vs. Coma and Death. Natural Abilities: Immune to Poisons (both lethal and non-lethal), Disease, Drugs, Gases, Bullets, Lasers, Plasma, Bombs, Particle Beams, Ions, Punches, Kicks, all kinetic based attacks, do no damage but can stun, knockdown, knockout, a nightmare creature, still can be hurt by fire, water, magic, psionics, mind control, magic and holy weapons, as stated earlier. Horror Factor of 13 plus 1 to H.F. at levels, two, four, eight, eleven, and fifteen. Flight winged, the nightmare creature can fly with its leathery wings, it is very fast and agile creature in the air (like dragons and gargoyles), Maximum speed is 70 mph. plus 5 mph at levels three, five, seven, nine, eleven, thirteen, and fifteen. The creature has diseased fangs and claws and can kill anyone who is cut or bitten by the monsters claws or fangs, the victim must roll to save vs. lethal disease or contract the vile mutation turning the victim into a nightmare creature in three phases each phase takes one week. Phase one takes one week, the victims gets red eyes, green hue to the skin, knobs forming at the shoulder blades, if a person gets a remove curse spell in the first phase they can recover in six weeks with no ill effects, but if the first week (phase) is missed the character is doomed to become a nightmare creature. Phase two the person gets a flu like symptom and the eyes begin to glow and turn color from red to bluish, to green, to gold then back to red ect., their skin becomes rough and starts to peel, forming of the scales, the knobs on the shoulder blades turn to long protruding bone like shapes, one to two feet long, the person looks horrid and will

frightened all who see them HF:11, they smell bad and have longer teeth and sharper fingernails, the person is in such a bad state they have no P.P. bonus to strike, parry, or dodge, and attacks per melee are half, plus the victim always loses init. every time, movement is at half rate. The third phase is the worst, the victim will vomit blood all the time, and a thick green gel like substance will be leaking from the entire being, the person will always be tired and want to sleep, the gel will form around the person and make a hard resinous cocoon (cocoon has 200 M.D.C. and regenerates 4d6 per melee) that will last the remaining time of the transformation, when the last week is up the nightmare creature will break out to wreak havoc on the world. The nightmare creature can shape change into any type of normal human or animal shape as long as the size does not go over twelve feet long or tall or under three feet long or short can maintain this shape as long as it desires (some people believe them to be kin of Changelings because of this ability, but the nightmare creature is not a kin to them in any way its only rumor) the creature retains all its powers abilities and hit points that it normally had it just looks different (same basic rules as the changeling found in the Rifts conversion book see them for more info). Nightvision 500 the nightmare creature can see in normal and magical darkness. Horrific Illusion: The creature can make a horrific illusion (like the spell) upon will, the nightmare creature doesnt have to spend any P.P.E. it is a natural ability. The duration is until the creature wishes it to end the Illusion, and the nightmare creature can create two illusions at level one, plus one extra illusion at levels two, four, six, eight, ten, and thirteen, the victim must save Vs. magic just like the spell every time they are faced with the illusion. The nightmare creature can let out a scream that has an evil magic power about it, the victim must roll Vs. insanity or suffer a roll on the insanity table in Rifts main book, (if same phobia or insanity comes up roll again) the creature can emit this scream and all who are in a 200 range plus 10 per level of creature, all in range of the monsters scream must roll Vs. Insanity to avoid the effects of the scream, if they fail they get a life long insanity or phobia, if they make it no ill effects, the monster can scream as much as it wishes but it costs two attacks. Has very good vision, and can smell equal to a psi-hound, its hearing is very keen as well. Can sense supernatural creatures up to 150 away +10 per level of creature. Bio-Regeneration is 1d4x10 every minute. And if the creature is killed it must roll Vs. Coma or Death but gets a total of three extra rolls instead of the normal three (six total and the fiend only needs to save once to come back instead of twice or more!) if it fails all six then it is dead with no hope of recovery. On the other claw if the creature is burned with fire when it is killed no roll is made it will die instantly with no hope to return to life. Doesnt need air to breath or sleep or rest (only needs to meditate for two to four hours a day to remain a healthy sleep like condition), only eats the blood and flesh of its victims will not eat normal food (doesnt like normal food in any way prefers raw flesh over all other types of edibles). Can Track by smell alone at 35% +5% per level of creature. Very good and cunning hunter the nightmare creature can be seen as very animalistic at time especially when it is on the hunt and about to get a kill, they can be very coy and play with a victim like a cat and mouse game before it delivers the final mortal blow and eating its victim alive if it can, the nightmare creature believes there is nothing more horrid than being eaten alive by one so evil and gluttonous letting its victim hear its mouthfuls of victory and wicked laugh before death claims them (ghastly yuck!). The nightmare creature is very smart (equal to human I.Q.) can learn to use computers, operate vehicles and likes to use weapons of all sorts, they can use TW items naturally, and they love fast moving flying vehicles like hovercycles, or sky kings, ect. will acquire very little in the way of possessions or money and wealth, only needs a way to get around and a few mundane weapons if

they feel like blasting at their victim instead, they love melee weapons and magic archaic weapons are a must for these fiends who love to fight up close and personal. R.C.C. Skills, Climbing +5%, Swimming +10%, Wilderness Survival +5%, Demon and Monster Lore +10%, Prowl +15%, Identify Fruits and Plants +5%, Tracking +5%, Escape Artist +15%, Lore: Fairy, Hunting, Land Navigation +10%, Languages: Lang and Literacy in two languages at 98%, plus can speak two other languages at +30% cant read or write these, lit must be taken. Boxing, W.P. Any, W.P.: Any, W.P.: Any, Hand to Hand: Basic, or Expert at the cost of one skill or Martial Arts at the cost of two extra related skills, or assassin at the cost of three extra related skills. Related R.C.C. skills: The creature also gets seven other skills in the following areas, plus two skills at levels 2,4,7,8,10,13,15, all skills start at level one. The list of skills are as follows. Communications: Any, Domestic: Any, Electrical: Any, Espionage: Any: +15%, Mechanical: Any, Medical: First Aid only +5%, Military: Any:+10%, Physical: Any, Pilot:Any, except Robot and Power Armor Elite, Pilot Related: Any, Rogue: Any: +10%, W.P.s Any, Wilderness: Any +20%, Science: None, Technical: Any. Secondary Skills: The nightmare creature gets five secondary skill from the areas listed above not including the related bonuses above plus one skill at levels 2,4,6,8,10,13,15, all skills start at level one. Standard Equipment: Starts with two sets of clothes, suit of M.D.C. armor, backpack, knapsack, two utility belts, two modern energy weapons of choice, 1d10 e-clips for each weapon, one TW-weapon of choice, 1d4 small sacks, vibro-kinfe, vibro sword (or energy vibro sword), rope 100, poisoned food 48 meals to feed to enemys and if the creature is killed and the food taken,(save Vs. lethal poison or suffer 1d6x10 damage for 1d8 rounds), a few personal items. Money: 2d6x100 credits, Black Market Items: 4d6x1000. Vehicle: One of choice, 80% have hovercycles, 20% other types of vehicles. Cybernetics: None, can never use them due to the shape changing ability and Bio-regeneration that interferes. Experience: Use Werewolf experience table.

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