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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

long erect ears. Their have been rare reports of a stark white as well as a jet black variety. 100 feet (30. Maximum size attainable is 5 feet 10 inches (1. 6) Euphoric Embrace (special): The loving embrace of the Kitsune is even more intoxicating and debilitating.8 km) per level of experience to detect ley lines.5 m) per level of experience to detect specific types of paranormal creatures. seasoned with an occasional muted bark or yelp. a long bushy tail with a white or black tip. including gases. and -6 on initiative and all combat bonuses for the first melee round of any fighting that might break out. Hands and feet are petite. giving way to a very alluring male or female character with a very distinct asian appearance. but only for shorter periods of time (10 hours (400 melees) per level of experience). +3 to initiative. • The character is able to recognize and accurately identify general/common/known smells. can transform as often as three (9) times per day (24 hour period). although it still remains almost fully erect and retains its intelligence. Note: Mega-Damage nonhumans and supernatural beings are +2 to save. but extremely nimble. Limitation: None. human speech (allowing the casting of spells) and gain a boost in agility. Little will escape the Kitsune's attention within a 90 foot (27. Half Form: Their merged form looks like a humanoid fox covered in short fur. • Identify specific odors. Penalties: -10% to perform skills. 3) Supernatural Hearing: The character is much more sensitive to a broader range of sound levels compared to a human.1 m) per level of experience. Limitation: None. The only animalistic traits that remain even in this form include small brightly-colored eyes. Range: 90 feet (27. Duration: One month. delicate.5 kg). objects or other creatures. the Kitsune shares the canine's olfactory abilities on a supernatural level. 4) Supernatural Sight: Nightvision.5 m). Range: 150 feet (45. as well as supernatural creatures. Animalistic features become completely muted. and other distinctive odors. albeit a bit larger than norm. Features are sharp and their build is slim and athletic. +4 to save versus ambush/sneak or back attack. Range: 20 feet (6.75 m) and 160 pounds (72 kg). intoxicating perfume and even the Kitsune’s breath is sweet and as fresh as a springtime breeze. 55% +3% per level of experience to detect specific types of paranormal creatures. may transform into the merged form as many times as they wish during any period of time. 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. and See the Invisible 500 feet (152 m). Fox Form: In this form the Kitsune appears as a perfect specimen of the fox species. at which time.5 m) range. They are also skillful at taking on other guises. dexterous hands and small black paws. food. including the scent of specific individuals. Can also identify specific sounds known to them. It is believed that this is their natural state. pointed snout ending in tactile whiskers. Hair coloration still remains bright red to orange or a luxuriant silver. 2) Supernatural Smell: Similar to a Dog-boy. adding to their striking beauty.2 mortal would only befall an embarrassing prank. may transform into animal form as many times as they wish during any period of time. 5) Dynamic Attraction (special): Kitsune release a cocktail of pheromones that creates a light. The powerful attraction causes its victims to keep their eyes on the Kitsune and distracts them from what’s going on around them. 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. Duration: Unlimited. Base Skill: 65% +3% per level of experience.2 m) and 50 pounds (22. Limitation: Will always have same Asian look and natural sex type as their default human persona. The cycle then starts anew. This alone affects people attracted to that particular sex (within a 15 foot radius) to feel stimulated and quite tantalized by the luscious individual. See Auras. Base Skill: 50% +2% per level of experience. Saving Throw: 18 or higher to save. It is similar to that of a were-fox. plus any bonuses to save vs mind control would apply. Range: 90 feet (27 m) per level of experience. Minimum size attainable is 4 feet tall (1. Base Skill: 58% +3% per level of experience. but their have been stories of twisted mayhem. one-half mile (. Due to their ancestry. the Kitsune must revert to animal form for one entire days time (24 hours). Traveling foreign trails are also likely areas of ambush by these jesters' unearthly jokes or penchant for thievery. -8 to save vs Hypnotic Suggestion or any form of mind control from the Fox Faerie. 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.7 m) per level of experience to detect magical/psychic energies. slightly pointed ears and a bushy tail that is usually skillfully concealed in a pant leg. The . • The Kitsune can actually smell magical and psychic energies. as well. they are also closely tied to the earth and have been known to be staunch defenders to those who defile it. Speech for the most part is comprehensible. They retain full intelligence. endurance and speed. Base Skill: 80% +2% per level of experience to detect magical/psychic energies. Duration: 30 hours per level of experience.

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

Feet and hands are small. PickLocks (+20%). Skills: Climb (+15%).. thieve's tools. 3D6+18.C.C. 3D6+10. All secondary skills start at the base skill level.C. backpack.E. R. including the Philippines.D. Animal form: -1 I. Miscreant or Aberrant. Pick Pockets (+20%).S. Rogue: Any (+10%). Electrical: None. P. A tail is always present. & Bamboo items do double damage.D. They prefer light and/or baggy clothing that allows full movement and are very fond of silk and flashy or sparkling items.C. Vulnerabilities: Silver. five. Prowl (+20%). 3D6+10. The kitsune resumes natural fox form when slain Appearance: In any of the forms. Domestic: Any (+10%). attribute number and 1D8 per level of experience.C. Physical: Any.P. Dance (+20%). Language: Japanese (98%). 3D6+13.B. Size: 5 feet +1D8 inches (up to 1. Standard Equipment: One ornate traveling robe and outfit. Enjoy the company of Tengu and Azarashi (Seal Henseiyosei) and any of the thieving professions. All new skills start at level one profiency. 4 ancient WP of choice.. Seduction (+30%).. Science: Any. Concealment (+20%). Hand to Hand (2) Martial art of choice R. except computers or any tech skills. Espionage: Any (+10%). +P. India and even some of the other Asian islands. 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.C.4 Alignments: Unprincipled. P. 3D6+10.. Literate: Japanese (98%). Language: Faerie (98%). with slightly prominent canines. a water skin. Lore : Psionic (+15%).Q.: 2D4x10 M.E. Race: Faerie folk. eight. Wilderness Survival (+10%).E. Technical: Any (+5%). only. the creature’s M. China. Partial Silk or Light Armor. Lore: Faerie (+15%). One minor enchanted magic item.. Two high-quality ancient weapons of choice. Human/Base Attributes: I. Wilderness: Any (+10%) Secondary Skills: The character also gets to select two (2) secondary skills from the previous list at levels 1. Hit Points: Mega-Damage creature. Weapon Proficiencies: Ancient only.. Lore : Magic(+15%). They are also fascinated with men of magic and like the adventuring life. To kill a Kitsune. Literate: Chinese (98%). Related Skills: Select five (5) other skills plus one (1) additional skill at levels two. Anarchist. 1D4 small pouches. They have a carefree gait and a perfect smile.P. Skill Cost 10 Years . M.E. 5D6+18 Half form: -1 I. Lore: Demon&Monster (+15%).. green or grey. Kitsune cannot use bionics or cybernetics because of their natural healing abilities and superhuman nature. Dislikes high-tech and those who damage the land. Enemies: Non per se except for maybe cat-like creatures and the Neko (Cat Hensei).A. +2 P. Language: Chinese (98%). Medical: First aid or Holistic medicine only. +5 P. three silk kimonos and a pair of black clothing with tabi boots. soft hair in shades of fiery red to orange to silver and very rarely jet black or white. Art of The Fox Entrance Requirements No Attribute or Alignment restrictions. skills are limited (any. Also. must be reduced to 200 points below zero. Eyes are small. but some have become fond of the cities. Allies: Mainly solitary. They have also been reported in parts of Korea. 2D10 +18. none) as previously indicated in the list. +2 P. Belt with eight small pouches. M. P. they possess long. P. Communications: Radio Basic only. Very rare Scrupulous.E. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. otherwise it’s incredible bio-regenreative powers will restore the kitsune in a matter of minutes.P. Mechanical: None. Cybernetics: None. Land Navigation (+15%). eleven and fifteen. M. round and a shimmering hue of blue.Q. Money: 2D6x1000 credits in saleable items hidden in one of their dens. Habitat: Forest and grassy plains of Japan. long and bushy with a black or white tip. 2D4 days rations. 6 and 10. +10 Spd. +20 Spd. 3.E.D.Q. +1 M. two daggers. Features are sharp with lithe limbs and athletic slim build. Pilot: None. Escape Artist (+10%). However even then the Kitsune will reappear with in the next Red or Orange moon fully restored and looking for vengeance unless it’s tail is cut off and burned. +5 P. Pilot Related: Horsemanship only..7 m) Weight: 80 +1D6x10 pounds. Military: None. Asian fox shapeshifter trickster.. 3D6+12. Spd.

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

except that it is mystical in nature. Fireball/Icebolt/Sparkball/Manabolt. plus 2 every level. The from long range additional +3 to 5th level the Fox Master can maneuver the fireball. The fireball can be used in place of a parry. The range of the fireball is 20 feet. learn to assume pure chi form 20hp/scd/mdc/chi/isp/ppe The "Essence Fireball/Icebolt/Sparkball/Manabolt. The Shadow master can only use the fireball 4 times per round. taking quadruple damage and save vs pain at -4 or be dazed(-6 to hit. Elemental Aura = can link to battle aura.6 dthblw18 +2d6 dmg weapons combat. has a chance to the attack. and half their attacks for 1d6 rounds). A regular Fireball uses up 2 Chi. the fireball becomes especially destructive. The Fireball takes up 2 actions. is the concentration of mind and body on focusing Chi into a destructive force. Characters who are immune to fire still take damage. Invulnerable characters are especially vulnerable to the fireball. Only martial art Strike bonus can be used. and dodge. The result is something like plasma. and Chi.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( )( ) . 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. 12dmg from touch/chi invested duration is 4+1hrs/chi invested. however there is a +3 to strike because it is partially mentally directed. Battle Aura(Superior)= 100+100 (sdc/mdc)/lv =20/chi invested acts like a force field 10chi to activate positive chi is white colored. but gains an strike and the attacker cannot defend. Fireball: 1d6 dmg to SDC. and lose init. gaining an extra attack at 5th level and every 2 levels afterward. and any extra chi points used will add damage to either SDC or Chi on a 1 for 2 basis. while aura is up emitte light equivalent to true sunlight up to 1000ft radius. Hit Points. Also he cannot roll with the punch regardless of whether he parried or not. negitave chi is black colored. parry. meaning that he strike his opponent before he himself is hit. If the victim parries he takes half dmg anyway. Multiply all damage by 2." as it is known. For every level of the Fox student. Against nonorganic substances. damage is increased by one. thus disrupting parrying fireball can only be used against somebody attacking doing something like a jump kick or leap attack.

P. Armor Rating: 5.: 18 +2D4 P. owls and felines. Spd 3D6+4 Hit Points: P.B.E. 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.C. O.C. not necessarily where they are currently adventuring.E. P. Magic: None initially. +1D6 per each additional level of experience.C.E. in dwellings (abandoned or active). you are more than likely to find a brown rat.'s for list of O.C. as they are very social). +1D6. Normally tend to dwell in or near forests with a sizeable body of water. 3D6. they come in a variety of colors. +1D4 per each additional level of experience.P. M. in thick forests or brush. P. Another attribute that helps. They have traversed to every continent by such means and coupled with their high reproductive rate. 2D6+2. 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. unless learned from O.7 Brown Rat Retromorph™ R. on the plains. The Brown Rat is one of the most common form of rat. dense fur. but also gets them in a far share of trouble is their sense of overwhelming curiosity. S. necessary attributes given that they still remain a food staple to larger creatures. Reproduction: They usually will produce 4-8 young after four months of gestation..E. these creatures are quite rare and keep hidden due to their close resemblance to the escaped mutant rats of Lone Star. 2D6+2. . +1D8 per each additional level of experience. They can be found in the sewer systems. thick.D. nimble hands. It is unknown at this time if these RetroMorphs and the Rat mutants can interbreed. They are known to survive in almost any clime and are renowned scavengers. Alignment: Any.C.C. P.D. If anything can survive there. I. With their further evolved states. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or RetroMorph Psionics sections.S.: 30 +2D10 S.D.S. M.'s available: See RetroMorph O. 2D6+6.C. at the garbage dumps. 3D6. Natural S.P.: 30 +2D10 I.'s available to RetroMorphs. have maintained a strong foothold across the globe.C.C.P. and a degree of intelligence supplement these skills. In southern parts of North America. poking their noses into everything.P.S.A. P. due to their highly adaptive nature and practice of stowing away on sea-faring vessels.. Their agility.E. Despite their name. 3D6+2. they are even more of a force to reckon with. including Retromorph eagles.P. Habitat: The Brown Rat can be found in almost any clime on any major island. Note: This indicates where the character was born and raised. but tend towards Unprincipled Attributes: I. city or wilderness.C. RetroMorphs are considered Minor psychics. 3D6+2.C.Q.C.C.

Ears are towards the back and top of the head. +1 to parry and dodge. thinly-muscled arms covered in very short fur ending in 4 long. Natural Abilities:  Wilderness survival: Same as the skill. you name it. Known to sit on haunches to feed or explore with hands.  Identify Plants and Fruits: (+30%)  Track Humans and Animals: 65%. Size/Weight: 4 feet +1D8 inches (average of 1. allowing almost perfect vision (color detail is lost at night). movement in the dark. brown or black.D. Forelimbs/Digits: Short. Overall.  Preserve Food: (+25%). Legs and arms are short. spoiled food.  Tactile Whiskers: The whiskers at the end of the snout are extremely sensitive. (used primarily to help with climbing). Given the opportunity.  Nightvision: The eyes are extremely sensitive to light. With the help from its whiskers. These traits rival that of the battle cats of Lone Star. Eyes are small. dense tan brown to jet-black to tawny grey fur. 90 +2D10 pounds (40.C. rounded and quite large. allowing better triangulation to detect the source and distance away. the RetroMorph only suffers half the penalties. +2 to initiative. rotating towards any sound. +1 to initiative. including carrion. Feet are long with 4 dexterous toes and a prehensile toe towards the side. hairless and may be any color from pink.7 m) of distance. yet very agile. round and black. dexterous. Non-rat characters will be -15% to comprehend what the RetroMorph is saying. ending in long twitching. The neck is thick. Judge Distance and Location of Noise: 73% +2% per level of experience. same as the hands. appear very humanoid. Recognize and Identify Noise: 65% . They love grains. Also displays some basic emotions through facial movements and through scent marking. which they stockpile for winters and lean times. but under 25 pounds (11.C.5 kg). prehensile tail brings up the rear. A long scaly. thin. Will drop to all fours at times for top speed. Morphology: The Brown rat has good-sized cranium with a long snout. Even then. Reduce this accuracy by -10% every 150 feet (45. Average Life Span: 30 +1D6 years. and act as feelers in complete darkness. They can be effectively used as a second pair of hands (with only a -15% penalty). The wilderness is the Retromorph's home. structure with amazing speed. with a thick chest and supple spine. prehensile naked fingers with soft pads and minute claws. These incisors are quite large and surprisingly sharp.  Climb: 98% (with help from prehensile hands.8 Diet: Their diet consists of almost anything.D. Ears are rounded and erect. white. 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. Scaly.  Natural Weapons: Ever-growing incisors capable of 2D6 S. Hindlimbs/Digits: Legs are much thicker in the thighs and thin out to the calf. They are used to gnaw through almost any S. but at 98%. Tail: 3 feet +1D6 inches long (roughly 1 m). makes characteristic screeches and noises often. white. sensitive whiskers. a trait that has kept them alive in this world of predators. ending in long. thin fingers (and prehensile thumb) with claws capable of 1D6 S. They can rotate towards the noise. erect. absorbing all ambient light. Communication: Speech is high-pitched and grutal.  Prowl: (+35%). all covered in short. they can even run upside down at half speed). brown or black. insects. Feet are also hairless and may be any color.  Highly Acute Hearing: Hearing is heightened in these creatures. They can sense changes in the direction of wind. feet and tail. Hands are hairless and may be any color from pink. Field of vision is roughly 200 degrees.C. The body is long.5 to 49.  Land Navigation: (+30%). acting as added sensors to the rat. unless it is completely pitch black (such as magical darkness).37 m). they will devour anything within their grasp.25 kg)).D. the character can function without penalties in the dark. Erectal: Nearly fully biped.

but still a bit long. +1 P. They can also attempt to detect some poisons.  Sensitive Pads: The pads to their finger and toe tips are extremely sensitive to touch.C..C.45 m) and weight by 40 pounds (15. appearing more like a fu-manchu mustache.C. but under 25 pounds (11.7 m) of distance.S. but much lower than that of a DogBoy. hovercycles. The skin surrounding the mouth of these characters is extremely durable and elastic.  Near human speech: Minor characteristic noises during extreme emotions.5 feet (. +10 S. Can also hold his/her breath for 10+1D10 minutes.  Humanistic morphology: The face appears much more humanoid with flesh and small elongated ears on side of head. +3 to save versus toxics.7 kg) in each cheek. Due to this.B. hair. as well as from the common Retromorph Adaptation list. but still possess long toes that are prehensile.3 m). selected. Apply a bonus of +5% to any skills requiring a delicate touch.C.  Sensitive Smell: The RetroMorph's sense of smell is much better than that of a human. etc. Whiskers can be pulled together by muscles. Identify Common Scents: Able to identify common and general smells such as other animals. +2 P. etc. Tail will also become 1 foot longer (.D..C. odor trails left by humans or animals.  Omnivorous Diet: Can digest and extrapolate nutrients from all edible plant and meat products. Filipino Eagle Retromorph™ R.). Head becomes more rounded with a muted muzzle. borgs. resulting in a (hopefully pleasurable) experience.C.  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. 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. alien and other unique scents.. Can even eat fresh carrion without any ill-affects. as they are still a varied lot. each Retromorph character (even within the same species) is unique.  Toxic Resitance: The character is resistant to various gas.5 m) per level of experience. Body. the creation of the Racial class is slightly different than your average R. Will speak one language at 85%  Increase Size: Height is increased by 1. 45% +3% per level of experience. weighing no more than 6 pounds (2.9 +2% per level of experience. As such. 25% +2% per level of experience.3 m) in diameter. .C. 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. arms and legs becomes more proportional. sewer and swamp gases. Feet appear more humanoid. +2D10 years to Average Lifespan.75 kg). Reduce this accuracy by -15% every 150 feet (45. 100 feet (30. The character must be familiar with the subject and/or posses a personal affect (such as clothing. cooking food. Indentify Specific Odors: Can identify certain individuals by their scent alone.  Cheek Storage: Can store up to one cubic foot of material in each cheek.25 kg)) and can support the character's weight plus up to 40 pounds (18 kg). allowing for the storage of seeds found on its daily forages. These creatures are a bit different than you average R.  Prehensile Feet: Easily able to walk and even run along branches and firmly grasp objects up to one foot (. 25 feet (7. among others..C.C. Powers and Abilities: Select 7 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Skills: Skills are based upon the Retromorph O.6m) per level of experience. Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities. trash. still in the midst of evolution. poisons and toxics. to use as a reference). blood. -20% for all non-animal sounds (robots.

C. 2D6+4. 240 when diving (180 mph or 288 kmph) Hit Points: P.E. This is followed by a crushing blow to the neck with its menacing beak. allowing them to absorb a quick bit of solar energy. but can also include any fair-sized animal. These high perches also allow them perfect vantage points for location of prey. These creatures live up to most of these beliefs. They rely on this agility along with their incredible eyesight to seek out prey.: 12 +2D4 P. 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.: 30 +2D10 I. P. +1D6 per each additional level of experience. one of the most graceful and beautiful creature of the islands. P. riding the thermals effortlessly.C. They are common forest flyers with phenomenal agility allowing them to manuever within the dense forests to catch prey on the wing.C. unless learned from O.P.10 The Filipino Eagle. 2D6+8.S.B. S.S. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. They are also opportunists and will not pass up prey such as rats. M. Spd 2D6+3 on land and 120 +2D10 while flying (around 100 mph or 160 kmph). they swoop down with amazing speed for a crushing blow with its fierce talons.P. 3D6+2. They prefer high altitudes that allow them to soar endlessly. Magic: None initially..C. other birds and even carrion. strength and beauty by the natives.C. 3D6+5. Average Life Span: 45 +1D6 years.'s only Habitat: The Filipino Eagle Retromorph is a large raptor. as well as serving as unobstructed sunning posts.C. Their main prey include the various types of monkeys. native to these islands. thick feather plumage. but tend towards Scrupulous Attributes: I.P.D. Their other senses seem to be on par with humans. M. strong and fierce hunters with elegant plumage. Note: This indicates where the character was born and raised.C.E. P. fish.P. O. large lizards. -20% for others to interpret what the character is saying. Armor Rating: 7. Alignment: Any. Communication: Speech is high-pitched and grutal. +1D6. 2D6+6. They are also expert navigators with a curiosity that leads them on numerous voyages. Retromorphs are considered Minor psychics. canopies and mountain ranges.E..S.P. +1D4 per each additional level of experience.E. Diet: Their diet consists of any type of meat. capable of snapping a lesser creatures spine. not necessarily where they are currently adventuring. noting the layout of the land. Reproduction: They usually lay one to four eggs that will hatch within one months time. P. Shrill voice.E. I.Q.A. 2D6+8. +1D8 per each additional level of experience. but are not heavily relied upon.D.'s available: Any of the Specialty Retromorph O. makes characteristic shrieks and noises often.C. considered to be a spirit of pride. Natural S. P. preferring heavy forest regions. .C.D. 3D6 (+10 while flying). Once a victim is spotted. A swift clean kill lies within the attack of this marvelous eagle.: 35 +2D10 S.

only a slight bulge is noticeable that can be easily mistaken for a heavily muscled back. The neck is somewhat long and thick. but will count as two attacks.D. but with forearms and hands extending from the mid portion. major organ adaptations. These broad wings can also be used offensively. Erectal: Fully biped. lung capacity. While in flight. Very thick. The wings are also incredibly strong.  Feathers: The feathers also provide protection from physical harm. The head and thighs are inversed with white feathers with brown tips. They posses full colorvision and binocularvision for clarity of sight. As large as these wings are. the entire body is covered in luxurious chestnut colored feathers with white edges and fringes. attribute model (page 8 of Rifts).  Land Navigation: 80% (from the air only.C. parry and dodge. Arms are thin and scaled. Except for the legs.C. Hindlimbs/Digits: Has humanoid thick thighs and thin calves covered a dense layer of feathers. The feet are scaly.  Hunting Skill. Can also hang by feet and will be able to crudely operate simple tools (like use a hammer or eat with feet).  Prehensile feet: Easily able to walk along branches and firmly grasp objects up to one foot (.E. yet very flexible.) with nostril slits at the base. Skills: Skills are based upon the Retromorph O. The ear holes are on each side of the head and are hidden beneath the thick plumage. Morphology: The Filipino eagle has a large. treat as W. Forelimbs/Digits: The arms are still greatly elongated into modified wings. 70 +2D10 pounds (36 to 45 kg).C.3 m) in diameter.D. as well as providing warmth and coolness (by trapping air pockets within fluffed feathers). Knife.  Winged Flight: The character is able to sustain long periods of flight at altitudes of up to 40.  Track Humans and Animals: 55%. They also convey +3 to roll with punch or fall. they are also very flexible and compactible. broad chest with a short thin waist. When folded and tucked in under garments.  Sensitive Taste: The sensory buds within the tongue are sensitive to different taste sensations.  Highly Acute Sight: The vision of these eagles is incredibly enhanced. 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. oxygen absorbtion and retention. light yellow in color and consist of 3 long thin toes and one backwards pointing toe. The total wingspan can range from 18 feet to up to 32 feet (5.. allowing them to see details up to 1. while an all-out swipe will inflict 3D6 S.4 km). They also allow the eagle to function normally in conditions as high as 120 degrees down to -10 degrees Farenheit.  Natural Weapons: Proficient in their claws and beak as a natural weapon.5 miles away (2. The head and neck feathers are also able to prick up and fan out. Nightvision is even augmented to 1500 feet (457 m).4 m to 9. opponents are -4 to stike.D.C. yet is sturdier than average bone in humans. giving them a bonus of +4 to initiative.C.11 Size/Weight: 5 feet +2D6 inches (average of 1. Eyes are medium to large with golden brown irises. A sweaping blow by a wing will do 1D10 S. able to lift an additional 200 pounds (90 kg) without penalties. .C.000 feet (12. streamlined body and bone structure). but at 98%. The wilderness is the Retromorph's home. thick beak (capable of 2D6 S.D. normal skill percentage otherwise). 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.P.D. Flight stamina is also determined via the P. +1 to strike. selected.7 m).192 m) and can attain speeds up to 180 mph (due to specialized musculature.. They are also able to pick up the slightest movement. the wings are difficult targets to hit.C. yet heavily muscled with thin hands ending in large black sickle-like claws capable of 1D8 S.7 m). creating a wonderous display. their unique honeycombed skeletal structure makes them extremely light. Each toes also has sickle-like claws capable of 2D6 S. Natural Abilities:  Wilderness survival: Same as the skill. able to almost completely around and allowing the head to pivot upwards at much greater angles.

+1 M.E. +10 S.D.C.C.. Also able to carry an additional 100 pounds (45 kg) in flight. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. as well as from the common Retromorph Adaptation list.A. +2D6 years to Average Lifespan.C. 3D6+2. As such.S.P. except for a thick.C.'s available: Any of the Specialty Retromorph O. Natural S.E. as they are still a varied lot..C.  Humanistic morphology: The face appears much more humanoid with flesh and small pointed ears. 3D6. muted. Top of head will still be covered in white and golden feathers.D.C.D. Alignment: Any.C. I.E.5 feet (.: 30 +2D10 I. thick hide. These creatures are a bit different than you average R. P. pelvic region and shins will be covered in bushy patches of golden brown to chestnut feathers. M. 4D4.C.B. The wings will move back to the shoulder blades as a full set of humanoid arms are formed. the creation of the Racial class is slightly different than your average R.C.75 kg).C.C.S. The rest of the body will be overlayed with thin. deltoids.D. Armor Rating: 10.: 20 +3D6 P. 2D6+2.  Omnivorous diet: Can digest and extrapulate nutrients from all edible plant and meat products. Feet appear more apeish in appearance. O. Hands have a rough look about them but appear humanoid with dark. Legs are a bit longer to even out uniformity and are heavily muscled.. yet retain their prehensileness along with retractable talons. Retromorphs are considered Minor psychics.: 45 +2D10 S. M.. P. +1D6.45 m) and weight by 35 pounds (15. P.. very broad shoulders and massive pectorals. Aardvark Retromorph™ R. hair-like feathers that almost looks like slightly fuzzy flesh.C. +1D4 per each additional level of experience. Spd 2D6+3 Hit Points: P.5 m) longer.C.. each Retromorph character (even within the same species) is unique.Q.E. resulting in a (hopefully pleasurable) experience.S. P.A. longish neck. Forearma. Body becomes more proportional. S. Wingspan is at least 5 feet (1. +2 P. still in the midst of evolution.P.C.C. but tend towards Scrupulous Attributes: I.P.12 Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). +1 P. sharp nails. Magic: None initially. +1D6 per each additional level of experience. unless learned from O. long talons that can retract like a cat into short. 2D6+2. 10+2D6.  Near human speech: Minor characteristic noises during extreme emotions. Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities..P.S.'s only . Will speak one Filipino language at 85%  Increase Size: Height is increased by 1.C.P. 2D4.E. +1D8 per each additional level of experience. P. Will still posses a muted beak with nostril slits. Due to this. but they will appear more hair-like.B.

Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Has little difficulty with finer tasks.13 Habitat: The Aardvark Retromorph is a medium sized burrowing creature.  Burrowing: Character can dig up to 6 feet per melee. short claws still capable of 2D6 damage. Average Life Span: 45 +1D6 years. Will only drop to all fours for top speed. some small mammals and fruit. makes characteristic noises often. native to Africa.45 kg). up to hard clay material. not necessarily where they are currently adventuring. Very sparse hairs.C. .  Highly Acute Smell: Can Track by scent: 68% + 5% per each additional level. of 24. Natural Abilities:  Wilderness survival: Same as the skill. Knife. Forelimbs/Digits: Arms have 95% of the mobility of a human. -1 P. yellowish grey to brownish grey. -20% for others to interpret what the character is saying. tough skin varying from grey. selected. Skills: Skills are based upon the Retromorph O.6 m). Arms are heavily muscled with thick hands and thick claw-like fingernails still capable of 2D6 damage. hands are very dexterous. Erectal: Tends to crouch. treat as W. tapering tail used to push dirt away when digging. Maximum P. short hairs. erect and can be folded back to protect while burrowing.  Specialized Tongue: 1. Recognize individual scent (humanoid): 45% +4%. Communication: Speech is rudimentary and grutal. Can use both arms with little difficulty.P. The wilderness is the Retromorph's home. Neck is short and thick.45 m) long sticky tongue. -1 to attack. Tail: 8 +1D6 inches long. as well as from the common Retromorph Adaptation list. parry and dodge during rapid movement. arched back. preferring savannas.5 foot long tongue can grasp small objects under 4 pounds and saliva is very sticky. Largish ears are towards top sides of head.P. squat body.. Thick.  Natural Weapon: Proficient in their claws as a natural weapon. with thin layer of fine. but will occasionally eat other insects.5 foot (. Eyes are smallish and black. but at 98%. 1. Fleshy. Very thick. Morphology: The aardvark has a largish. Diet: Their main diet consists of ants and termites. blunt snout with oval nostrils that can flap close. Gruff voice.P. +2 initiative if downwind. muscular legs with small feet ending in thick. Reproduction: They usually have single births (twins are rare) after an eight month gestation and attempt to mate once every 2-3 years. Hindlimbs/Digits: Has humanoid short. grasslands and forest regions. 150 +7D10 pounds (67. Mutated Adaptation Selections: The character will be also be able to select from the following specialized abilities. Note: This indicates where the character was born and raised.5 kg +7D10x. Size/Weight: 5 feet +1D8 inches (if standing fully erect = to 1.C.

Saliva is a natural adhesive requiring strength of 17+ to remove. Thick neck and squat frame. +4 initiative if downwind. Skin has light greyish tinge with very light colored bodily hair. Same as the Psychic Sensitive power but is 50% more powerful. Can also use tongue as modified whip (same as whip skill). AND humans equally well. but softer.  Super Smell: Can Track by scent: 98%. Note: Unless otherwise noted.. head has thin.  Near human speech. can digest and extrapolate the necessary nutrients from all edible plant and meat products. minor characteristic noises during extreme emotions. Identify poisons. PSIONICS Weather Forecast: Character is able to sense weather patterns (rain.5 m) long tongue can crudely manipulate (and snatch up) small objects under 8 pounds (can fire a small pistol with only -3 penalty). ABILITIES AND SKILLS . They will also be able to sense a ley line and ley nexus.B. Sense Presence: This is the same as the Psychic Sensitive power. Recognize individual scent (humanoid and plant): 85% +4% per each additional level. +1D10 years to Average Lifespan. can choose from the following abilities and/or skills. can smell them coming a mile away.  Tail is semi prehensile. Sense Magnetic Fields: The Retromorph is able to sense the magnetic fields surrounding the Earth.  Humanistic morphology: Will have a blunt. light brownish grey hair. +2 P. unless noted otherwise in their individual description. Common Retromorph™ Adaptations and Skills All Retromorphs. etc. except the Retromorph can sense the supernatural.  Omnivorous diet.D.S. extremely long tongue. your choice. able to grasp small objects (cannot fire gun or use weapons) OR character has no tail. Eyes are dark. tornadoes) up to 3D6 minutes in advance. by scent: 58% +4%. 200 +6D10 pounds. This also applies to freak storms caused by ley lines and rifts. same as the Line Walker abilities.. items. up to hard clay material. enabling him to take shelter and warn others in time. these abilities cannot be selected more than once. +10 S. Will speak one African language at 85%  Increase height to 6 feet +1D6 inches. +1 P. Skin is thick. This gives them the equivalent of Land Navigation at 98%. pig-like snout. Ears on side of head will be pointed like an Elf.14  Super Tongue: 5 foot (1. magic creatures. Empathy: Another example of the Retromorphs sensory abilities.  Advanced Burrowing: Character can dig up to 15 feet per melee.C.

A.E. After one hour of sunning. character receives +3 initiative and +2 to parry or dodge during the first attack.P.. (minimum M. Land Navigation: Character is able to navigate by memorizing the sun's exact position in comparison to their current location.E. toxins. to others of the same species. will be healed. The Retromorph is a superb example of his/her species and will exude an aura of leadership and strength. in regards to the clan. Rank is usually not challenged more than once every few months. toxins.D. the character must move on into the shade or it will overheat.A. They will heal four times faster than an average human and minor cuts will scab over in one melee. and +2 to all others. He/she will usually be second in command to the Alpha and commands respect from the rest of the clan/troop. Also add +1 P. and is rarely fatal. +1 P. Toxin resistance: The character is immune to Poisons. With the Retromorph's mutagenic genes. This ability adds +6 M. 17) in regards to the clan. if rank is lost. After one-half hour. Character can take this more than once for different territories. +2 P. and +1 to all others. major injuries will stop bleeding within 4 melees.A. . fire.15 Sunning: Almost every animal lays out in the sun at some point of the day to absorb some of the heat. Toxics such as sewage and oil will not harm.. After one-half hour. even in temperatures as low at -20 degrees farenheit. +4M. it is able to convert the sun's rays into energy. +4 to save versus all poisons and toxins. Note: A character will not be very familiar with any calls outside of his/her territory. absorbing and metabolizing the heat and light. +2 M. as well as the exterior coat. enough heat can be stored to keep the Retromorph warm for an entire 24 hour period. Poison resistance: Many Retromorphs are born with or build up a resistance to poisonous venoms and toxins. and toxic chemicals and applies to protecting internal organs.. This skill is also enhanced by the memorization of familiar scents. Scarring will never occur with such an individual and the following bonuses are received: +1 P.S.C. Regeneration: The creature's metabolism and recuperative powers are greatly enhanced. +2 M. however. tastes and sounds.A. but will recognize some major similarities (+1 initiative). Also add +1 I. -1 M. to others of the same species. +1 P. within this setting. This ability adds +3 M.A. disease and infections. The creatures hair and skin become solar receptors. High Rank/Beta: The Retromorph is a high ranking member within his clan/troop.A. +5 versus natural venoms. Animal Warnings: Retromorph is familiar with all of the warning cries of the animals within his/her territory. etc. He/she will also be able to decipher simple calls such as food. 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. +1 P. +1 to save versus poisons.A. nor stick to the fur as easily.. and 2D4 S. Alpha or Dominant Leader: (Note: This ability takes takes the place of two (2) powers). 1D4 H. but at 70% +5% per level of experience.. -2 M. +2 versus all other poisons/toxins. Same as the Land Navigation skill.E.E.Q.S..E. if rank is lost or after 1/3 of average lifespan length of time. however. For every fifteen minutes (60 melees) of continuous exposure to the full rays of the sun. A clan will follow loyally and without question. Due to this.

Note: This ability can only be taken four times.Q. causing them to constantly evolve. +1D4 +1 P. but affects only characters of the opposite sex.16 Parasitic Repellent: The character has natural enzymes within the blood stream taste awful to parasites (ticks.A. fleas).E. also a lead hunter or messenger. Advanced Mental Endurance: This character is like a solid rock. suffering -1 initiative and -1 parry.A. mosquitoes.B. Note: This ability can only be taken twice. Note: This ability can only be taken three times. Note: This ability can only be taken three times. -1 parry and dodge and the Retromorph temporarily receives bonus of +4 M. All characters of the opposite sex not protected by full environmental suits. A failed roll results in suffering -2 initiative. With many Retromorphs being completely covered in hair. Advanced Charisma: The character is a natural charmer and has influence within others . Note: This ability can only be taken twice. +1D4 P.E. . Characters of different species (including humans and d-bees) will still be partially affected. Advanced Speed: A born runner. and +2 P. usually a sentry or lead hunter. Advanced Endurance: The individual's stamina and endurance is incredible. +1D4 I. Advanced Intelligence: The individual's intelligence is above average for his/her species. All characters not protected by full environmental suits. +2D6 Spd.B. +1D4 +1 P. +1D6 M. These enzymes are further affected by the mutagenic factors within the Retromorph. Fear Pheromones: The character exudes a chemical scent that stimulate a part of the brain responsible for primal fear. within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4 melees. Mating Pheromones: This is another chemical scent exuded when a character (male or female) causes themselves to go into heat. effectively keeping new strains of parasites away as well. within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4 melees. Advanced Strength: This character is a naturally fit and has more raw strength than average.S. A failed roll results in suffering -2 initiative. this is a must have. rarely unnerved. -1 parry and dodge and the Retromorph temporarily receives bonus of +3 M. Note: This ability can only be taken once.A. +1D6 M. Advanced Attractiveness: A natural beauty and always popular around mating season (and hunting season!). Note: This ability can only be taken twice.

even rotting carrion with no ill effect. -2 minutes per each additional level. He/she will be able to eat raw meat. pattern.D. Can use these mechanisms to attack or parry against normal metal weapons or objects. +3D10 S. the characters coat actually adds a form of protection. subliminal will. but applying only to self. fabric. +2 roll with punch/fall/impact.17 Cleansing Saliva: The tongue exudes cleansing. . +1 P. Length change (shedding for shorter) and adding insulating layers will take 15 +1D10 minutes. (to the claws. Survival: This applies to new habitats not native to the character (example: a tiger out in the desert). as well as antibiotic agents within the saliva. A simple color change will only take 25 +2D10 minutes and pattern changes (added power of camouflage. Coat pattern: The coat is in a form of patterns and/or colors that breaks up the Retromorphs bodily outline. Applying the saliva (via the tongue or other applicator) to the body will serve all three of these purposes. and/or concentration. each take -5 minutes per each additional level of experience. Requires only half the normal amount of food. bone.E. thickness or layers.. Prowl: Same as the skill. more tensile material and enamel. Note: this ability is only applicable when the character is not wearing anything. +2 initiative. the character is able to alter his/her coat in a variety of ways. but at 50% +5% per each additional level. Note: Hair length cannot lengthen (or shorten by more than 3 times the normal length. They can change the color. Same as the skill. see above) will take 40 +2D10 minutes. Coat protection: Due to air-filled pockets and dense coverage. same as camouflage skill. at 85%. 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. etc. Ultimate Omnivore: (Special: this ability requires that the character is already an Omnivore). deodorizing. Tooth and Nail Regrowth: These characters have claws and fangs (or other similar defensive or offensive mechanism) that will regenerate within 2D10 hours. giving it a excellent camouflage. Also adds +1D6 damage and +60 S. +3 to break fall. Due to special enzymes within the stomach. hide. the character is able to break up almost any type of foodstuff and extract 100% of the nutrients from it. due to this.). length. +3 versus all toxins/poisons. Coat Alteration: (Note: This ability takes takes the place of two (2) powers) Due to environmental changes.C. but at 85% +5% per each additional level.C.D.

Same as the Climbing skill or +20% if skill is already selected. worst case. Failing to do so will result in severe sunburn with long term exposure causing complications. Retromorphs are ideal hosts for parasites. resulting in pink skin and eyes. This includes fleas. this ailment still exists to this day. These pests. . among other ailments. if not controlled. spread disease. causing penalties of -1 to initiative and -5% to skills that require delicacy and patience (due to scratching of the uncontrollable itching). cancer and ultimately death. VULNERABILITIES Albino: Strangely. At the very least annoy the Retromorph incessantly. The whole body will also be extremely sensitive to Ultra Violet rays (sun) and must be covered at all times.18 Climbing Claws: Note: Character must have some form of claws to begin with. can cause weakness due to blood loss. infections. ticks. Parasites: Due to their constant exposure to the wilderness and thick coats. mites and even high susceptibility of getting worms. as well as a white coat.

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