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My version of this R.C.C. is based on the famous creature featured in movies, and comics. I
have borrowed some very cleaver ideas from others and improved on them. I believe you will
find it thorough and enjoyable. It is more detailed than other versions I have found.
Note: A Yautja does not become a mega-damage creature on rifts earth. They have no magical
qualities and are not supernatural in origin. They are simply flesh and blood humanoids from
another world. However, they are exceptionally fast, tough and strong. This is solved by giving
the creature high attribute scores and great amounts of S.D.C. and Hit Points, see below.
Level of Experience:Use the same experience table as the Head Hunter O.C.C.
Attributes: (not supernatural) The number of dice to be rolled for each is as follows:
I.Q.: 3d6, re-roll all ones
M.E.: 4d6
M.A.: 4d6
P.S.: 3d6+20
P.P.: 2d6+20
P.E.: 2d6+24
P.B.: 1d4 when reacting with humans; 3d6 when reacting with other Yautjas
Speed (Spd): 6d6.
Perception (Prc): 5d6 (see Perception Attribute)
S.D.C.: 300 to 1200 (3d4 x 100)
Note: When in combat, simply convert all M.D. attacks inflicted on the Predator to S.D.
(remember, 1 M.D. = 100 S.D.). This makes the character able to survive some mega-damage
attacks, but can still be hurt by S.D.C. weapons.
Magic: None
Psionics: None
P.P.E.: 3d6
Additional Skills
At first level select TWO additional Weapon Proficiencies and FOUR of the following skills:
Running
Wrestling
Demolitions
Demolitions Disposal
Cook
Basic Electronics
Detect Ambush
Tracking
Athletics
No more additional skills are selected at first level. A Predator must spend some time on Rifts
Earth, preferably among humans, before he can learn human skills. Select two new skills at
level 2, two more upon reaching level 3 and two more when level 4 is attained. Also select one
skill upon reaching levels 7, 9 and 12. Each new skill begins at the base percentage chance.
Select skills according to the following list:
Communications: Any
Domestic: Any, except Sing
Electrical: Any
Espionage: Any, except Disguise, Forgery, and Pick Pockets
Mechanical: Any
Medical: Holistic Medicine or First Aid only
Military: Any
Physical: Any except an alternate Hand to Hand and S.C.U.B.A.
-(Note: Acrobatics and Gymnastics each grant a +5% one time bonus to natural Sense of
Balance skill)
Pilot: Any except Robots and Power Armor, Robot Combat Basic and Elite
Pilot Related: Any (+5%)
Rogue: Any except Pick Pockets
Science: Any
Technical: Any
WP: Any
Wilderness: Any (+10%)
New skills
Skin and Dress Animals: Fundamentals of how to field dress an animal. This includes proper
removal of organs, meat, skin and bones for consumption and preservation. Also, trophy
extraction, which is the proper removal the head, claws, etc… without damaging them, so they
can be displayed.
Lore: Space Travel: Basic knowledge of the known worlds, including location, orbit, size,
climate, topography, life forms, distance between and travel time, according to Yautja
astronomy. Base: 65%, +3% per level ONLY if the Yautja actually spends time studying his star
charts and reading his manuals.
Armored Plates: The armored plates are custom made for each Hunter and are fashioned to fit
the shoulders, forearms, the sides of thigh, the shins and knees, and one to cover the groin
area. Each offers 20 M.D.C. protection, except the forearm bracers which are described below.
There is also a heavy torso plate that covers the chest and back, it offers an additional 60
M.D.C. The belt and each sandal have 15 M.D.C. a piece. Total M.D.C. protection is 140. (This
represents overall protection, and is not the sum of each piece, because the plates only cover
portions of the body.)
Wire Mesh: The wire mesh itself is made of strong S.D.C. material but is laced with
micro-electrodes made of M.D.C. material. It does not offer any protection by itself sense it is a
mesh pattern. The micro-electrodes emit a constant energy field which has four functions:
1)The energy field dissipates energy attacks. All damage from Plasma, Ion and Laser weapons
are reduced by one half.
2) The energy filed regulates body temperature. Predators prefer hot weather, and will adjust
the suit to keep them comfortably warm at all times. The temperature control mechanism is
located on the belt.
3) The energy field can be altered to produce a form of invisibility. When activated, using the
Mini Computer described below, the output of the energy field changes its electromagnetic
vibration, effectively bending light around the Predator, rendering him nearly invisible. However,
he can be seen as a shimmering outline, if the person watching is concentrating on the location
of the Predator. When the Predator is cloaked, See the Invisible will not work, because
technology is concealing the Predator, not magic. All those trying to see a cloaked Predator
using Detect Concealment suffer a -40% penalty, if the Yautja is completely still. The penalty is
reduced to -20% if the cloaked Predator is moving. If the character does not have, or want to
use, Detect Concealment, their base percentage to spot a still Predator is equal to their IQ plus
their P.P. If the Predator is moving add a 20% bonus. All attacks against a cloaked Predator are
–10 to strike. (If your GM allows, use the Perception skill to attempt to see a cloaked Predator).
4) The energy field offers 80 M.D.C. protection, with or without the cloak being active. This
M.D.C. field regenerates at a rate of 1D4 M.D.C. per minute, or every four melees.
5) The power source for the energy fields is a small, two year nuclear battery, located on the
side or rear of the belt. The nuclear battery housing on the belt is re-enforced and has 100
M.D.C. of its own.
Limitations:
1)Excessive amounts of water can short out the cloaking device, but not the entire energy field,
rendering the cloak useless until the mesh is dry once again.
2)A high concentration of air particles, such as a sand storm, will short out the cloaking ability,
but not the entire energy field, until conditions improve.
3)Large, powerful, electromagnets can short out the entire energy field.
Weapons:
Because the Yautja have been on earth for several hundred years, they have been able to
adapt earth technology to theirs. Standard Energy Clips are useable on some Yautja weapons
and help to preserve their own internal batteries.
Plasma Cannon: This is a powerful, shoulder mounted, plasma weapon with a limited range. It
is controlled by a mechanism located in the helmet, and draws fire power from its own internal,
two year, nuclear battery.
Damage: 2d6 S.D.C. (+ P.S. bonus) on a restrained attack, 1d8 M.D.C. for all other attacks.
Rate of use: Equal to number of hand to hand attacks per round.
M.D. Structure: 30 M.D. points before being destroyed.
Spear: This heavy metal spear is 9 feet long when fully extended but each end can collapse
within itself reducing the length to only 2 feet.
Maximum Throwing Range: Dependant on P.S., typically 220 ft. (see page 9 in the RIFTS RPG
book)
Rate of Use: Equal to number of hand to hand attacks.
Damage: 2d8 S.D.C.(+ P.S. bonus) for a restrained attack when wielded, 2d6 M.D.C. when
wielded normally or thrown.
Weight: 45 lbs.
M.D. Structure: 160 M.D. points before being destroyed
Note: When an M.D.C. blade is used to cut an S.D.C. object, the object is not completely
destroyed, the blade just cuts through it with ease. For example, a piece of steel could be cut as
if it were soft clay, by using the Predator’s spear.
Boomerang Discus: A 14 inch diameter circular blade with razor sharp edges and holes shaped
like a handle in the center. It collapses in the middle, becoming ellipsoid with a minor radius of
10" . To throw and return requires 2 melee rounds, one to throw and one to catch. It can strike
two separate targets, but a strike roll is needed for each one.
Damage:
S.D.C. net: 2d6+3 S.D., Also, struggling against the mesh causes 1D4 S.D.C. per round.
M.D.C. net 1d6 M.D., Also, struggling against the mesh causes 1 M.D.C. per round.
Rate of Fire: Aimed shot only.
Payload: Only one round will fit in the gun at a time.
Range: 200 feet
M.D. Structure Gun: 45 M.D. points before being destroyed
S.D. Structure Net: 60 S.D. before being destroyed
M.D. Structure Net: 55 M.D. before being destroyed