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Yautja Hunter/Predator R.C.C.

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.

Alignment: About 90% are aberrant, but could be any

Level of Experience:Use the same experience table as the Head Hunter O.C.C.

Average Life Span: 200 to 350 years.

Size: 7’-2” to 8’-10” (86 + 1d20 inches)

Weight: 350lbs to 550 lbs (350, + 1d20 x 10 lbs)

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)

Hit Points: 1d4 x 100 + (P.E. x 2)

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.

Horror Factor: With helmet on: 12


With helmet off: 14

Magic: None
Psionics: None

P.P.E.: 3d6

R.C.C. Skills and Bonuses:

+10 to save Vs horror factor


+4 to save Vs poisons and toxins
+6 to save Vs insanity
Language: Yautja 98%
Literacy: Yautja 78%
Mathematics: Basic +25%
Climbing +30%, (increases at a rate of 7% per level)
Prowl +38%, (increases at a rate of 7% per level)
Lore: Yautja Space Travel 65% * new skill, see below
Heightened Sense of Hearing (each is +5% per level of experience):
Estimate the distance of a sound: 50%
Estimate the speed of the sound's approach or departure: 40%
Hunter / Predator O.C.C. Skills and bonuses:

Predator Combat Training


Restrained punch 1d6 S.D.C. + P.S. bonus
Full punch 1d8 S.D.C. + P.S. bonus
Power punch 2d6 S.D.C. + P.S. bonus, takes two attacks
Kick 2d8 S.D.C. + P.S. bonus
+2 to strike, dodge, parry, in hand to hand combat
one additional attack per melee
Detect Concealment +20%
Skin and Dress animals +20% * new skill, see below
Wilderness Survival +35%
Land Navigation +30%
Track Animals +35% (there is no penalty for tracking humans)
Paramedic +20% (Yautja physiology only, -40% when attending to humans or others)
Language: English 65%
Lore: Human 68% (+4% per level)
Hand to Hand: Expert
Sense of Balance: 63% at first level, + 7% per level
Drop: 30 feet down to lower surface without suffering damage
- W.P. Spear (treat as W.P. Archery and Targeting for determining bonuses)
- W.P. Discus (treat as W.P. Archery and Targeting for determining bonuses)
- W.P. Net Gun (treat as W.P. Revolver for determining bonuses)
- W.P. Wrist Gun (treat as W.P. Auto Pistol for determining bonuses
- W.P. Plasma Cannon (no additional bonuses other than those mentioned)
Pilot: Yautja starship 98%
Pilot related skills for Yautja starship only:
- Navigation 98%
- Read Sensory Equipment 98%
- Weapons Systems 98%
Repair Hunter/Predator Body Armor: 98%*
Repair Yautja Weapons 98%*
*only with appropriate tools, - 60% if appropriate tools are unavailable.

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.

Hunter / Predator Body Armor:


M.D.C.: See below
Prowl Penalty: Excellent mobility; no prowl penalty!
A complete suit of armor is made up of several different parts; a form fitting suit of wire mesh
made to cover the entire body, separate armored plates, a belt, a pair of sandals, and a helmet.

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.

Forearm Bracer Details


One bracer, either right of left, will have the following:
Mini Computer: 1)This is used to activate and control a cloaking device as described above.
2)The mini computer has a display which indicates system errors within the armor, damage
levels, time used, direction (compass), and current date and time.
3) The mini computer controls a self-destruct timing mechanism which will set off the armor's
nuclear core. The explosion does 3d6x100 M.D.C. within a 200 foot radius, 1/2 damage rolled
out to 300 feet and 1/10 damage rolled out to 500 feet.
4)The mini-computer is used to operate the Visual Enhancement System, described below.
5)The mini-computer is housed in a re-enforced armor casing and has 65 M.D.C.
The opposite bracer will be a weapon mount as described under Weapons, below.

Helmet: M.D.C.:Adds 25 M.D.C. protection to the head.


Air Filtration / Supply System: Has its own, self-contained, air supply. Predators can breathe air,
but it is difficult, halving the amount of time they can exert themselves. The air system provides
air for 5 hours, but replenishes itself, when possible, with components of the outside air. NOTE:
Predators breathe mostly methane, with a few other gasses mixed in.
Visual Enhancement System: * This allows the Yautja to see in many different spectrums of
light, but only one at the time. It further allows filtering of various gases and air-born particles.
These features can be controlled from the wrist mini-computer.
Audio Recording / Playback Device: This feature allows the Yautja to record and playback
sounds. The maximum length of any one sound is 7 seconds.
* If the Yautja is ever in a rare situation where the adaptation of the Visual Enhancement
System is in question, G.M.s should grant at least a 55% chance of success.
Emergency Air System As an option, a hunter can carry a small, emergency breathing backup
system. This includes a small tank with one hour of compressed air, an extension hose and a
hand held breathing mask. This device is compact and can be mounted on the back of the torso
plate or on the belt.
Additional Items: A Hunter/Predator will begin with the following additional items: hunting knife
for non-combat use, first aid kit, field dress kit, survival rations, armor repair tools and weapon
repair tools, 20 water purification tablets, 1D4 pouches, 1D6 skulls/bones from various
creatures, typically worn as a necklace.

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.

Mega-Damage: 1D6*10 + 10 M.D. per blast.


Range: 600ft (184m)
Bonuses: Tri-beam laser sighting and target locking system, +6 to strike.
Rate of Fire: Aimed shot only (equal to number of hand to hand attacks)
Payload from Nuclear core: 10 blasts; one blast can be recharged every two minutes.*
Payload from E-clips: One short clip offers 6 blasts and one long clip offers 9 blasts.
Mega-Damage Structure: 85 M.D.C. before being destroyed.
*Ten shots may be fired, one right after the other. But, if all 10 are used up in two melee rounds
(or 30 seconds) then you must wait for another one and one half minutes before shooting again.
Wrist Blades
Located in the forearm bracer that does not have the mini-computer, are two claws. These can
be extended or retracted together as desired, but cannot be used independent of each other.

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.

M.D.C.: 2d6+6 on each target.


Range: 300 feet
Mega Damage Structure: 95 M.D. points before being destroyed.
Wrist Gun: Usually located on the same arm as the claws, this weapon can fire small darts, two
prong hooks, or any similar S.D.C. item. Different Predators favor different types.

Range: 400 feet


Rate of Fire:Standard, see Modern weapon Proficiencies
Payload: 12 projectiles
S.D.C.: 2d4
Mega-Damage Structure, Gun: 18 points before being destroyed
Net Gun: This handheld weapon fires a cartridge which bursts open and ejects a weighted,
titanium-alloy wire mesh net. A net made of M.D.C. or S.D.C. material can be used. A netted
creature can attempt to break free a number of times in a round equal to his number of attacks
per round.

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

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