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Prism Cat RCC (NPC) limited form of territorialism is only between the

The Spectrum Cat is a species of Magical Creature that Spectrum Cats as a species, the Spectrum cat with a
has a special relationship with light, similar to the territorial home world will not necessarily protect that
valuable Zaayr Crystal Dragon. The Cat naturally world from either interior or exterior foes. The chosen
appears as smooth glass or crystal that has been shaped territory only means that the Cat has chosen it as the
to look like the common household cat, but up to several main focus for its curios experimentations, and other
times larger. As masters of magic, light and Psionics cats will likely foul up the works.
they are some of the most powerful beings known to These territories will never be made of worlds that
exist, on par with dragons and other powerful races. are, or might be, considered too interesting and or
However the Spectrum Cat is a species that is believed dangerous. A Spectrum Cat will not make a home of a
extinct, or on the verge of extinction and so not nearly as world that naturally attracts curious creatures, worlds
well known as other races. such as Rifts Earth that are ripe with extraordinary
The Spectrum Cats disappeared from the records of magic and are on the brink of massive changes tend to
the Palladium World sometime after the fall of the Old bring too many other Cats and others to allow only one
Ones. The Cat’s origins are unknown, however they cat access, and so they will not adopt such a world as a
were discovered during the peak of the Old One’s territory. Additionally a Spectrum Cat would never
powers and they helped in the struggle to topple those adopt a world or dimension where Demons or creatures
great foes. It is a matter of debate as to whether the such as the Splugorth hold sway. The Cat wants a place
Spectrum Cats are the creations of the Old Ones or not. of refuge from the spoils of intergalactic or
In any case, the Spectrum Cats are considered a interdimensional devastation and war, but with enough
decimated and dying species but their lives are said to going on to keep its attention for a while.
span many thousands of years so this may be reversible. Spectrum Cats have played many parts and roles
The few sightings, if they are to be believed, are throughout the Megaverse’s history. In Ancient Egypt
considered to be one or two of that species who are they served as god-like pets for a time. For many
simply still alive after all this time and wandering the orphans and widow’s sons and daughters they have
megaverse. brought luck. They have performed as ill omens and
In reality, the Spectrum Cats are alive and thriving. messengers of doom. They have been simple pets, and
While not technically in hiding, the Spectrum Cat’s guardians against the unseen. Overall they have been
natural tendencies push them to be both independent and cats.
anonymous. The Spectrum Cat’s ability to remain
hidden is not so much built from the fear of discovery as Spectrum Cat Powers
it is considered a test of skill and a way of passing the 1. Natural (limited) Shape changer: The
time. Like most faerie and magical creatures, the Spectrum Cat’s most used power is its ability to shape
Spectrum Cat sees itself as superior to most other races change. As a species this ability is most useful in their
and they tend to enjoy testing and teasing others. games and dealings with humanoids. Unlike dragons and
The Spectrum Cats have two other basic instincts other true shape changers, the Spectrum cat cannot turn
that characterize them. First and foremost of these into just anything, but it can take on the shape of any
instincts is curiosity. They tend to want to discover species of cat, magical or otherwise. This is a general
what’s beyond the next horizon, inside a locked vault or ability and does not allow the cat to look like any
even in your pocket so much so that they have become specific cat (unless the character takes the disguise skill)
one of the highest dispersed creatures in the megaverse. nor does it grant any powers of any other cat beyond
They have traveled and spread farther than any other their own powers listed below. Every Spectrum cat has,
creature, and have done so anonymously as a species. It and uses this ability frequently, and it has no limit to
is a good rule of thumb to believe that any given world length of time or number of changes. The Spectrum Cat
has one Spectrum Cat living on it or visiting, and of can only be forced to resume its true form when in a
course almost never in the open. This curiosity also coma or at death.
drives the Cats to become involved in the lives of The Cat can change form as often as it needs, and
humanoids and other local species, especially in the takes one melee of concentration to change. If it wants to
assisting, diverting or even thwarting of their plans and revert to its normal shape the Spectrum Cat simply
goals. allows the disguise to fall off and this only takes one
Secondly, the Spectrum Cats have a strong sense of attack to perform.
territorialism between one another. A Spectrum Cat will 2. Focus Light: The Spectrum cat can focus the
eventually choose one world as its home and utilize it for light from almost any source into a deadly weapon like a
its basic needs and primary curiosities. Once chosen magically enhanced magnifying lens.
other cats will generally avoid the territorial world. This As the cat normally hides it’s presence through
metamorphosis it must first allow this transformation to
fall so that it may revert back to normal. The reversion As the Cat steps into the Light it goes into the realm of
process only takes one attack to perform. light and its transportation is almost instantaneous.
The Light beam that is fired is a kind of magical As a being of the light, it can navigate very well
energy or laser attack, but is also considered a form of through this medium, and has a navigation success rate
True light, and affects Vampires and other such of 64% +4% per level. One additional rule does apply
creatures accordingly, while those immune to magic fire however, and that is there must be solar light hitting the
still take half damage. This beam can be fired as quickly planet where the cat desires to leave from and to go
as thought, in any direction and from any part of the (nothing underground, in a Black hole, etc). If there is no
body. There is a +1 strike at levels 3, 5, 7, 10, and 15 solar light, then the Cat must find another way.
when looking in the same direction as the attack. All The Cat can become one with the light once times
other shots in directions not being looked at are fired like daily at 4th level, plus 1 time per 24hr period at levels 8,
a wild shot. 13, and 15. But they must be able to move by
PPE Cost: 6 per shot themselves, and must take 4 melee of concentration
Damage: Daylight= 4D6 MD, Full Moonlight= 3D6 before entering.
SDC, Starlight= 2D4 SDC, Campfire=1D4 SDC, Forest 6. Bio-Regenerate: The Spectrum Cat can bio-
Fire (at night only) =1D6 SDC. The forms of Light regenerate at the rate of 2D6 MD per hour of daylight.
Focusing are not cumulative (ex. can not combine And can Bio-Regenerate a limb (not the head) at the rate
Starlight + Campfire). All damages are +2 (SDC or of 1 limb over the space of a year.
MDC respectively) per level of experience. 7. Magic: The Cat knows no incantation spells
Also take note of Cloudy overcast conditions for initially, but as it is a Creature of magic it will eventually
daylight hours (-1/2damage), or even particularly clear learn Magic’s other uses and complexities. This is often
and hot days (+1/2damage). accomplished by becoming the pet of a magic user and
Range: Daylight = 2 miles, Moonlight=2000ft, gleaning what they can without giving themselves away
Starlight= 200ft, Campfire= 200ft, Forest fire=2000ft. for as long as possible, and has become a kind of game
3. Reflect Light: The Spectrum Cat can bend and with many of this species. However they may also be
enhance light to brighten up the area around them. taught and or learn magic by many means (see The
Normally this ability costs no amount of ISP to Pursuit of Magic.) The Spectrum Cat is most interested
accomplish and can light up a room like a large lantern. in magic concerning Light, Time, Energy, Fire, and
But if the cat wants to blind those looking at it, it can try. Illusion.
A Blinding Light will make those aiming or looking 8. P.P.E.: As a creature of Magic the Spectrum Cat
directly at the cat -5 to strike, while those trying to acts as a living battery of mystic energy. It intuitively
engage in close combat/hand to hand are -7 to strike and understands magic, and could use a Techno-Wizard
parry, -4 to dodge. However attacks with an area of object, as long as the object can be used without
effect are only -1 to strike. opposable thumbs.
ISP Cost: 3 Permanent Base P.P.E. is 2D6x10+20 added to the
Range: up to 100ft away Cat’s P.E. number. And once they begin to learn and use
Limitation: Blinding power can only be used during magic, the Cat gains an additional 3D6 P.P.E. per level.
daylight hours or in bright artificial light. Supplemental P.P.E.: The Cat can also draw on the
Problem: Blinding ability affects EVERYONE looking power of Ley Lines, Ley Line Nexus, and other P.P.E.
at the cat including friends. batteries. At Ley Lines they can draw 10 P.P.E. per
4. Refract Light: The Prism Cat can change to any melee. At Ley Line Nexus they can draw on 30 P.P.E.
color it desires, on the both the visible and non-visible per melee. And they can draw on other forms P.P.E. as
frequencies. This means that a Prism Cat can become the rules state according to magic. However the
completely invisible to any normal form of Optic Spectrum Cat will never use dark magic or Blood
enhancement or Vision, and gives it a chameleon like Sacrifice to enhance its powers.
ability to hide from those who can see the invisible. It is P.P.E. Recovery: The Spectrum Cat will regain its
undetectable at the rate of: 90% if unmoving, 70% if spent energy at the rate of 7 points per hour of rest or
moving two feet per melee, 20% if moving six feet per sleep, and 15 points when cleaning itself or meditating.
melee, and ineffective if moving any faster. 9. Psionics: Considered a Master Psionic, the cat
No PPE or ISP cost. starts out with: Alter Aura, Mind Block, Mask ISP,
5. Become one with the Light: This is a form of Mask PPE, and Telepathy. In addition choose a total of
transportation that allows a Spectrum Cat to travel the six psionic powers from any of healing, physical or
Megaverse. Different from dragons and other species sensitive categories, and one power from Super.
that have developed teleportation, the Cat needs to Choose one additional power from Healing, Physical,
physically walk into a shaft of solar light (approximately or Sensitive at levels 2, 5, 10, and 14. And one Super
the same intensity of Earth’s Sun) and then it disappears. power at levels 5, 10, and 15.
As a master psionic, the Spectrum Cat must roll a 10+ Mystic Gunslinger OCC
to save Vs Psionic attack. The Mystic Gunslinger is a new and rare kind of
10. I.S.P.: 1D6x10 + M.E. number. And +1D4 per magic user and loose organization found on Rifts Earth
level. in the New West. The Mystic Gunslingers use their
I.S.P. Recovery: 3 ISP points per hour of rest, and 6 magic to enhance the ability of normal bullets or
ISP points per hour of meditation (or during cleaning projectiles to carry a mystical effect to the intended
self). target, similar to a Psi-Slinger or perhaps a
11. R.C.C. Bonuses: +6 to save vs. horror factor. +2 Technowizard. When the bullet strikes the intended
to strike and dodge. Impervious to illusion, possession, target, the magic is released.
mind control, drugs, poisons and toxins. Can See the Unlike other Gunslingers, the Mystic Gunslingers tend
invisible and +10% to charm or impress to have slightly more education, morals, and sense of
purpose than the lone gunman out to make a name in the
Spectrum Cat R.C.C. Stats world. Held together through their rare trait, they have a
Alignment: Usually Selfish, occasionally good. loose code of conduct and encouragement, inspired by
Extremely few Spectrum Cats will ever become truly the actions of the Cyber-Knight order, and the works of
evil, their natural affinity with light simply steers them their mentor Mary Elis. They work to better their world
away from evil characters, and their help rendered in in their own fashions generally but whenever a Mystic
the great fall of the Old Ones is considered a point of Gunslinger goes bad, they are hunted down.
pride in their specie’s history. Additionally, though they are called Gunslingers, the
Attributes: I.Q. 3D6+5, M.E. 3D6+5, M.A. 3D6+5, P.S. Mystic Gunslinger isn’t your typical Shoot-em-up type
3D6+5 (supernatural), P.P. 3D6+5, P.E. 3D6+6 of fighter. The favored spells of each gunslinger are
(supernatural), P.B. 3D6+10, Spd. 2D6+30. often in her weapon of choice, but that isn’t necessarily
Horror Factor/Awe: 10 to creatures of magic, darkness, the spell they should use. The Gunslinger keeps a wide
and magic users. Normal people don’t tend to realize array of bullets on her person at all times, and may even
the danger or importance (it’s only a talking cat). devote clips or even weapons to certain situations
M.D.C. Points: 1D4x50 MDC, plus an additional 2D6 depending on her favored tactics and known or unknown
M.D.C. per level on Rifts Earth. (Hit Points are scenarios and opponents. What may appear as a random
2D4x10 +P.E with +5 per level and 3D6x10 S.D.C. choice of available ammunition is much more likely to
with +15 per level on most S.D.C. worlds.) be a planned out strategy when dealing with a Mystic
Natural Abilities: The Spectrum Cat can see all forms Gunslinger.
of visible and non-visible light frequencies. It can Though the Mystic Gunslingers can be said to be of a
always see the Invisible, and in natural and magical rare breed even at first glance, the strangest anomaly is
darkness up to 1000ft. Recognize scents (including that the Mystic Gunslingers are almost all (90%) human
poisons, creatures, and plants): 75% while on females. The discovery of this Magic was made or at
territorial world, 35% on non-territorial world. Speak least championed by a human female one Mary Elis,
Dragonese, Faerie and two other languages at 98%. who now acts as the mentor of their order. Because she
Literate in Dragonese 98%, Math Basic 45%, Track by was poor girl who was able to use her knowledge to
scent 25%, Wilderness Survival 98%, Fish (like a cat) become a famous folk hero, and the fact that she was a
30%, Detect Concealment 40%, Detect Ambush 60%, human, her popularity is largely among the women of
Lore Demon & Monster 60%, Climb 60%/50%, and the New West and it is they consequently who are most
Prowl 40%. likely to become her disciples.
Other Skills: The Spectrum Cat may eventually learn a
magical occupation, by subterfuge or open study, in Mystic Gunslinger Powers
which it can choose ½ of any OCC skills that are 1. Magic Bullet: The Mystic Gunslinger can enhance a
normally learned by that OCC, however they must be single bullet with any single spell that they know. The
skills that a cat can accomplish (not likely to be a enhanced bullet will hold the spell indefinitely or until
wrestling cat out there). fired by a Mystic Gunslinger. The spell costs no
Weapons, Money, and Equipment: The Spectrum Cat additional PPE to the original spell in order to lock it
rarely cares for any of these things, but will always into the bullet, but it must be fired by a mystic
know where to find about 4000 credits worth of such gunslinger or else the spell is wasted. Restrictions: The
things, and probably more. Or at least they can find “bullet” can be of any physical projectile that is fired so
out where they can be found. As a Cat it will probably long as a Mystic Gunslinger can use it. Everything from
just steal whatever it really wants… but that’s usually a bow & arrow to a flintlock, or a six shooter to a rail
just food. gun or even a cannon (firing a cannon ball), but the
Cybernetics: None… ever. Mystic Gunslinger must be able to use the weapon with
skill (i.e. they must have the weapon as WP OCC, or 4. Optional Mystic Focus: Those who find themselves
Related Skill, Not Secondary Skills.) Additionally it using a gun to help solve their problems do so for many
must be a projectile weapon, fired by hand; no vehicle or and varying reasons and so find that they will gravitate
robot-controlled weapons, no energy, no plasma, and no towards different types of magic. Although New
explosives like a grenade or missile-launcher (different Gunslingers may not wish to follow any one path in
from a normal cannon ball as it simply shatters on which case they receive neither bonuses nor penalties of
impact or passes through). the following types, there are generally considered 4
Note: Once a bullet is infused with a spell it will no types of Mystic Gunslingers.
longer cause any damage physically whatsoever whether  Assault Gunslinger: This gunslinger prefers to
it is fired by a Mystic Gunslinger or not. Yes that means cause direct damage to those who receive her wrath.
if you shoot someone with a healing spell they aren’t She will focus on spells like Fireball, Lightning
hurt before or after the spell takes affect… Nor does it Bolt, and any spell that can cause damage quick and
mean you can shoot someone and have the magic fast to both single and multiple targets. Such Spells
explode within their bodies, unless you somehow shoot are the focus of her study and come quickly for her
into their mouths while it is open (-10 to strike and must (-1/2 PPE required to cast such spells). Additionally
make a called shot). they tend to use their abilities to simply enhance
Also the magic within a bullet, once the magic is bullets quite often and as a result their enhanced
released, is affected like normal by all outside effects or bullet will last for a week (24hrs multiplied by
environments like Anti-Magic Cloud, Ley Lines, Ley seven) rather than a single day. But they tend to have
Line Nexus etc. difficulty with illusionary, sensing, and mind
2. Enhanced Bullet: Rather than making a bullet affecting spells (+1/2 PPE to cast).
(projectile) into a spell carrying device, the Mystic This type of Gunslinger starts out with the normal
Gunslinger may choose to simply enhance the initial spell knowledge plus Energy Bolt and Fire
effectiveness of the bullets within a gun and increase Bolt.
their damage. Damage & Cost: To add +1D6 SDC to a  Shielding Gunslinger: This person picked up a
bullet costs 4 PPE, to add +3D6 SDC costs 6 PPE, to add gun to act as a shield for others, but also dislikes
+6D6 SDC costs 10 PPE, and to add +1D4 MDC to a having to hurt someone in order to do that
bullet costs 15 PPE. Restrictions: Each projectile can protecting. She is likely to know most healing and
only be enhanced once, but will hold that enhancement defensive spells, or else illusionary, empathic and
for day (24 hours), and can be fired by anyone. However sensing spells (-1/2 PPE to cast). But will have
the magic will enhance up to 6 projectiles at a time trouble with assault spells (+1/2 PPE to cast).
+1per level so long as they are within the same case, clip This type of Gunslinger starts out with the normal
or weapon. initial spell knowledge plus two of the following:
3. Mystical Gun: Although the Mystical Gunslinger is Armor of Ithan, Aura of Death, Carpet of Adhesion,
generally only empowering the bullet in order to work Heal Wounds, Horrific Illusion, Light Healing,
her magic, most also have the desire to create a special Magic Net, Negate Poison/Toxin, and Sustain
weapon to use with their magic. Whether from the desire  Shifter Gunslinger: Like the true Shifter, these
to enhance their magic or simply for the flair of owning Gunslingers focus on summoning and commanding
a unique weapon, the Mystic Gunslinger will attempt to supernatural beings, dimensional travel, and linking
create their first gun by 3rd Level. With a success rate of with a familiar to accomplish their goals. (-1/2 PPE
30% +5 per level after 3rd. to cast Shifter and Sensing Spells) But will have
Each successfully made gun is in a shape, form, and trouble with Healing and Illusionary Spells (+1/2
or design unique to each gunslinger and by chance or PPE to cast).
skill receives the following bonuses. +1 strike at levels This type of Gunslinger starts out with the normal
3, 6, 9, and 12. +1 to spell strength at Level 6, 9, 12, and initial spell knowledge plus Domination, Familiar,
15. These Bonuses are added to any WP bonuses already and Shadow meld. The Gunslinger is not a true
received, but the bonuses only apply to the Creator of Shifter and so does not have the Mystic skills given
the mystic gun when using it. by that OCC (Unless GM allows). Only rarely will a
Note: As the Mystic Gunslinger is not restricted to Gunslinger become linked with any supernatural
guns technically, the Mystic “Gun” could be a special creature, at least openly, as the Order frowns on such
bow, or cannon, but are generally modeled after easily actions and will take action if it is learned one of
used forms of old west guns which are widely available, their own linked with a supernatural creature of an
easily hidden at need, and have a wide array of available evil alignment. But they are likely to have or will
ammunition. Not to mention slightly easier to build than choose a Familiar to link with soon.
a bow or cannon. Player Characters should have fun, and
GM’s should use appropriate skill modifiers.
 Transformation Gunslinger: This Gunslinger Language: one additional: +5%
works on the giving and taking of mystical powers Literate: Native: 75%
to themselves or others using spells like invisibility, Sniper: (+2 on aimed shot with single shot rifle)
Mental Shock, Super strength, healing, dominance, Horsemanship General: +5%
and eventually Transformation (-1/2 PPE to cast Mystic Gun Construction: 30% at 3rd level (+5% per
these types of spells). But will have trouble with Level)
straight assault spells (+1/2 PPE to cast). Basic Math: +10%
This type of Gunslinger starts out with the normal Lore: Magic: +5%
initial spell knowledge plus any two of the WP: Bolt Action Rifle
following: Breathe without Air, Impervious to Fire, WP: Hand Guns: Pistols
Impervious to Poison, Paralysis: Lesser, Charismatic WP: Trick Shooting: (all six skills)
Aura, Shadow Meld, Eyes of Thoth, Fly, Instill Hand to Hand: Basic - This can be changed to Hand to
Knowledge, Mental Blast, and Superhuman Hand: Expert at the cost of one OCC Related skill, or
Strength. Martial arts (or assassin if an evil alignment) at the cost
One may wish to follow a different form of magical of two Related Skills.
path than the ones described above, but this is unheard
of as of yet. Always discuss versions with your GM. O.C.C. Related Skills:
5. Initial Spell Knowledge: At first Level the  Select 6 other skills. Plus select three additional
Gunslinger knows three spells each from levels one and skills at level three, two at level six, one at level
two, and knows one third level spell. nine, and one at level twelve. All new skills start at
All spells can be used in order to enhance a bullet level one proficiency.
magically, but the Mystic Gunslinger may not use any Communications: Any (+5%)
spell as a normal magician. The gun and bullet is Cowboy: Any (+5%) but cost two Skills each.
required. Domestic: Any (+5%)
6. Learning New Spells: The Mystic Gunslinger will Electrical: Basic electronics and Computer repair only.
intuitively discover one new spell per experience level, (+5%)
of a level up to their current level from the incantation Espionage: Any (+3%) but costs two skills each.
spells list. Horsemanship: Exotic & Cowboy (cowboy costs 2
Any additional spells can be gained through normal skills)
means, see the Pursuit of Magic. Mechanical: Basic Mechanics and Automotive
7. PPE: The Mystic Gunslinger acts as a PPE Battery Mechanics only (+10%)
and draws on mystic energy to create magic. Medical: First Aid, Holistic Medicine, or Paramedic
Permanent Base PPE: The P.E. attribute plus 1D4x10. only (+5%) (Holistic & Paramedic cost 2 skills)
For each level after the first the characters PPE base Military: Trap Construction Only
grows by 2D6 per level. Physical: only General athletics, body building,
PPE Recovery: The Mystic Gunslinger regains spent climbing, outdoorsman ship, prowl, running, and
PPE at the rate of five points per hour of rest, and ten swimming.
points per hour of Meditation. Pilot: Only airplane, automobile, bicycle, any small to
8. Psionic Abilities: Mystic Gunslingers never have medium boats, motorcycle, non-combat robots &
psionic powers or abilities. All ISP is spent in the power armor, Hover vehicles, tracked vehicles, and
accumulation of PPE and pursuit of magic. trucks.
9. OCC Bonuses: The Witch Gunslinger has and needs Pilot Related: Read sensory equipment only
extraordinary prowess and perception, add +3 to the PP Rogue: Any (+5%)
attribute. And +1 to perception at levels 1, 5, 7 and 10 Science: (+10%) Only Archeology, Astronomy, Biology,
Botany, Chemistry: Basic, Advanced Math, and
Mystic Gunslinger O.C.C. Stats Zoology.
Alignment: Any, though usually good or selfish. Technical: Only Appraise Goods, Art, Begging,
Attribute Requirement: I.Q. 10 or higher, ME and PP Excavation, General Repair, Jury Rig, General Law,
12 or higher. Lore: Demon, Lore: Religion, Lore: Psionics,
Racial Requirement: They are mostly (90%) human Mythology, Philosophy, Rope Works, and Writing; all
females but there is no requirement of either sex or at (+10%)
species, only expectations and who each Gunslinger is WP: Ancient weapon: Only archery, crossbow, knife,
willing to teach. mouth weapons, siege weapons, small thrown
weapons, and targeting. Modern Weapons: Any, but
OCC Skills large military weapons cost two skills each (i.e.
Language: Native: 88%
Torpedoes, Heavy Weapons and Heavy Energy Mary remembered her father teaching her how to
Weapons etc.) shoot the gun and the visit later that day they had made
Wilderness: Only land navigation, hunting, ID plants to the town’s small jail house to meet the local sheriff.
and fruits, track animals and wilderness survival; all at Mary liked him, he was a Cyber-knight and told her how
(+2%) the jail could help keep the bad people away.
Hardly realizing what she was doing she pulled the
Secondary Skills revolver from the holster as quietly as she could and
Characters are also allowed a number of Secondary stared at the gun.
Skills from the Secondary Skills List: select 3 secondary “I want them to go away!” She thought to herself. And
skills at level one. Select two more skills at level 2, and she began repeating that to herself over and over and
level 4, and one at level 9. These skills do not get the over. She could feel something coursing through her, a
bonus from OCC related list, and each new skill starts at feeling that stiffened her resolve and buoyed her spirit.
first level proficiency. She seemed to speak something, but she thought it was
Standard Equipment just gibberish, a reaction to her frayed nerves.
One set of traveling clothes, one set of dark clothing She leveled the revolver at the three bandits’ legs from
for undercover work, one set of heavy clothes for cold below the table, just a few feet away.
weather, a small tent, sleeping bag, small stove, small The Bandits were arguing more now, and weren’t
axe for fire wood, a survival knife, Wooden mallet and 6 paying any attention to the girl in the corner.
wooden stakes (for vampires and other uses), a large “Go away!” Mary screamed
lantern, a flashlight, 2 canteens, cooking equipment, The bandits looked at the girl as one, and the surprise
Goggles or sun glasses, Gas Mask or air filter, a Geiger in their eyes, to see a gun pointed at them, was just
Counter, binoculars. beginning to flicker when Mary pulled the trigger.
Weapons will include a pair of 6 shot revolvers, and There was a deafening sound and an acrid smell of
an SDC rifle. gun powder as the firearm went off. There was a
For armor, the Gunslingers often wear partial suits, whooshing of air and the crackle of electricity as a Dark
not full environmental suits as this stops them from door made from the stuff of midnight shadows
being able to use their magic while locked away from surrounded the three bandits and closed with a
the world. resounding snap.
For transportation the character usually rides a When it was over the family members looked around,
horse, other exotic animal, or a hover vehicle or but the bandits were gone…
motorcycle, but is just as often seen walking. In the nearby town jail, the sheriff was awoken in the
The Gunslinger starts out with 3D6x100 credits, and middle of the night. Feeling a portal open within the jail
1D4x1000 credits worth of Black market items. house was an odd place for a random rift to occur, but
Cybernetics: Starts with none and will avoid he woke his deputies and went to the scene to find 3 very
cybernetics or other forms of enhancements because it scared looking men, trying to pry the jail house bars to
interferes with the Magic. However Bio-System get out.
prosthesis will be considered if necessary.

Mary Elis screamed as she saw the bandits level their Demon Possessor RCC
rifles at her parents. The three had barged in to her Ancient Earth has many tales of humans with the
family’s small cottage not a minute past and the night’s strength of Demons or possessed of the spirit of some
quiet rest had been shattered in fear. form of spiritual or demonic entity. On Rifts Earth, these
“Shut your yap pretty! Or I’ll plug ya!” yelled the tales often spring up around the magicians known as
largest one, throwing a plate across the room to shatter Summoners, or are the result of an alien intelligence
above her head. She tumbled under the small family dominating the will of others, but there is another kind
table to hide from the bandit and smashing glass. of being that this may apply to, that is the Demon
The Bandits began conversing together in a different Possessor.
language, she thought it was some kind of Spanish, but The Demon Possessor is always a human whose body
they were cursing so much and she was so frightened now acts as a kind of host or jail cell to a supernatural
she couldn’t make sense of it at all. being’s form and power. Though called a Demon
Mary peeked up from her crouching position to look Possessor, the being within may be of almost any
up at her parents kneeling in front of the bandits and supernatural creature and alignment (that the GM
holding one another, when she saw her father’s hidden allows). For example, the Japanese have many tales of
revolver strapped to the bottom of the table. She seemed demon Foxes or ogres inhabiting humans, the Native
to go into a kind of trance. Americans believed in spirit animals, and the Norse
utilized the bear-like Berserkers. In each case this
strange relationship allowed the human to utilize the being is varied in powers and ability, so having a
being’s powers to enhance their own, but also allowed complete description of the Demon’s stats is a must in
the being to help shape the human’s life. deciding how it will affect the Possessor.
The way in which a Demon Possessor is made varies; 2. Unlocked Powers: The symbiotic like
Sometimes the Demon Possessor is made by other users relationship between the human and supernatural being
of magic for the purpose of creating a future weapon. At fundamentally changes the human container. The effect
other times a Village will choose one of their own to of the being’s supernatural powers act as a kind of
become a future defender or hero. Still other times a catalyst when placed within a human, and unlocks the
child will run across such a being and the two will make use of powers they would not normally have developed.
a bargain, and occasionally a being may be in serious These Powers are actually the Human’s abilities, and not
danger and decide to make the bargain single sided by those of the being within, so the human can utilize them
choosing to be trapped in order to hide from its enemies at any time (according to the circumstances) without ill
for a time while in a weakened state or outnumbered and affect.
in a crisis. These are not the only ways and reasons that Below is a list of random unlocked powers that a
a Demon Possessor comes to be; however it does character can roll for, however the player or GM may
represent some of the most likely. Additionally a Demon make up a power, as long as the GM agrees.
Possessor always begins with the placement of the  Random Powers: Roll once for basic
supernatural being within a child of 5 years old or less. powers and roll once more for every Fifth level. (5,
The use of children is frowned on by those of good 10, 15 etc.) If the same power is rolled twice, simply
alignments, and often seen as an act of evil. double its effects (distance, damage etc.) or roll
As a Demon Possessor grows, he or she will learn to again.
more effectively use the being’s powers to enhance their 01-05%: Bio Regeneration: The character heals very
own. But as the Human grows there is an increased quickly; 1D6 SDC per hour, or 1D4 HP (or MDC)
danger of the Demon/Supernatural creature escaping. per day. At 6th level they can perform instant bio-
Whether they utilize the supernatural being’s P.P.E., regeneration 3D6 Hp or MDC, or 6D6 SDC once a
knowledge or natural abilities depends on what the day (24hr period). This ability also allows the
human is capable of doing. But if the Human decides to character to grow even a limb back (not the head)
use a purely supernatural talent (one the human has no over the period of 1 year.
skill related to, or at a level far higher than their own) 06-10%: True Sight: See the invisible, see magic
there is likelihood that the being will take complete (including spells, PPE, rituals, Ley Lines, wards
control of the human for the rest of their lives and etc.), see auras, see when people are possessed, see
generally become a danger to themselves and possibly to dimensional anomalies; and see in magic and
all those around them, and attempting to escape their normal darkness; all at or within 100 ft. (note eyes
host. are different shade than normal –yellow, silver,
red etc)
Demon Possessor Powers 11-15%: Supernatural Speed: Add +20 to the
1. The “Demon”: The powers of a Demon character’s SPD attribute, No fatigue from
Possessor almost completely revolve around the running. Also and +5 to their PP attribute.
supernatural being that has been trapped and or sealed 16-20%: Supernatural Strength: Add +10 to the
within their body. The type of being trapped can be of Character’s PS attribute and make it Supernatural
almost any type and power level (though it is generally in effect.
low at the time of possession) as long as it has the 21-25%: An Immunity: The character is always
distinction of being a supernatural being and not immune to all of one type of element, physical
something else like a magical creature (i.e. dragons, attack, or save (i.e. Fire, Water, Wind, Earth,
faerie folk etc.). Charm, Kinetic energy, Electric, Energy, Cold,
The general shape of the being in ancient times was Radiation, Horror, illusion, poison etc… but the
usually that of an extraordinary animal, but this is not GM must agree)
always the case. On Rifts Earth, a place where magic 26-30%: Photographic Memory: Add +15 to the
and the supernatural are far more diverse, the scope of character’s IQ. And add 3 skills to the related
the Demon Possessors is just as various. skills list. And anything read or visually studied
Basically this means, the player or GM should begin will be remembered.
building this character by first choosing a supernatural 31-35%: Metamorphosis Demon: The Character can
creature or else randomly building one with the help of turn all or part of his/her body into a
the supernatural being building tables found in the back corresponding Demon-like part (Hands to claws
of the first edition of Rifts, or other creatures such as the etc). This can be done 3 times daily for 1 hour per
spirit beasts found in Spirit West. Each supernatural
level. The Demon body part takes 2 attacks to appearance at will to look like a person, though
transform for a limb, and 1 melee for the torso. they should take imitate voices skill to sound like
The demon body part is an MDC structure, so that person as well. This Skill may be performed 3
change SDC of that body part to MDC. All melee times daily for 1 hour per level.
combat damage from hand to hand is increased 66-70%: Living Exorcist: The presence of this
correspondingly from SDC damage to MDC. And character drives away ghosts, entities, and spirits
finally the transformation has a Horror factor of 5, within a 100ft radius. Additionally the character
+1per limb and +3 for head/torso. has the ability to dispel possessions and mind
36-40%: Fly: The character can fly and hover like control by touch (01-52%= permanent removal),
superman. Their top speed is three times the speed and can perform the Expel Demon incantation at
indicated by their SPD attribute and up to 40,000ft least twice daily (within a 24hr period) after 4 th
above the ground. They can fly continually level. This power does not give the character the
without fatigue, and can fly with anything up to ability to see these things, but that may be
twice their own weight. acquired another way. Note they do not have the
41-45%: Teleporter: The Character has the ability to ability to drive out their own demon sealed within
teleport without the use of PPE and within two themselves.
actions/attacks of concentration. All teleportations 71-75%: Healer: The character can heal others by
must be to locations the character knows of (at their presence and hospitality. Food made by this
least have a picture & good description or passed person is always more nourishing (+1D6 SDC per
by recently). The characters can teleport meal), first aid provided by this person is always
themselves and up to the number of people equal more effective (stop external bleeding & +2D6
to his or her current Level, and do so as many HP). Living with this person can heal phobias (1
times per 24 hour period (E.g. A third level year each), neurosis (2 years each), insanities (5
teleporter can teleport themselves and three others years each) and even curses (6 months/level of
with what belongings they can carry up to three curse each) over time. And finally the healer is
times in a 24 hour period.) The characters can never affected by diseases, and not permanently
teleport up to ten miles per level of experience. affected by phobias, insanities etc.
46-50%: Breathe without air: The Character simply 76-80%: Genius: The character can choose 1 OCC
does not need to breathe except to provide Skill (not related or secondary skills) that they will
something with which to vibrate their vocal cords be a genius at using; like a genius piano player,
to speak, essentially making them immune to all Athlete, or even Weapon user. The chosen skill is
air born diseases, gases etc. They can also survive used at 98% proficiency or else given all the
super pressures (say deep underwater or in space) bonuses that are normally given for up to level 15
although propulsion (movement) may be a right away. However they must also choose two
problem. OCC skills to give up forever.
51-55%: Mega Damage Body: The character’s SDC 81-85%: Supernatural Endurance: The character’s
is permanently turned to MDC (if you do not use PE attribute is increased by +15. Also they don’t
the MDC system, multiply the character’s SDC by need to eat quite as often (once they are fully
100). The character is not super strong, but super grown). They can go a week without water, and 2
tough. All melee combat damage from hand to weeks without food (if they remain uninjured), and
hand is increased by 1D6 because it is a very hard can always fight/work without fatigue.
material. 86-90%: Meld Ability: The character can meld with
56-60%: Supernatural prowess: This ability allows and hide in one type of substance (i.e. Shadow,
the character to perform extreme acts of prowess Earth, Trees, Light, concrete or GM’s discretion).
with relative ease. The Character’s PP is increased The Character can move at one quarter speed
by +10 and their SPD by +5. They can even within the substance and generally prowl in
attempt to dodge lasers (at a -10 modifier); and stealth.
gain a bonus of +5 to initiative, and +3 to parry 91-95%: Magic User: The character can learn any
and dodge. incantation if they buy them, memorize a scroll or
61-65%: Metamorphosis Expert: This Character can are taught what is needed, but they cannot make
turn into any living creature. But the Creature them up or come up with a spell on their own
must be no smaller than a rabbit and no bigger unless they are a Magic User OCC in which case
then themselves. Note that although the character they must also have this ability as their primary
may look like a cat, they can still punch with the power. Also they can instinctively use
strength of a human. If the character has the Technowizard devices. The Base PPE (if not a
disguise skill, they may also change their magic user OCC): is 1D4x10 in addition to their
PE attribute, plus 2D6 PPE per level (after the expired. The Human may use ANY ability that the
talent emerges). Note they could learn the spell Supernatural creature would normally have access to.
from the supernatural being within, but the being 4. Losing Control: The Human will retain
must be able to cast the spell in order to teach it, control as long as all of the following are maintained, if
and it will more likely guard its magic just as any one is lost the demon will take control:
jealously as any other magic user (and more so if A) The character only uses his or her own
of differing alignments). abilities; like mystic or technological
96-00%: Psychic Power User: As an RCC this knowledge, their own form of fighting, and
character cannot become a Psychic RCC but can generally do those things the human knows
be endowed with a lesser form of psychic control. how to do. If they utilize a purely demon
The character is a natural user of the Psionic power, they have a 26%+10% per ability,
powers. Choose a total of four powers from any of chance of losing control.
Physical, Sensitive, and or Healing categories B) The character stays above 2 HP or 5 MDC.
when the talent emerges. After the talent emerges, Or wins a battle of wills with their demon. If
the character can choose two more powers per two the demon becomes scared enough that their
levels from the above category list. If this is the host will die, they will try to wrest control
primary power gained, the character will also gain from their host. Each combatant rolls 3D6
one Super Psionic power at tenth level. Base ISP and adds it to their respective ME
is 1D6x10 plus 1D6 per level after the first. (unmodified) and the highest number wins.
3. Awakened Demon Form: In a desperate C) The character remains conscious. An
fight, the Demon Possessor may use their first available unconscious character still in deadly danger
actions (2 attacks) to awaken the Supernatural Being will find they wake to their body being
within. This will alert the Being within to a deadly controlled by their demon.
presence and in its wish to survive it will give some of D) The character WANTS to remain in
its power over to the possessor. After the supernatural control. The moment the character actively
being is “awakened”, it will first morph the Possessor’s makes the decision to give up control the
human body to look “a bit” more like the being’s own supernatural being will take that control, and
form (i.e. the hands to claws, or given a tail, or snout, or will not relinquish it unless it loses a battle
wings etc.). Though not a full transformation, the of wills.
Being’s wakefulness enhances the Possessor’s abilities E) Keep a level Head: The inducement of
enough to give many bonuses. extreme horror or anger can unlock the seal
So, after two attacks have been used up in readying the and cause loss of control (lose control 45%).
character the awakened demon form is finished. This F) NO IMPLANTS: The Demon Possessor will
transformation will increase the Possessor’s SDC into 50 lose control if at any time they are given the
MDC or add +50 MDC to the Possessor if they are an surgeries for the creation of a Borg, Crazy,
MDC creature already. Additionally the awakened form Juicer or the like. Most likely the Demon
will give the possessor the same number of hand to hand will emerge before such a surgery will take
attacks that the Demon usually has, and will adjust the place and rampage its way out of the
Possessor’s PS to supernatural if it isn’t already and situation. But if some how forced the demon
increase their PP, PE, and SPD attributes by +10 each, will take control, immediately remove the
while also increasing their PPE by +100 and their ISP by implants and try to save the human shell if
+50. possible.
Finally, this awakening of the supernatural being
within leaves the Human in control, but also allows the Once the character loses control the human body is
human to understand all of the abilities that the demon is transformed completely into the form of the
willing to offer and gives the human the opportunity to Supernatural being within one action. All aspects,
use the abilities. attributes, and abilities are those of the supernatural
In the case where the human needs one of those being (minus whatever amount of damage the human
abilities, the human can choose to use it. However once suffered). The Human knowledge, abilities etc are
the choice to use a demon ability is made the Human concealed at the same time; this includes knowledge of
gambles their control of the situation and has a 26% friends vs. foe, moral and ethical values, goals and
(+10% per ability), chance of losing control. For more aspirations. The Supernatural being will (depending on
on losing control see below. its alignment) do whatever it needs to survive, and will
If the gamble pays off, the human remains in control likely attempt to destroy anything in its path to gain
and has use of the “Demon” ability until they relinquish safety. Especially if attempting to hide from a more
control, fall asleep or unconscious, or 24hrs have
deadly enemy (a reason it may have chosen to hide have the Magic User ability or the Psychic Power User
within a Human in the first place). ability from the unlocked power section, the character
5. Regaining Control: The ways in which a can go undetected by Dog Boys or other similar magic
Supernatural being relinquishes control back to the hunting creatures and walk through such places as the
human Possessor can vary, but are generally done in one Coalition States without fear of detection...
of three ways. 7. The Contract - Death and Removal: The
A) The Supernatural being relinquishes their Contract between the Supernatural being and the human
control voluntarily. For whatever reason, or is a life long contract and devastating if meddled with. If
purpose the being can do this whenever it the Human is close to death or the demon is close to
chooses, just like the human (up to the GM). being ripped from the human, the being within will
B) The Possessor and the being enter a battle of always wrest control from the human whether conscious
wills and the Human wins. Each combatant or not and attempt to escape the situation. If the Human
rolls 3D6 and adds it to their respective ME is technically dead (say he has 1 HP left and is hit with a
(unmodified) and the highest number wins. Mega damage missile) the demon will still awaken from
This happens after the being is back up to the ashes of the human’s remains and run off (albeit
full health, and no longer in mortal danger. suffering the ALL the same amount of damage that the
There is only one battle of wills per week human suffered up to that point). If the Demon perceives
after loss of control, and if the battle of wills the fatal threat he will likely have wrested control on
is lost by the human six times in a row, the time. If not, the human is dead, and the two separate.
being will remain in control unless another If the supernatural being is ever destroyed, or
way is found. somehow forcibly removed from the human, the human
C) The Being is forced to relinquish its control will die. The only exception to death is if the human is
by others through promises, contracts, saved through resurrection; in which case the human
mystic forces etc. retains OCC abilities, and any random awakened
Once the Possessor regains control the character powers, but the contract is nullified and no additional
suffers from the destruction wrought by their powers emerge.
transformation. 8. O.C.C. Choices & Skills: As a human RCC the
First, any physical damage from before the loss of character may choose an occupation, but this will
control returns, and the character remembers nothing generally be along the lines of a man-at-arms, and the
from the point of control loss. All damage will last twice character should follow the experience level chart for a
as long as normal, and takes twice the amount of healing Demon possessor rather than their O.C.C. choice.
(magical or otherwise) normally required. Additionally there are those O.C.C.’s that a Demon
Second, if the being and the character are of differing Possessor may not choose (see choice restrictions
alignments there are a 01-15% of the character changing below).
alignments to match the Demon’s for the next 3D6 Regardless of the OCC chosen, the character will
hours. If this happens there is a 50% the character will always be able to speak the language of the supernatural
have a permanent alignment change of one alignment being, and knows Demon & Monster Lore. Finally, the
type closer to that of the Demon’s. character will not obtain any secondary skills normally
Third, the character has a 01-15% chance of unlocking associated with a given OCC, as this time will be spent
a different random power, but at the cost of closing off a learning about your demon, its powers, and your control.
previous random power. (Except Magic user if the If you do not wish to choose an OCC, you may use the
character’s OCC is a Magic user...) skill list found under the Vagabond OCC.
Fourth and finally, the character has a 01-20% +5% OCC choice restrictions:
per week per loss of control (cumulative), of developing  Any “Men at Arms” OCC, but not likely to include
a random Psychiatric Problem (i.e. a random insanity, those dealing with the Coalition States or other
psychosis etc). Use random tables to decide. such Anti-magic factions. Also the Demon
6. Suppress the Demon: The Demon Possessor Possessor can never be a Borg or Borg like OCC,
has the ability to completely suppress the presence of the nor can they endure the transformation into
Supernatural being trapped within their body. All forms characters like the Juicer or Crazy, (the human
of sensing the being are blocked as though the demon must keep an unenhanced body).
does not exist. This may even be the reason such a being  Any “Scholar or Adventurer,” except Demon
entered into the contract; (to hide from its enemies). Queller, or other such Anti-Supernatural Crusader.
When the character suppresses the Demon, they must
 May only become a “Practitioner of Magic” if they
roll a 5+ on a 1D6 to intentionally awaken the Demon;
are given the Magic User ability as a Primary
each roll requires one attack to attempt to awaken the
power. (In this case, the character uses the Base
being. Additionally, so long as the character does not
PPE and PPE growth given by the OCC, and their *Secondary Skills: None ever for the Demon Possessor.
ability to learn magic and uses the skills/abilities *Standard Equipment: Two sets of clothes, a hat, a
according to the OCC.) jacket or coat, a knife, a gun with one extra ammo clip,
 May not become any other RCC. Must be human. flashlight, back pack, sleeping bag, wallet, I.D., a
Cannot be any other human RCC such as Mind couple of bandages, some aspirin, comb, toothbrush
Melter, Burster or Psi-Stalker. and paste, soap, some candy, a sturdy plastic bag, and
 Should not generally be any Character that crusades an old rusty junker of a car or motorcycle.
to remove all supernatural existence from Rifts Additional equipment revolving around the
Earth… Unless the GM allows it. Possessor’s given OCC, and situation should be
Demon Possessor R.C.C. Stats available given the GM’s permission. Note that if
Alignment: Any raised as a protector/warrior etc by a separate
Attribute Requirement: None, but a high M.E. is person/group/power then they are likely to give the
suggested. Possessor what they need to be effective, though
Bonuses: +4 save vs. Horror, +2D6 SDC and immune to usually only lending large, expensive or magical items
possession, mind control, Vampire’s Bite, and in order to keep the possessor close.
transformation (unless described in the abilities
above.) Blix RCC
Racial Requirement: All Demon Possessors are There are three kinds of Blix characters; the Narco-
Human. Blix, the Vivi-Blix, and the Lecto-Blix. These human-
**Skills to add to a chosen OCC looking creatures are natural vampiric-like predators of
Language: whatever the being within speaks (80%) the human species and others, and are generally
Lore: Demon and Monsters (+10%) considered evil by most species.
Cybernetics: Starts with none and will avoid The Narco-Blix is a creature with the ability to control
cybernetics or other forms of enhancements because it their victims while they sleep. Like the vampire the
interferes with the Magic. However Bio-System Narco-Blix bites their victim and establishes a mental
prosthesis will be considered if necessary, and no more bond that allows them to control their victim even from
than about 20% of the body (i.e. one leg or one arm, across the world so long as the victim is asleep. Their
but not both… must do without, be healed or die) mental link also allows them to recognize when,
*No OCC chosen? Use the Vagabond skill List below: approximately where and specifically how any victim
Speak 2 languages both at 90% falls asleep, and to recognize a victim even while in
Cook (+10%) disguise.
Pilot Automobile (+5%) The Narco-Blix does not feed off those it bites in any
*Language: whatever the being within speaks (80%) way. It simply has the ability to control and recognize its
*Lore: Demon and Monsters (+10%) victims. The Narco-Blix is most feared for their ability
****Other Skills: Select Eight other skills at Level one, in infiltration. If there was ever a naturally born spy the
one. Plus select four additional skills at levels two and Narco-Blix might be that creature; because most beings,
three, two at level six, one at level nine and one at level and especially humans, sleep.
twelve. All new skills start at level one. These Skills get The Vivi-Blix is a kind of Necromancer; it controls the
the benefit of bonuses that are noted below. bodies of the dead by biting and establishing a link to the
Communications: Any except laser and cryptography carcass. The bitten carcass becomes a kind of lesser
Domestic: Any (+10%) Zombie and will move and act on the Vivi-Blix’s mental
Electrical: Basic Electronics only command. The quick linking ability of the Vivi-Blix is
Espionage: None most distressing as it allows the being to perhaps control
Mechanical: Automotive only your friend whom he or she has just dispatched, or the
Medical: First Aid only (5%) enemy you just slew. Like the Narco-Blix the Vivi-Blix
Military: None gains no nourishment from the bodies of those it bites.
Physical: Any, except acrobatics, gymnastics, and The Lecto-Blix is the most feared of the Blix species,
wrestling because it has the ability to drain the youth of mortal
Pilot: Any (+5%) except jets, ships, and tanks humans and other sentient mortal beings. It is not that
Pilot Related: Any they are any more dangerous or hard to kill than other
Rogue: Any Blix types but that their unnatural ability is simply scary.
Science: Any The Lecto-Blix ages quickly, and must drain the youth
Technical: Any (+2%) of others in order continue living. A Vivi-Blix’s life, if
WP: Any never forcibly stopped, could be considered immortal.
Wilderness: Any Luckily they have no innate ability to control others
outside of their natural and unnatural physical beauty
gained through draining the life of others.
While the Blix species are considered creatures of
darkness by humans and many if not all others, they are
simply the product of their innate abilities. They are
sentient of course, but they are also the natural predator
of the human species and live their lives accordingly. A
Lecto-Blix might have a taste for young innocent girls,
or another could have a sense of guilt and feed off only
murderous criminals. The Narco and Vivi-Blix use their
abilities like genius would use his brain or an artist her
hands. It is simply their tool for who they are, and what
they use in order to live in a dangerous world.

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