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Darkchilde RCC

With the advent of Dark Day and the increase in mystic energies on Earth, it is inevitable that the
fallout of the great, secret war currently being fought would infect innocent victims. As with any
terrible war, the victims are almost always the most innocent and vulnerable. And humans are
rarely as vulnerable at any point in their lives as in their childhood. This makes this war doubly
terrible--not only are the good beings of Earth being murdered left and right, but the next
generation is being corrupted by the nature of the murders.
Since so many of the battles between Nightbane and Nightlord minion take place in inhabited
areas, most often ghettos or slums, it is a given that there will be witnesses. It is just as given that
a percentage of these bystanders will be children. Because children are so much more sensitive
(both emotionally and psychically) than adults, they are much more prone to mental trauma from
witnessing such struggles. Also, because of their high psychic potential, they are more receptive
to the energies released by the loser of the struggle. This can be for good or for ill, depending on
the loser of the conflict. If the deceased was a warrior of justice, the spiritual energies released
will be imbued with his sense of good and right; if evil, the energy will be tainted with the reek
of destruction and the screams of his victims, resulting in even worse trauma. Sometimes, this
has the reverse effect--that light nearly blinds the child, making it hate good; or the screams scare
it so badly that it runs to the light for protection.
The beings created from the melding of a supernatural life essence with a child's spirit are known
as Darkchilder (the plural of Darkchilde). Sharing human origins with unnatural ones, they are
most assuredly not human, but neither are they supernaturals. Scholars (the few that know such
things exist) argue about their nature and almost never come to the same conclusion. Theories
include that the Darkchilder are humans imbued with great powers, supernatural beings
attempting a permanent possession, half-breed demons, and any number of other things. Not
even the Darkchilder themselves know what they really are.
Because of the rarity of supernatural beings and magic before Dark Day, only a tiny percentage
of Darkchilder are older than ten or fifteen years old. Those few created before Dark Day seemed
to continue aging as normal until puberty, when they simply stopped. Some Darkchilder have
survived in this state for hundreds of years. It is unlikely that they are immortal, and more likely
that they are instead just extremely long-lived, like Nightbane or Guardians.
Much like Nightbane, all Darkchilder have different appearances, some seeming quite normal,
while others are monstrously deformed. Unlike Nightbane, their powers also vary greatly from
one individual to the next, ranging from simple magic and psionics to super powers and Talents.
Darkchilder can be player characters or NPC villains, depending on the needs of your campaign.

Darkchilde RCC

Alignment: Due to the nature of their creation, Darkchilder tend to have very polarized views on
the world. Darkchilder may not be Unprincipled, Anarchist, or Miscreant. Such alignments are
too wishy-washy in their views to be acceptable. This may be modified by certain subtables.
Attributes: See below.
SDC: See below.
Hit Points: Standard; PE +1D6 per level. This may be modified by the tables below.
Natural Abilities: All Darkchilder have a few common abilities: Nightvision (50 feet, unless a
power makes it farther); impervious to possession and mind control; recognize supernatural
beings on sight (50% +5% per level). Roll on the following table (1d100) to determine the source
of the Darkchilde's powers.

Roll

Source

1-10

Superhero/Villain: Guess super powers weren't enough to save 'em, huh? Roll on the Super
Powers subtable

1120

Guardian: The Lightbringer passes into darkness. Roll on the Guardian subtable.

2130

Vampire: Bloodsuckers' revenge. Roll on the Vampire/Wampyr subtable.

3145

Nightbane: The race of a thousand shapes. Roll for appearance on the standard Nightbane
Morphus tables, but that's what you look like all the time. See below for standard powers.

4560

Minion of the Nightlords: Mu-ha-ha-ha-ha! Your essence is fused to a grotesque mockery


of Earthly life--have a nice day. Roll on the Nightlord Minion subtable.

6175

Wizard: Demons worry when the wizard is near... but apparently not enough. Roll on the
Magic Powers subtable.

7690

Psychic: "Something's coming--I feel it... aaagh!" Sixth sense didn't give nearly enough
warning. Roll on the Psychic Powers subtable.

9195

Geomancy: Nothing died to give you your powers, and that's gotta be good. The surging of
the ley lines mutated you in a drasticaly different fashion than the death-tainted Darkchilder.
Your powers are somewhat less than theirs, but you may be of any alignment, and you know
that your powers aren't from some inhuman beast.

9600

Something Strange...: Some unknown force has merged with the child, producing a
Darkchilde that does not know its own limits. Have the GM roll on the Unknown Powers
subtable.

Super Powers

These are the powers from Heroes Unlimited and its supplements. If you do not have those
books, then it is suggested that you replace this table with one of your own devising. Base SDC
for super-powered characters is 30, modified by power bonuses and physical skills. Attributes
are standard human, modified by powers. PPE is 1D6.

Roll

Number of Powers

1-20 One major ability and one minor ability


21-40 One major and three minor abilities
41-60 Four minor abilities
61-80 Five minor abilities
81-00 Two major abilities

Super powers may be chosen from among the following:


Minor Powers

Major Powers

Adhesion

Alter Metabolism

Alter Physical Body

Animal Abilities

Bend Light

Animal Metamorphosis

Energy Expulsion (any)

Chameleon

Energy Resistance

Control Elemental Force (any)

Extraordinary Attribute (any) Create Force Field


Flight: Wingless or Glide

Darkness Control

Healing Factor

Disruptive Touch

Heightened Sense (any)

Energy Absorption

Impervious to Fire and Heat Gravity Manipulation


Multiple Limbs

Intangibility

Nightstalking

Invisibility

Super Vision (any)

Karmic Power
Mimic
Shape Change
Sonic Flight
Sonic Speed
Teleport

For every minor super power or twice for every major one, roll once the following mutations

table.

Roll

Mutation

1-30 No unusual features


31-35 Large or pointed ears
36-40 Odd skin color (if this is rolled more than once, treat it as stripes or patches)
1-10 Yellow
11-20 Green
21-30 Red
31-40 Grey
41-50 Blue
51-60 Albino White
61-70 Purple
71-80 Coal Black
81-90 Orange
91-00 Metallic (any)
41-50 Odd hair color (treat multiple rolls on this table as streaks)
1-10 Green
11-20 Blue
21-30 White streaks
31-40 Bright red
41-50 Solid white
51-60 Purple
61-70 Orange
71-80 Metallic (any)
81-90 Two different colors
91-00 Three different colors
51-60 Glowing eyes (roll on the hair table for color)
61-70 Scales: The body is covered with green or yellow reptilian scales. Add 25 SDC.
71-80 Claws: The character has claws 2-4 inches long on each finger. 2D4 +PS bonus.
81-90

Horns: These can be small, demonic horns (1D6 from head butt) or curving, ram-like horns
(2D6). Player's choice.

91-00

Roll on the Nightbane characteristics table, substituting "Animal Form" for 81-90,
"Stigmata" for 91-95, and "Unearthly Beauty" for 96-00.

Guardian Subtable
The Lightbringers are the symbol of good and purity in the world of Nightbane. Characters
rolling on this table must be Good or Aberrant in alignment. Base SDC is 2D6x10. Attributes are
human, modified as follows: +1D6 MA, +1D4 PS, +1D6 PP, +1D6 PE, +2D6 PB, and +2D4
Spd. PPE is the PE attribute times three.

Roll

Lightbringer Feature

1-13 Guardian Senses: The character has powers #1 and 2 from the Guardian RCC.
1426

Guardian Healing: As per power #3 of the Guardian RCC.

2739

Light Powers: As per power #4 of the Guardian RCC.

4052

Null Magic: This differs from the Guardian RCC in that the character cannot negate magic
selectively, but is continuously null to magic! This means that the character may not be the
target of magic spells, rituals, wards, incantations, etc. Magic weapons inflict only standard
weapon damage and supernatural creatures inflict damage as though they had normal
strength. Only spells that create a physical effect (like fire ball, call lightning, etc.) can
target the character. This has a downside, though: while the character cannot be harmed by
magic, he cannot receive beneficial effects either. PPE is only 1D4.

5365

Guardian Life Functions: The character can hover and fly, as per power #6 of the
Guardian RCC. Also, the character does not breathe, eat, or drink, but requires sunlight to
stay healthy, just like a Guardian. Life span is tripled or quadrupled. Strength and endurance
are supernatural.

6878

Guardian Psionics: The character is a master psionic, with the following powers: Empathy,
mind block, presence sense, and see aura. For each new level of experience, add one power
from either the sensitive or healing categories. ISP is the ME attribute plus 1D6x10, plus 10
per additional level of experience. PPE is only 1D6.

7991

Guardian Attributes: Ignore the first paragraph of this subtable. Roll attributes, SDC, hit
points, and PPE as per the Guardian RCC. Bonuses, appearance, and horror factor are
identical to that of the Guardians. Strength and endurance are supernatural, but no other
powers are possessed.

9200

Full Guardian! Use the Guardian RCC for all stats, powers, bonuses, etc. In essence, the
character is a Guardian! However, use the Darkchilde RCC for experience table and skills.

Vampire/Wampyr Subtable

These bloodsucking creatures of the night are among the most romanticized and feared
supernatural predators in existence. They are also powerful beyond belief. Those that roll on this
table must be Scrupulous, Aberrant, or Diabolic in alignment. Stats are normal human except
where otherwise noted below.

Roll

Vampiric Powers

Vampire Strength: The character's strength and endurance are supernatural. Raise PS to
3D6+14 and PE to 1D6+16. SDC is increased to 3D4x10, plus physical skill bonuses. Hit
1-13
points remain normal. Damage is done as per a vampire's attacks. Has the equivalent of
Hand to Hand: Expert.
1427

Vampire Speed: Vampires are renowned for their grace and unnatural quickness; so is this
character. PP is 3D6+8 and Spd is 3D6+10. Use the selected hand to hand skill for bonuses
only; the character has five attacks per melee, plus one at levels 5, 10, and 15.

2841

Vampire Toughness: Some of the vampire's incredible healing and invulnerability powers
have been developed by the character. Normal weapons and forces have no meaning to the
character; while they may pierce his clothes, they will not leave a mark on his skin. Wood
and silver weapons inflict full damage, as do magic, psionics, and the attacks of supernatural
creatures. Sunlight burns the character, inflicting 3D6 points of damage directly to hit points
per melee exposed. Crosses and garlic will repel the character, but neither water nor holy
water have any effect. A wooden or silver stake (or silver bullet) through the heart (called
shot at -6 to hit) will immobilize the character, leaving him vulnerable. Hit points and SDC
are recovered at the rate of 1D6 per melee, but the character still enters coma and dies as a
regular human. The character must still eat, breathe, and sleep. SDC is 2D4x10 and hit
points are normal.

4255

Vampiric Charisma: Vampires are reputed to be attractive and charismatic; this character
actually is. MA is 3D6+12 and PB is 2D6+16. The character also has the psionic power of
super-hypnotic suggestion for those pesky people that won't obey their every whim. The
character is a minor psionic with ME+2D6 ISP.

5669

Vampire Metabolism: This character does not eat, drink, or breathe, but must supplement
his diet with blood! Unlike a real vampire, the blood need not be human; animal will
suffice, but the creature must be warm-blooded and the blood must be fresh. Two pints are
required per 36 hours. Sleep is required, but in greatly reduced amounts, only 3 hours out of
every 24. Hit points recover at the advanced rate of 2D6 per hour.

7083

Metamorphosis and Summoning: The character can become a bat, wolf, or mist, just as a
true vampire. Vermin, canines, and fog may be summoned at the usual numbers and
duration. The character has 1D4x10 PPE.

8495

Vampire Psionics: The character is a major psionic with 2D6x10 ISP. The following
powers are possessed, and no more are ever gained: Death trance; alter aura (self); empathy;
mind block; hypnotic suggestion; presence sense; sense evil; deaden pain; induce sleep. All
powers are used at the character's normal experience level.

9600

Wampyr: The essence of the vampire bonded to the character in such a way that he has
actually become a wampyr! Roll up stats, bonuses, etc., as per the Wampyr RCC, but use

the Darkchilde RCC for experience table and skills.

Nightbane Subtable
Roll on the Nightbane creation tables to find this character's appearance and abilities. The
Morphus is the character's only form, and it cannot be changed. SDC, hit points, PPE, horror
factor, and bonuses are identical to the Nightbane RCC. Use the Darkchilde RCC for skills and
experience table.

Nightlord Minion
Uh, oh... This character's spirit has merged with one of the grotesque minions of the despicable
Nightlords. The character's human will has managed to eliminate the Nightlords' control from his
mind, but the trauma resultant is severe, as is the struggle to stay in charge of his own mind. Roll
on the random insanity table at first level, and again at levels 4, 8, 10, 12, and 14.

Roll

Minion and Powers

Hound: The most common minion of the Nightlords, Hounds are the foot soldiers of the
Nightlands. This character has developed some of the more notable powers of these metalclad warriors: Immune to illusions and concealment powers; nightvision 2000 feet; tracking
1-20 (animals and humans; 80%); track supernatural beings (60 feet; 50% +5% per level;
supernatural strength and endurance. Bonuses: +2D4 PS; +2D4 PE; +1 attack per melee.
Penalties: -1D4 IQ; -1D6 MA; -1D6 PB. Base SDC is 2D4x10; armor rating is 10 against
mundane attacks.
2140

Ashmedai: The creeping horrors... This character has the shape-shifting powers of the
terrible Ashmedai (see the Nightbane RPG, page 166). Base SDC is 15.

4160

Necrophim: The character is essentially a material plane version of a Necrophim. Ignore


the Astral Form and Materialization powers, but all other abilities and bonuses are as per the
Necrophim RCC. Skills and experience table are as the Darkchilde RCC.

6180

Great Hound: This character has been fused with the essence of the huge, even more
dangerous versions of Hounds called Great Hounds. Roll stats as human, with the following
adjustments: -1D6 IQ; -1D4 ME; -2D4 MA; +20 PS; +6 PP; +8 PE; -2D4 PB; +1D4x10
Spd. Strength and endurance are considered supernatural. SDC is equal to 4D6x10 +200,
and hit points are doubled; armor rating is 12 against mundane (non-magical) attacks.
Regenerates damage at the rate of 1D4x10 per hour; immune to illusion and powers of
concealment; nightvision 2000 feet. The downside to this power is the character's great size,
standing well over ten feet tall (10' +4D6") and weighing close to half a ton!

8100

The Beautiful People...: For good or ill, the character has been bonded to one of the vain,
self-serving Beautiful People. Unlike other Darkchilder, this character may be Selfish; in

fact, the only alignments possible are Selfish and Evil. Attribute Bonuses: +1D6 MA; +1
PP; +9 PB. Penalties: -1D4 IQ; -1D6 ME. Base SDC is 2D6+10.

Wizard Subtable The source of your powers was the demise of a powerful wizard. While you
don't rival his skill (yet), you have picked up some of it. Roll on the following table to determine
what class you are treated as for the purpose of spells and PPE. You have no true knowledge
about the theories and practice of magic, and still advance on the Darkchilde experience table
and use its skills.

Roll
1-20

Magic Class
Sorcerer: Not an apprentice, but the full-blown thing!

21-40 Shadow Warlock: Ad noctum.


41-60 Fleshsculptor: "By the pricking of my thumbs, something wicked this way comes."
61-80 Mirrormage: The Mirrowall separates here from there... wherever "there" is.
81-00 Astral Mage: When bad places happen to good people--on the next Geraldo.

Psychic Subtable
A psychic backwash flooded the child's mind at the moment of death, triggering the activation of
the child's own powers. The trauma almost destroyed the child's mind, but imbued him with vast
mental prowess. All characters rolling on this table gain +1D4 to both ME and PE, but must roll
twice on the random insanity table.

Roll

Type of Psionics

1-10 Psychic: As per the class in the Nightbane RPG. Ho, hum.
11-20 Astral Lord: "We're the princes of the universe..."
21-30 Dream Maker: Get them a lava lamp and these guys would be all set.
31-40 Dream Dancer: Let's just hope that it isn't "Dirty Dancing." That movie sucked.
41-50 Mind Master: Master of the mind, or mastered by the mind?
51-60 'Kinetic: "Heh, heh. We like to break stuff. Breakin' the law! Breakin' the law!"
61-70

Natural/Genius: "You run at the football, and I promise that I'll hold it still until you kick
it."

71-80 Psi-Mechanic: They may be crutches, but they're pretty useful crutches.
81-90 Mystic: Is that magic I see on the psychic table? Oh, bite me, it's fun!

91-00

Latent Psychic: Your powers still haven't fully developed. Too bad! Use the Latent
Psychic PCC from Beyond the Supernatural.

Geomancy
While geomantic Darkchilder are slightly less powerful than the others, they are much more in
control of their own lives and destiny. They may be of any alignment, gain more skills (more
time for mundane learning), and never have to worry about another life essence merging with
their own.
Attributes are rolled as a normal human (3D6 for all), but strength and endurance are
supernatural. Base SDC is 30. The character can sense ley lines within ten miles, nexuses within
twenty, and open dimensional portals (not counting breaches in the Mirrorwall) within fifty! By
standing on a ley line, the character's healing rate is doubled; at a ley line nexus, it is tripled.
Also while on a ley line, SDC is +30 and PS is +5.
The character has a small selection of spells. He may select two spells from each level 1-3 (six
spells total), gaining one new spell at each additional level from a spell level equal to or less than
his own. PPE is 2D4x10 plus the PE attribute. Extra PPE may be drawn from ley lines as per the
Sorcerer OCC. If truly desparate, the geomancer may convert his own body into PPE, with every
hit point "burned" becoming two PPE points.
Geomantic Darkchilder gain six OCC related and two Secondary skills.
Bonuses: +3 vs. magic; +4 vs. horror factor.

Unknown Source Subtable


This table is for the GM's eyes only! Players, do not read this section, or you may find that some
of the fun has gone out of your character. The whole point of running a Darkchilde with an
unknown power source is the mystery and paranoia behind it. Who am I? Where do my powers
come from? Am I being used somehow? All these are good questions for the "unknown"
Darkchilde to ask about himself.
Roll on the following table, but only tell the player his obvious stuff (attributes, SDC, hit points,
etc.). Do not tell him his special abilities--activate them for him without telling him you are
doing so, and let him try to guess the nature of his powers. Every time he goes up a level, tell
him the true nature of one of his powers. (ie: Tell him the game stats for it. Instead of "a blue
energy field protects you from your opponent's strike," let him know that he's been
unconsciously casting Armor of Ithan and give him control over that spell.)

Roll

The Truth Is Out There

Spirit of Nature: The character's powers come from the rape of the natural world and the
death of one of its spirits. Attributes are normal human; base SDC is 15. For no cost, the
character may telepathically communicate with animals, often doing so unconsciously ("The
squirrel's talking to me! I swear!"), and can also speak to plants. Try to remember though
that most plants know nothing about what goes on beyond their general vicinity (except
1-10
grapevines) and that most animals aren't terribly intelligent. The character also has magic
spells relating to the natural world. These spells are used unknowingly, but still require PPE;
the character has 2D4x10 PPE. The following spells are possessed, and no more can be
learned: Globe of daylight; thunderclap; climb; extinguish fire; fingers of wind; fuel flame;
ignite fire; negate poisons/toxins; nightvision; repel animals; swim as a fish; call lightning.

1120

Deific Power: The powers the character believes that he got from a killed being are actually
from the god or supernatural intelligence that was the being's master. It has decided not to
reclaim the power yet for some obscure reason of its own (GM's call). Roll on another table
for the actual powers, but keep in mind that the deity may be able to impose its will upon
the character for tasks (often without the character even knowing he's being manipulated).
Roll on any subtable except Nightbane, Guardian, Vampire/Wampyr, or Nightlord Minion.
PS and PE become supernatural and base SDC is doubled.

2130

Ancient Master: The spirit of a powerful martial artist has bonded with the character,
giving him all the abilities and skills of either the Ancient Master (Heroes Unlimited) or the
Dedicated Martial Artist (Ninjas and Superspies). Experience point table is the same as any
other Darkchilde. This character is fast, strong, and adept at a specific martial art, but
ignorant of the teachings behind it--he may not even know how he does what he does (think
Jackie Chan if he had partial amnesia).

3140

And Now For Something Completely Different...: The character gained his powers from
the death of something not of this Earth. Virtually any class with "unnatural" powers from
any of Palladium's games can be used. Options include the Earth and Star Children (from
Rifts England), Mind Bleeder (Rifts Africa), Stone Master, Undead Slayer (both from Rifts
Atlantis), or Pneuma-Biform (Rifts Underseas). The character gains all of their innate
powers and uses their attributes and bonuses. Not gained are bestowed or granted powers,
like the Atlantean tattoos or Pneuma-Biform Whale Singer spells. Skills and experience are
used as per the Darkchilde RCC.

4150

Double, Double, Toil and Trouble: The character has gained the powers of a Witch,
without the side effects of being linked to a supernatural intelligence! Look up the Witch
OCC in Rifts Conversion Book (One) and design a character using one of the three "gifts,"
and then eliminate the necessity for a pact. The character also does not have a "devil's
mark." Besides the powers, the character conforms in all respects to the Darkchilde RCC.
The supernatural being that created these powers in the first place (presumably for another
being) knows about the character and is really pissed. While it won't send hunters after him
at all times or in large numbers (intelligences have a lot to do), it can be assumed that at any
given time, there is at least one such hunter on Earth looking for the character. Hunters can
be any of the usual minions of supernatural intelligences (goqua, sowki, dybbuk, etc.); there
can also be specific minions, depending on the intelligence's species (ie: send Kittani and
Kydians for a Splugorth, vampires for a vampire intelligence, or even Chaos Priests of the

Old Ones if you aren't feeling particularly generous).


5160

Bestiality: Whatever it was, it had an animalistic side that has become all too obvious in the
character. Roll on the Nightbane Animal Characteristics table for the animal and how it has
fused with the character. Roll attributes as a normal human, modified by the animal's
abilities. Strength and endurance are supernatural.

6170

Item of Power: Nothing has actually bonded to the character except for an item of great
power that believes it has found its new owner. Use the Sword Bearer OCC or the
Enchanted Weapon/Item power category from Heroes Unlimited to design the item and its
powers. The character has normal human attributes, 10 SDC, and 3D6 PPE, modified by the
powers from the item.

7180

Lightning Never Strikes Twice: This character is different from other Darkchilder in that
he did not gain his powers through any death but his own. Some major injury killed the
character, but he came back, possibly after seeing a "tunnel of light." However, he came
back changed. Give the character psionic, magic, or super abilities based on the force that
killed him. (ie: struck by lightning, gains electrokinesis or energy expulsion: electricity;
drowned in a flood, gains hydrokinesis, control elemental force: water, or water warlock
abilities; etc.). Normal human attributes, modified by the power(s) gained. Base SDC is 5D6
and base PPE is 2D6. If the powers gained are psionic, the character is a major psionic with
1D4x10 ISP. If they are magical, increase PPE to 1D4x10.
Childe of the Dark: When a Nightlord's minion died near the character, it opened a direct
link to the entity known as "the Dark." While it empowered the character, it has also taken a
terrible toll on his mind; roll once on the random insanity table at first level and again at
levels 4, 8, 10, 12, and 14. Characters so empowered are likely to be Aberrant or Diabolic,
but any allowed to the Darkchilde RCC are allowed to this character.

8190

Bonuses: The character's attrbutes are supernatural; raise PS, PP, and PE by 1D6. Base SDC
is 2D4x10 and starting hit points are doubled (but new ones are gained at the standard rate).
Nonmagical weapons inflict only half damage. The character has 1D4x10 PPE and all spells
of levels 1-3; no more are ever gained. Finally, the character is able to Mirror Walk with
little difficulty; there is no PPE cost, but a full two melees of concentration, plus two for any
other person brought along, are required to use the Mirror Walk.
Penalties: Reduce MA and PB by 1D4. Psionics, the attacks of supernatural beings,
explosions, and laser/energy weapons inflict full damage. Magic and magic weapons do
double damage to the character! This can be really bad if he comes into contact with a Dark
Destroyer. Minions of the Nightlords (Hounds, Hunters, etc., but not Ashmedai or Namtar)
can sense the character at a distance of 100 feet; this sensing is very precise, like a blip on a
radar screen. They will detect him as an extension of the Dark, and will either report his
presence to their commander or approach him to determine the cause for his presence. They
will not automatically attack him like they would any other creature, but will attack in selfdefense, if ordered to do so, or if the character is obviously an enemy of the Nightlords (has
Nightbane and vampire companions, leads a platoon of Guardians, etc.).

9100

The Hell If I Know: The character really has been bonded to something demonic, gaining
its appearance, physical attributes, SDC, and natural abilities. Mental attributes remain

human and can be any alignment. The character may be bonded to any of the lesser demon
types presented in Nightbane World Book Two: Nightlands, but not a Demon Lord. This
can cause confusion on the part of other characters, enemies, and even real demons.

RCC Skills:
Language/Literacy: Native (98%)
Basic Math (98%)
Computer Operation (+10%)
One Domestic skill of choice (+15%)
One electrical, Mechanical, Science, or Technical skill of choice (10%)
WP: one of choice
Hand to Hand: Basic
Hand to Hand: Basic may be changed to Expert for two "other" skills or Martial Arts (or
Assassin of evil) for four.
RCC Related Skills: Select five other skills. Gain two additional skills at levels two and five,
and one more at levels eight, twelve, and fourteen.
Communications: Radio: Basic only
Domestic: Any (+10%)
Electrical: Any
Espionage: None
Mechanical: Any (+5%)
Medical: First Aid only (+5%)
Military: None
Physical: Any
Pilot: Any
Pilot Related: Navigation and Read Sensory Equipment only
Rogue: Any
Science: Any
Technical: Any
WP: Any "civilian" weapon
Wilderness: Any
Secondary Skills: Choose three secondary skills from the above list. These are additional areas
of knowledge that do not receive the bonuses in parentheses.
Equipment: The character is allowed to have 2D4x100 dollars in equipment, plus whatever
personal items the GM allows.
Money: 1D4x100 dollars in cash and 1D4x1000 in a bank account/trust fund.
XP: Use the Hound Master experience table

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