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Seleniak R.C.C.

Seleniak R.C.C.

The Seleniak are tall, lanky people from the jungles of Talavera. They have long, craned necks to complement their long, narrow, football or pick-shaped heads (Earthlings might find their heads reminiscent of Duck-billed dinosaurs). The head is centered on a wrinkled and grooved neck. The mouth is unique, with pointed mandibles, two large and two small, that open side to side rather than up and down. Despite this strange construction, the Seleniak can articulate sounds and words very well. The large, brown, almond-shaped eyes radiate warmth and intelligence. The body, arms and legs are covered in ridges, bumps and small spikes in an assortment of patterns. The skin is tough and leathery but still vulnerable to damage from blades, claws and guns. Having evolved in the rain forest, their skin color ranges from an olive to emerald green, with a pale, greenish-white neck, underbelly, feet and palms of their hands. The symmetrical hands are strong and nimble, with two long fingers in a "V" shape and a small thumb on each side of the fingers (ideal for climbing, grasping branches and swinging through trees). The feet are similarly shaped, with a pair of thumb-like toes on each foot. Like most arboreal creatures, the Seleniak have a long, thin, prehensile tail. A tail that can also be used as a whipping weapon, slash through underbrush, or as an extra arm and hand able to grasp, hold and carry (as strong as the arms). Their bodies are completely hairless. Unlike the Lashreg and Tarlok, the Seleniak just don't have the warrior's heart or predatory instincts. They can learn to be competent fighters, and kill when they must, Furthermore, there are selfish and evil Seleniak who are as ruthless as any human or Lashreg. However, they are, by nature, a civilized people who tend to be compassionate, caring, and have a high regard for life. Their agility, imagination and resourcefulness make them wonderful scouts, spies, surveillance agents, and thieves, which are some of the things the Tarlok have tried to make them do. Tarlok also use them for labor and in construction and repair, particularly jobs at great heights or difficult to reach places (especially by the large, bulky Tarlok). Meanwhile, the Seleniak would prefer to be adventurers, explorers, heroes (fighting Tarlok) and protectors (police, medics, firemen, rescue operatives, etc.) who help people. Special Seleniak R.C.C. Abilities & Bonuses: Natural Climbers & Acrobats: Seleniak are naturally acrobatic, and absolutely fearless when it comes to heights. Seleniak Acrobatics: Seleniak Can climb, run and leap from branch to branch or the vines of trees, to girders and rooftops, to scaling the sides of walls and towering buildings at speeds that are typically 2-3 times faster than an average human running on a flat surface. The prehensile feet and tail provide additional melee actions, balance and grasping capabilities (easier to find a tail, foot, or handhold), and the two thumbs on either side of the hands and feet provided greater stability of holds and ease of grasping. +4 to roll with punch/fall/impact, +1 to break fall, +1 on initiative at levels 1, 3, 5, 7, 9, 12, and 15 (this is in addition to any combat or other skill bonuses), +5 to P.S., +1D4+1 to P.P., +5 to P.E., +1D6x10 to S.D.C./M.D.C., plus can perform somersaults, cartwheels, handstands and back flips, leaps and falls rolls, tumbles, and to work on rings and parallel bars.; all things the tengu and his students enjoy doing. The Seleniak can also stand perfectly balanced on one leg for ten minutes per level of experience; includes standing on a high wire requires concentration, and attacks, parries and dodging are not possible while perfectly balanced on one foot. Provides the following abilities: 90% + 5% per level - Sense of Balance, can keep sense of balance, even when running and leaping through trees, or walking a high wire. 70% + 5% per level - Walk Tightrope or High Wire, or narrow ledges or branches 90% + 2% per level - Climb Rope, cables, vines and trees. 70% +2% per level to perform a back flip. 82% + 4% per level Climbing, and scale walls (or adds a bonus of +25% to climb skill)

90% + 5% per level - Back Flip 40% + 5% per level - Prowl (or adds a bonus of +30% to Prowl skill) 60% + 3% per level - Rings & Bars Targeted mid-air leap= like a monkey. Seleniak Automatic Leap Dodge: The ability to use the leap as an automatic dodge! It can be combined with back flips, cartwheels and somersaults. +8 to leap dodge plus any P.P. bonus and additional leap dodge bonuses through combat training and life experience.. Each leaping dodge uses up one melee attack, but can be done indefinitely to avoid attack and damage as if it were a parry. This maneuver is designed to be strictly defensive and to frustrate one's opponent(s). A frustrated or angry opponent tends to become reckless, will tire himself out foolishly, and focus on his opponent rather than what's happening around him (like being lured into a trap, or not seeing others move past him, sneaking up, etc.). Some Seleniak like to chide their opponents with remarks like, "What's the matter? Can't you hit a moving target?" "Is that the best you can do?" "My, you are slow." "Oh ho, you almost got me that time." "Whoops, missed again?" "Aren't you getting tired swinging that weapon so much?" "Would you like me to stand still and fight? No, I think not." And so on. Seleniak Timed leap: Seleniak are skilled at timing their leaps to their best advantage. This is usually done to cause an opponent to swing, miss the Seleniak but strike a tree, rock, building, vehicle or another opponent rushing in from behind or from the side. This is a dangerous maneuver because missed timing means the character's dodge missed and he is struck by his opponent. Only a +6 bonus for a timed leap and P.P. attribute bonuses are applicable to this maneuver. Do not use any other dodge bonuses. Counter movement: Uses 1 attack/action: A non-offensive technique that can save the characters butt in certain situations that have a simple solutions, but no specific counter. A few good examples are: 1.An opponent sweeps the character, and instead of hitting the ground the character springs off his hands back onto his feet. 2.You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and propel your opponent back into the air. 3.An opponent throws you. You can either use the moment to perform a cartwheel, or a flip Air drop: 4d6/ft fallen, or used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip, and can add weapon damage to the attack, and automatically knocks down a standing opponent. Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks. Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, ending with feet. NOTE: I have seen this done in my kendo class in real life. Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground. (Can add weapon damage to attack). Air catch: 2d6 and knockdown. Catches any opponent in the air and slams them to the ground. Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and slams them to the ground.

Those living on Seeron can scale the frames of buildings at con' struction sites, climb walls, run along girders or ledges, swing from poles, railings, ledges, wires and fireescapes, and leap from the rooftops of the famous "skraypers" with amazing speed and accuracy. Leaping Great Distances: A Seleniak can leap, from a standing position, P.S.+24 feet (6.1. m) high or P.S. +12 feet (3.6 m) lengthwise + feet (0.6 m) per level of experience. Increase by 50% if he leaps from a running start or from a great height to a lower one, and double if swinging through the air (in trees, from wires or poles, etc.). 3. Landing on One's Feet: 80% +1% per level of experience to land on feet without injury or losing a step. This can be done safely from a drop of up to 1500 feet; a 150 story building)! If successful, the character lands and can keep moving; perform a melee action or attack without pause. -10% penalty to the success ratio for each 50 feet (15.2 m) of height above 1500 feet. A failed roll means the character lands badly, stumbles and hurts himself. Damage is 2D6 points per every 50 feet (15.2 m) of height, plus the character loses two melee actions and initiative. 4. Precision Leaping and Grabbing (special targeting): The character aims and leaps for a particular target (branch, pole, rope, object, area, person, etc.). This leap can be done in mid-air, from a roof top to below, swinging in mid-air, from a moving vehicle, or on the ground while standing or running. Roll to strike (1D20), but without any strike bonuses other than those from the P.P. attribute. To be successful the character needs: 4 or higher to land on/hit/grab a large or easy target; 8 or higher to hit/grab a small or difficult target like a narrow branch, pole, ledge, rope, gun, etc.; 13 or higher to hit a small or evasively moving target, or a small target from a moving vehicle. If the initial roll to strike is a miss, the Seleniak is so fast and skilled at leaping and acrobatics that he will recognize his initial trajectory is off, and can try to recalibrate to strike. This is done in mid-air before he hits, by twisting, turning, tucking, positioning, somersaulting or moving his tail in such a way as to strike after all = reroll to strike with a precision leap as the same melee action! A precision leap can also be made to attempt to leap through an open door or onto the bed of a vehicle, leaping in before a door closes, and similar feats. Combat Notes: This leap is specifically intended for acrobatic leaps and swinging from and grabbing one trapeze, or in the case of the Seleniak, one branch or vine to another; grabbing, swinging, letting go and grabbing another, until he finally comes to a landing/destination. If used to tackle an opponent, a successful strike means the character hits his target, but does not seriously incapacitate or hurt him. A leaping tackle by the small Seleniak has a 01-78% likelihood of knocking his opponent off his feet and to the ground, this inflicts 2D4 damage to the opponent being tackled, plus he loses one melee attack/action and initiative. The leaping attack also uses up one melee action of the leaper, but he suffers no damage and retains initiative, even if his opponent is staggered but remains standing. The Seleniak has initiative so he automatically has first attack or melee action (try to pin, wrestle, roll away,

dodge, leap off and run, etc.). What he does next (run, hit, shoot, etc.) is up to the character. If he does nothing, a melee action is spent in uncertainty and his opponent gets to strike back. If used to grab an item out of a person's hand or from a specific location, a successful precision leap and grab means he gets to the spot and gets his hands on it, but is the character able to pull it out of an opponent's hands, or to hang on to it when scooped up from where it rested (this can also apply to reaching and hitting a button, pulling a switch, etc.). To pull an item from an opponent's hand, the leaping character should have momentum and surprise to compensate against opponents with superior strength. Roll 1D20 for surprise; high roll wins. Then roll i D20 to pull the item loose. The leaper is +6 if he also has surprise; high roll wins, defender always wins ties. To grab and hang _onto or pull a switch, roll 1D20. Any number above six is successful. A failed roll means it is missed or bobbled and dropped. Another melee action and attempt to scoop it up or pull is necessary. 5. Vision. Keen, sharp, color, hawk-like vision, but no special night-vision or super senses; can see a flagpole two miles (3.2 km) away. 6. Bonuses & Abilities of Note: All are in addition to attribute and skill bonuses. The long prehensile tail, prehensile feet, and long ringers all contribute to the Seleniak's climbing, leaping and acrobatic abilities. Double jointed throughout his body; +10% to escape skill if selected and adds to the overall agility, mobility and flexibility. Ambidextrous: can use both hands with equal dexterity. Prehensile Feet: can be used with the same skill and dexterity as one's hands and can grasp, hold, and carry. The feet can also be used to perform skills almost as well as the hands (-10% penalty). Prehensile tail: that can be used like a fifth grasping limb. It can grab hold and carry objects, use handheld melee weapons and can whip out with surprising speed and accuracy. +1 attack per melee round; mainly from the tail (starts with three melee attacks if no hand to hand combat skill is selected). +1 melee "action" per round at levels 1, 3, 7, and 11. This is a special case in which the flexibility of the body, agility, and prehensile feet and tail provide the Seleniak with additional noncombat "actions" (i.e. an extra dodge, leap, or grab, pick a lock with his feet, activate a machine with one of his hands, sneak in a weapon with his tail or grab hold of something or somebody with it, etc.) +1 on initiative at levels 1, 3, 5, 6, 8, 10 and 12. +4 to pull punch -F2 to disarm +1 to strike (all strike and parry bonuses apply to the tail, as well as hand to hand combat).

+6 to dodge when running, leaping or swinging.

Seleniak R.C.C. (pronounced Sel-len-ee-ack) Optional Player Character Note: Ideal as heroic player characters, NPCs and villains. No limitations. Planet of Origin/Evolution: Talavera Alignment: Any, although the majority are good (50%) or selfish (30%), Attributes: 1.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 3D6+6, P.E. 3D6, P.B. 2D6, Speed. 3D6+12, double when climbing and/or swinging from trees or rooftops. Seleniaks are very agile, naturally acrobatic, and fearless when it comes to heights. Gender: Females have a yellow-green coloration and pale blue underbelly, as well as a pair of small breasts (Seleniak are warm-blooded mammals and give birth to one or two live young). Hit Points: P.E. attributes number x2 +1D6 per level of experience. S.D.C.: 1D6x10 plus those acquired from physical skills. M.D.C. Conversion Notes: Seleniak are not Mega-Damage creatures - and need M.D.C. armor or magic to protect themselves in Mega-Damage environments, like Rifts Earth. Natural Armor Rating: Not applicable.

Horror Factor: Not applicable. Size: 5 ft, 6 inches to 6 feet (1.65 to 1.8 m) tall from feet to head. Their tail adds another 6-7 feet to their overall length. However, all Seleniak tend to crouch rather than stand straight and hunch their long neck and head forward, giving most people the impression that they are smaller and shorter than they really are; most people think of them as being 4-5 feet tall. Weight: 120 to 160 pounds (54 to 72 kg). Life Span: 75 years on average, but some have lived to be 100. P.P.E.: 406 Natural Abilities: As noted under Special Seleniak R.C.C. Abilities & Bonuses, presented earlier in this section. R.C.C. Combat & Attacks Per Melee (special): Starts with three physical attacks plus those acquired through combat skills (if' any). Also see Bonuses and Abilities of Note for details on extra, noncombatant, melee "actions" per melee round. Special attacks include: Bite with Mandibles=2D4 +P.S. bonus if any. Whipping Tail Strike= 2D6 damage +P.S. bonus, if any. Head Butt= Equal to punch damage +P.S. bonus, if any. Elbow Strike= 1D6 +P.S. bonus, if any. All styles of kicks +1D6 +P.S. damage. Rifts Combat & Damage Note: Seleniak do not have supernatural P.S., so their punches and kicks do not inflict Mega-Damage (M.D.). Heroes UnlimitedrM Occupations and Skills: The Seleniak are typically well educated (1-4 years of college) and can select any occupation. Determine education and skills the same as humans. Rifts Occupations and Skills: The Seleniak can be virtually any O.C.C., excluding those that require psionics. However, they naturally lean toward adventurers and scholars rather than Men at Arms. Of the warrior classes, Robot and Power Armor Pilot, Headhunter, Military Specialist/Spy, Bandit, and especially Sheriff, Deputy (lawmen in general) and Saddle Tramp would be among the most appealing. However, Seleniak are much more likely to be a Wilderness Scout, Operator, Rogue Scholar, Rogue Scientist, Cowboy, Vagabond or practitioner of magic. Psionics: None not capable and furthermore totally immune to psionics, including mind reading Magic: None. Like the rest of the people in the Charizolon System, Seleniak have no knowledge of magic or ley lines. However, if exposed to the mystic arts, they will find it fascinating and take to it easily. Rifts o Note about Magic: Whether exposed to magic on Phase World or Rifts Earth, the Seleniak will find it alluring and fascinating. They will be most attracted to Wizardry/Ley Line Walker Magic, TechnoWizardry, and Warlock magic, hut can study and practice any (most will avoid Necromancy and BioWizardry because they respect life too much). They will use magic items and enchanted weapons, especially TW creations.

Cybernetics & Other Augmentation: Generally, none, except for medical purposes. Until the Tarlok and Seeronians introduced the concept, the Seleniak had no cybernetic technology. Most just feel uncomfortable about mechanical augmentation, however, some may consider implants, MOM/Crazy augmentation and even partial or full conversion bionics. Likewise, most will not willingly participate in Splugorth Bio-Wizardry and magical augmentation. Juicer chemical augmentation won't work on their alien physiology. Money: About the same as humans/Seeronians. Need a job to get money and possessions. Tarlok slaves (the majority) are provided for by their masters. Refugees and freedom fighters have whatever they can scrounge, steal or get from supporters. Enemies: None, other than their old, long-time nemesis, the Lashreg, and their conquerors, the Tarlok and their minions. The Lashreg have been convinced by the Tarlok that the Seleniak and Seeronians were plotting against them. Consequently, most Lashreg have been duped into joining the Tarlok as (reasonably) loyal allies (the Tarlok consider them slaves, but treat them marginally better than most). The Lashreg are particularly vengeful toward the Seleniak and Seeronians and relish fighting and killing them. Seeron is overrun by them. Allies: The Seeronians are their greatest allies. Rifts Notes on Enemies & Allies: Seleniak are, generally, peace-loving, good, honest people who get along with those of similar mind. Their plight with the Tarlok and friendship with the Seeronians will attract the Cosmo-Knights, True Atlanteans, and other heroes. The Prometheans view them with indifference, while most of the other people of the Three Galaxies have never heard of them. Those who have, including those on Phase World, know little about them, other than the fact that they arc a conquered people condemned to a life of slavery under Tarlok domination. Note: Seleniak are definitely among the races that the Tarlok will sell to the Splugorth and others as slaves. In fact, to the Tarlok, their greatest value is as slaves for sale. On Rifts Earth, the Seleniak are likely to become just another group of "D-Bee" refugees trying to find their place in the world. Most should advocate peaceful coexistence with the different races and are likely to gravitate to places like Lazio, New Lazio, Tolkeen, Kingsdale, Psyscape, and wilderness kingdoms. However, they will be targeted as monsters for extermination by the Coalition States, human supremacists, and similar tyrannical kingdoms. Their alien appearance may also make them targets of frightened D-Bees and humans. This can be an excellent character for any geographic setting on Rifts Earth.

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