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Filipino Eagle Retromorph R.C.C.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst of evolution. Due to this, each Retromorph character (even within the same species) is unique. As such, the creation of the Racial class is slightly different than your average R.C.C., resulting in a (hopefully pleasurable) experience.

The Filipino Eagle, one of the most graceful and beautiful creature of the islands, considered to be a spirit of pride, strength and beauty by the natives. These creatures live up to most of these beliefs, strong and fierce hunters with elegant plumage. They are also expert navigators with a curiosity that leads them on numerous voyages. They prefer high altitudes that allow them to soar endlessly, riding the thermals effortlessly. These high perches also allow them perfect vantage points for location of prey, noting the layout of the land, as well as serving as unobstructed sunning posts, allowing them to absorb a quick bit of solar energy. They are common forest flyers with phenomenal agility allowing them to manuever within the dense forests to catch prey on the wing. They rely on this agility along with their incredible eyesight to seek out prey. Their other senses seem to be on par with humans, but are not heavily relied upon. Once a victim is spotted, they swoop down with amazing speed for a crushing blow with its fierce talons. This is followed by a crushing blow to the neck with its menacing beak, capable of snapping a lesser creatures spine. A swift clean kill lies within the attack of this marvelous eagle.

Alignment: Any, but tend towards Scrupulous Attributes: I.Q. 2D6+4, M.E. 3D6+2, M.A. 2D6+6, P.S. 2D6+8, P.P. 3D6 (+10 while flying), P.E. 3D6+5, P.B. 2D6+8, Spd 2D6+3 on land and 120 +2D10 while flying (around 100 mph or 160 kmph), 240 when diving (180 mph or 288 kmph) Hit Points: P.E. +1D6, +1D6 per each additional level of experience. S.D.C.: 35 +2D10 S.D.C. Natural S.D.C. Armor Rating: 7, thick feather plumage. P.P.E.: 12 +2D4 P.P.E., +1D4 per each additional level of experience.

Magic: None initially, unless learned from O.C.C. I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. Retromorphs are considered Minor psychics. O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only Habitat: The Filipino Eagle Retromorph is a large raptor, native to these islands, preferring heavy forest regions, canopies and mountain ranges. Note: This indicates where the character was born and raised, not necessarily where they are currently adventuring. Reproduction: They usually lay one to four eggs that will hatch within one months time. The eagles will only attempt to mate once every 4-5 years as hatchlings will saty with the parents for at least two years time. Diet: Their diet consists of any type of meat. Their main prey include the various types of monkeys, but can also include any fair-sized animal. They are also opportunists and will not pass up prey such as rats, fish, large lizards, other birds and even carrion. Communication: Speech is high-pitched and grutal; makes characteristic shrieks and noises often. Shrill voice, -20% for others to interpret what the character is saying. Average Life Span: 45 +1D6 years. Size/Weight: 5 feet +2D6 inches (average of 1.7 m). 70 +2D10 pounds (36 to 45 kg), their unique honeycombed skeletal structure makes them extremely light, yet is sturdier than average bone in humans. Morphology: The Filipino eagle has a large, thick beak (capable of 2D6 S.D.C.) with nostril slits at the base. The ear holes are on each side of the head and are hidden beneath the thick plumage. Eyes are medium to large with golden brown irises. The neck is somewhat long and thick, yet very flexible, able to almost completely around and allowing the head to pivot upwards at much greater angles. Very thick, broad chest with a short thin waist. Except for the legs, the entire body is covered in luxurious chestnut colored feathers with white edges and fringes. The head and thighs are inversed with white feathers with brown tips. The head and neck feathers are also able to prick up and fan out, creating a wonderous display. Erectal: Fully biped. Forelimbs/Digits: The arms are still greatly elongated into modified wings, but with forearms and hands extending from the mid portion. The total wingspan can range from 18 feet to up to 32 feet (5.4 m to 9.7 m). Arms are thin and scaled, yet heavily muscled with thin hands ending in large black sickle-like claws capable of 1D8 S.D.C.

Hindlimbs/Digits: Has humanoid thick thighs and thin calves covered a dense layer of feathers. The feet are scaly, light yellow in color and consist of 3 long thin toes and one backwards pointing toe. Each toes also has sickle-like claws capable of 2D6 S.D.C. Tail: 2 feet +1D6 inche long feathers that fan out and act as a rudder while flying and are a major factor in the flying agility.

Natural Abilities: Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home. Land Navigation: 80% (from the air only, normal skill percentage otherwise). Hunting Skill. Track Humans and Animals: 55%. Natural Weapons: Proficient in their claws and beak as a natural weapon, treat as W.P. Knife. Winged Flight: The character is able to sustain long periods of flight at altitudes of up to 40,000 feet (12,192 m) and can attain speeds up to 180 mph (due to specialized musculature, major organ adaptations, lung capacity, oxygen absorbtion and retention, streamlined body and bone structure). The wings are also incredibly strong, able to lift an additional 200 pounds (90 kg) without penalties. Flight stamina is also determined via the P.E. attribute model (page 8 of Rifts). As large as these wings are, they are also very flexible and compactible. When folded and tucked in under garments, only a slight bulge is noticeable that can be easily mistaken for a heavily muscled back. These broad wings can also be used offensively. A sweaping blow by a wing will do 1D10 S.D.C., while an all-out swipe will inflict 3D6 S.D.C., but will count as two attacks. While in flight, the wings are difficult targets to hit, opponents are -4 to stike. Feathers: The feathers also provide protection from physical harm, as well as providing warmth and coolness (by trapping air pockets within fluffed feathers). They also allow the eagle to function normally in conditions as high as 120 degrees down to -10 degrees Farenheit. They also convey +3 to roll with punch or fall. Highly Acute Sight: The vision of these eagles is incredibly enhanced, allowing them to see details up to 1.5 miles away (2.4 km). They posses full colorvision and binocularvision for clarity of sight. They are also able to pick up the slightest movement, giving them a bonus of +4 to initiative, +1 to strike, parry and dodge. Nightvision is even augmented to 1500 feet (457 m). Sensitive Taste: The sensory buds within the tongue are sensitive to different taste sensations. This gives them a reltive power of detect poison/toxin (unless odorless and tasteless) at a profiency of 40% +5% per each additional level of experience. Prehensile feet: Easily able to walk along branches and firmly grasp objects up to one foot (.3 m) in diameter. Can also hang by feet and will be able to crudely operate simple tools (like use a hammer or eat with feet).

Skills: Skills are based upon the Retromorph O.C.C. selected.

Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities, as well as from the common Retromorph Adaptation list. Omnivorous diet: Can digest and extrapulate nutrients from all edible plant and meat products. Near human speech: Minor characteristic noises during extreme emotions. Will speak one Filipino language at 85% Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 35 pounds (15.75 kg). +1 P.S., +10 S.D.C. Also able to carry an additional 100 pounds (45 kg) in flight. Wingspan is at least 5 feet (1.5 m) longer. Humanistic morphology: The face appears much more humanoid with flesh and small pointed ears. Top of head will still be covered in white and golden feathers, but they will appear more hair-like. Will still posses a muted beak with nostril slits. Body becomes more proportional, except for a thick, longish neck, very broad shoulders and massive pectorals. Forearma, deltoids, pelvic region and shins will be covered in bushy patches of golden brown to chestnut feathers. The rest of the body will be overlayed with thin, muted, hair-like feathers that almost looks like slightly fuzzy flesh. The wings will move back to the shoulder blades as a full set of humanoid arms are formed. Hands have a rough look about them but appear humanoid with dark, long talons that can retract like a cat into short, sharp nails. Legs are a bit longer to even out uniformity and are heavily muscled. Feet appear more apeish in appearance, yet retain their prehensileness along with retractable talons. +2 P.B., +1 M.A., +2D6 years to Average Lifespan.

-------------------Aardvark Retromorph R.C.C.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst of evolution. Due to this, each Retromorph character (even within the same species) is unique. As such, the creation of the Racial class is slightly different than your average R.C.C., resulting in a (hopefully pleasurable) experience.

Alignment: Any, but tend towards Scrupulous Attributes: I.Q. 2D6+2, M.E. 3D6+2, M.A. 2D6+2, P.S. 10+2D6, P.P. 4D4, P.E. 3D6, P.B. 2D4, Spd 2D6+3

Hit Points: P.E. +1D6, +1D6 per each additional level of experience. S.D.C.: 45 +2D10 S.D.C. Natural S.D.C. Armor Rating: 10, thick hide. P.P.E.: 20 +3D6 P.P.E., +1D4 per each additional level of experience. Magic: None initially, unless learned from O.C.C. I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. Retromorphs are considered Minor psychics. O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only Habitat: The Aardvark Retromorph is a medium sized burrowing creature, native to Africa, preferring savannas, grasslands and forest regions. Note: This indicates where the character was born and raised, not necessarily where they are currently adventuring. Reproduction: They usually have single births (twins are rare) after an eight month gestation and attempt to mate once every 2-3 years. Diet: Their main diet consists of ants and termites, but will occasionally eat other insects, some small mammals and fruit. Communication: Speech is rudimentary and grutal; makes characteristic noises often. Gruff voice, -20% for others to interpret what the character is saying. Average Life Span: 45 +1D6 years. Size/Weight: 5 feet +1D8 inches (if standing fully erect = to 1.6 m). 150 +7D10 pounds (67.5 kg +7D10x.45 kg). Morphology: The aardvark has a largish, blunt snout with oval nostrils that can flap close. 1.5 foot (.45 m) long sticky tongue. Largish ears are towards top sides of head, erect and can be folded back to protect while burrowing. Eyes are smallish and black. Neck is short and thick. Very thick, squat body, arched back. Thick, tough skin varying from grey, yellowish grey to brownish grey. Very sparse hairs, with thin layer of fine, short hairs. Erectal: Tends to crouch. Will only drop to all fours for top speed. Can use both arms with little difficulty. -1 to attack, parry and dodge during rapid movement.

Forelimbs/Digits: Arms have 95% of the mobility of a human, hands are very dexterous. Has little difficulty with finer tasks. -1 P.P., Maximum P.P. of 24. Arms are heavily muscled with thick hands and thick claw-like fingernails still capable of 2D6 damage. Hindlimbs/Digits: Has humanoid short, muscular legs with small feet ending in thick, short claws still capable of 2D6 damage. Tail: 8 +1D6 inches long. Fleshy, tapering tail used to push dirt away when digging.

Natural Abilities: Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home. Natural Weapon: Proficient in their claws as a natural weapon, treat as W.P. Knife. Burrowing: Character can dig up to 6 feet per melee, up to hard clay material. Highly Acute Smell: Can Track by scent: 68% + 5% per each additional level. Recognize individual scent (humanoid): 45% +4%. +2 initiative if downwind. Specialized Tongue: 1.5 foot long tongue can grasp small objects under 4 pounds and saliva is very sticky.

Skills: Skills are based upon the Retromorph O.C.C. selected. Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Mutated Adaptation Selections: The character will be also be able to select from the following specialized abilities, as well as from the common Retromorph Adaptation list. Super Tongue: 5 foot (1.5 m) long tongue can crudely manipulate (and snatch up) small objects under 8 pounds (can fire a small pistol with only -3 penalty). Saliva is a natural adhesive requiring strength of 17+ to remove. Can also use tongue as modified whip (same as whip skill). Omnivorous diet, can digest and extrapolate the necessary nutrients from all edible plant and meat products. Near human speech, minor characteristic noises during extreme emotions. Will speak one African language at 85% Increase height to 6 feet +1D6 inches. 200 +6D10 pounds. +1 P.S., +10 S.D.C. Humanistic morphology: Will have a blunt, pig-like snout, extremely long tongue. Ears on side of head will be pointed like an Elf. Eyes are dark. Thick neck and squat frame. Skin has light greyish tinge with very light colored bodily hair, head has thin, light brownish grey hair. Skin is thick, but softer. +2 P.B., +1D10 years to Average Lifespan. Tail is semi prehensile, able to grasp small objects (cannot fire gun or use weapons) OR character has no tail, your choice. Advanced Burrowing: Character can dig up to 15 feet per melee, up to hard clay material.

Super Smell: Can Track by scent: 98%. Recognize individual scent (humanoid and plant): 85% +4% per each additional level. +4 initiative if downwind, can smell them coming a mile away. Identify poisons, items, etc. by scent: 58% +4%. ----------------------Brown Rat Retromorph R.C.C.

The Brown Rat is one of the most common form of rat, due to their highly adaptive nature and practice of stowing away on sea-faring vessels. They have traversed to every continent by such means and coupled with their high reproductive rate, have maintained a strong foothold across the globe. They can be found in the sewer systems, at the garbage dumps, in dwellings (abandoned or active), on the plains, in thick forests or brush. If anything can survive there, you are more than likely to find a brown rat. With their further evolved states, they are even more of a force to reckon with. They are known to survive in almost any clime and are renowned scavengers. Their agility, nimble hands, and a degree of intelligence supplement these skills, necessary attributes given that they still remain a food staple to larger creatures, including Retromorph eagles, owls and felines. Another attribute that helps, but also gets them in a far share of trouble is their sense of overwhelming curiosity, poking their noses into everything. Despite their name, they come in a variety of colors. In southern parts of North America, these creatures are quite rare and keep hidden due to their close resemblance to the escaped mutant rats of Lone Star. The Coalition has yet to notice any difference in the RetroMorph rats and that of their creations due to their prejudice and shoot to kill mentality. It is unknown at this time if these RetroMorphs and the Rat mutants can interbreed.

Alignment: Any, but tend towards Unprincipled Attributes: I.Q. 2D6+6, M.E. 3D6+2, M.A. 2D6+2, P.S. 3D6, P.P. 3D6+2, P.E. 3D6, P.B. 2D6+2, Spd 3D6+4 Hit Points: P.E. +1D6, +1D6 per each additional level of experience. S.D.C.: 30 +2D10 S.D.C. Natural S.D.C. Armor Rating: 5, thick, dense fur. P.P.E.: 18 +2D4 P.P.E., +1D4 per each additional level of experience.

Magic: None initially, unless learned from O.C.C. I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or RetroMorph Psionics sections. RetroMorphs are considered Minor psychics. O.C.C.'s available: See RetroMorph O.C.C.'s for list of O.C.C.'s available to RetroMorphs. Habitat: The Brown Rat can be found in almost any clime on any major island, city or wilderness. Normally tend to dwell in or near forests with a sizeable body of water. Note: This indicates where the character was born and raised, not necessarily where they are currently adventuring. Reproduction: They usually will produce 4-8 young after four months of gestation. The rats may attempt to mate every six months! Young will stay with the parents for no more than 5 months before being kicked out of the nest (but may stay within the dens, as they are very social). Diet: Their diet consists of almost anything. They love grains, which they stockpile for winters and lean times. Given the opportunity, they will devour anything within their grasp, including carrion, insects, spoiled food, you name it. Communication: Speech is high-pitched and grutal; makes characteristic screeches and noises often. Non-rat characters will be -15% to comprehend what the RetroMorph is saying. Also displays some basic emotions through facial movements and through scent marking. Average Life Span: 30 +1D6 years. Size/Weight: 4 feet +1D8 inches (average of 1.37 m). 90 +2D10 pounds (40.5 to 49.5 kg). Morphology: The Brown rat has good-sized cranium with a long snout, ending in long twitching, sensitive whiskers. Ears are rounded and erect, rotating towards any sound. Eyes are small, round and black. The neck is thick, yet very agile. The body is long, with a thick chest and supple spine, all covered in short, dense tan brown to jet-black to tawny grey fur. Legs and arms are short, ending in long, thin, dexterous, prehensile naked fingers with soft pads and minute claws. A long scaly, prehensile tail brings up the rear. Erectal: Nearly fully biped. Will drop to all fours at times for top speed. Known to sit on haunches to feed or explore with hands. Forelimbs/Digits: Short, thinly-muscled arms covered in very short fur ending in 4 long, thin fingers (and prehensile thumb) with claws capable of 1D6 S.D.C. (used primarily to help with climbing). Hands are hairless and may be any color from pink, white, brown or black. Overall, appear very humanoid.

Hindlimbs/Digits: Legs are much thicker in the thighs and thin out to the calf. Feet are long with 4 dexterous toes and a prehensile toe towards the side. They can be effectively used as a second pair of hands (with only a -15% penalty). Feet are also hairless and may be any color, same as the hands. Tail: 3 feet +1D6 inches long (roughly 1 m). Scaly, hairless and may be any color from pink, white, brown or black. This tail is also semi-prehensile and is used to help with climbing and carrying items (-25% to manipulate items and can carry items with diameter larger than 3 inches, but under 25 pounds (11.25 kg)).

Natural Abilities: Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home. Land Navigation: (+30%). Identify Plants and Fruits: (+30%) Track Humans and Animals: 65%. Preserve Food: (+25%). Prowl: (+35%). Climb: 98% (with help from prehensile hands, feet and tail, they can even run upside down at half speed). Natural Weapons: Ever-growing incisors capable of 2D6 S.D.C. These incisors are quite large and surprisingly sharp. They are used to gnaw through almost any S.D.C. structure with amazing speed. Tactile Whiskers: The whiskers at the end of the snout are extremely sensitive, acting as added sensors to the rat. They can sense changes in the direction of wind, movement in the dark, and act as feelers in complete darkness. +1 to initiative. Nightvision: The eyes are extremely sensitive to light, allowing almost perfect vision (color detail is lost at night), absorbing all ambient light. With the help from its whiskers, the character can function without penalties in the dark, unless it is completely pitch black (such as magical darkness). Even then, the RetroMorph only suffers half the penalties. Field of vision is roughly 200 degrees. Highly Acute Hearing: Hearing is heightened in these creatures, a trait that has kept them alive in this world of predators. Ears are towards the back and top of the head, erect, rounded and quite large. They can rotate towards the noise, allowing better triangulation to detect the source and distance away. These traits rival that of the battle cats of Lone Star. +2 to initiative, +1 to parry and dodge. Judge Distance and Location of Noise: 73% +2% per level of experience. Reduce this accuracy by -10% every 150 feet (45.7 m) of distance. Recognize and Identify Noise: 65% +2% per level of experience. -20% for all non-animal sounds (robots, hovercycles, borgs, etc.). Reduce this accuracy by -15% every 150 feet (45.7 m) of distance. Sensitive Smell: The RetroMorph's sense of smell is much better than that of a human, but much lower than that of a DogBoy. Identify Common Scents: Able to identify common and general smells such as other animals, cooking food, trash, sewer and swamp gases, odor trails left by humans or animals, among others. 45% +3% per level of experience. 100 feet (30.5 m)

per level of experience. Indentify Specific Odors: Can identify certain individuals by their scent alone. They can also attempt to detect some poisons, alien and other unique scents. The character must be familiar with the subject and/or posses a personal affect (such as clothing, blood, hair, etc. to use as a reference). 25% +2% per level of experience. 25 feet (7.6m) per level of experience. Prehensile Feet: Easily able to walk and even run along branches and firmly grasp objects up to one foot (.3 m) in diameter. Can also hang by feet and will be able to operate simple tools (like use a hammer or eat with feet) with only -15% penalty. Omnivorous Diet: Can digest and extrapolate nutrients from all edible plant and meat products. Can even eat fresh carrion without any ill-affects. Cheek Storage: Can store up to one cubic foot of material in each cheek, weighing no more than 6 pounds (2.7 kg) in each cheek. The skin surrounding the mouth of these characters is extremely durable and elastic, allowing for the storage of seeds found on its daily forages. Sensitive Pads: The pads to their finger and toe tips are extremely sensitive to touch. Apply a bonus of +5% to any skills requiring a delicate touch. Toxic Resitance: The character is resistant to various gas, poisons and toxics. +3 to save versus toxics. Can also hold his/her breath for 10+1D10 minutes.

Skills: Skills are based upon the Retromorph O.C.C. selected. Powers and Abilities: Select 7 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities, as well as from the common Retromorph Adaptation list. Near human speech: Minor characteristic noises during extreme emotions. Will speak one language at 85% Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 40 pounds (15.75 kg). +1 P.S., +10 S.D.C. Tail will also become 1 foot longer (.3 m). Humanistic morphology: The face appears much more humanoid with flesh and small elongated ears on side of head. Whiskers can be pulled together by muscles, appearing more like a fu-manchu mustache. Head becomes more rounded with a muted muzzle. Body, arms and legs becomes more proportional, but still a bit long. Feet appear more humanoid, but still possess long toes that are prehensile. Tail shrinks to about half its former length and can actually be retracted into the spinal area with only the appearance of a bony spine to show for it. +2 P.B., +2D10 years to Average Lifespan. Semi-Prehensile Tail:>/B> The tail is also semi-prehensile and is used to help with climbing and carrying items (-25% to manipulate items and can carry items with diameter larger than 3 inches, but under 25 pounds (11.25 kg)) and can support the character's weight plus up to 40 pounds (18 kg).

Common Retromorph Adaptations and Skills

All Retromorphs, unless noted otherwise in their individual description, can choose from the following abilities and/or skills. Note: Unless otherwise noted, these abilities cannot be selected more than once.

PSIONICS
Weather Forecast: Character is able to sense weather patterns (rain, tornadoes) up to 3D6 minutes in advance, enabling him to take shelter and warn others in time. This also applies to freak storms caused by ley lines and rifts.

Sense Magnetic Fields: The Retromorph is able to sense the magnetic fields surrounding the Earth. This gives them the equivalent of Land Navigation at 98%. They will also be able to sense a ley line and ley nexus, same as the Line Walker abilities.

Empathy: Another example of the Retromorphs sensory abilities. Same as the Psychic Sensitive power but is 50% more powerful.

Sense Presence: This is the same as the Psychic Sensitive power, except the Retromorph can sense the supernatural, magic creatures, AND humans equally well.

ABILITIES AND SKILLS


Sunning: Almost every animal lays out in the sun at some point of the day to absorb some of the heat. With the Retromorph's mutagenic genes, however, it is able to convert the sun's rays into energy. The creatures hair and skin become solar receptors, absorbing and metabolizing the heat and light. For every fifteen minutes (60 melees) of continuous exposure to the full rays of the sun, 1D4 H.P. and 2D4 S.D.C. will be healed. After one-half hour, enough heat can be stored to keep the Retromorph warm for an entire 24 hour period, even in temperatures as low at -20 degrees farenheit. After one-half hour, the character will have absorbed enough energy to fuel it for 12 hours of normal activity or 3 hours of active exertion and is also equal to 3 hours of rest. After one hour of sunning, the character must move on into the shade or it will overheat.

Regeneration: The creature's metabolism and recuperative powers are greatly enhanced. They will heal four times faster than an average human and minor cuts will scab over in one melee, major injuries will stop bleeding within 4 melees. Scarring will never occur with such an individual and the following bonuses are received: +1 P.E., +1 to save versus poisons, toxins, disease and infections.

Land Navigation: Character is able to navigate by memorizing the sun's exact position in comparison to their current location. This skill is also enhanced by the memorization of familiar scents, tastes and sounds. Same as the Land Navigation skill, but at 70% +5% per level of experience.

High Rank/Beta: The Retromorph is a high ranking member within his clan/troop. He/she will usually be second in command to the Alpha and commands respect from the rest of the clan/troop. This ability adds +3 M.A. in regards to the clan, +2 M.A. to others of the same species, and +1 to all others. Also add +1 P.S. -1 M.A. if rank is lost.

Alpha or Dominant Leader: (Note: This ability takes takes the place of two (2) powers). The Retromorph is a superb example of his/her species and will exude an aura of leadership and strength. A clan will follow loyally and without question. Rank is usually not challenged more than once every few months, and is rarely fatal. This ability adds +6 M.A. (minimum M.A. 17) in regards to the clan, +4M.A. to others of the same species, and +2 to all others. Also add +1 I.Q., +2 M.E., +1 P.S., +1 P.E. -2 M.A. if rank is lost or after 1/3 of average lifespan length of time.

Animal Warnings: Retromorph is familiar with all of the warning cries of the animals within his/her territory. Due to this, character receives +3 initiative and +2 to parry or dodge during the first attack, within this setting. He/she will also be able to decipher simple calls such as food, fire, etc. Note: A character will not be very familiar with any calls outside of his/her territory, but will recognize some major similarities (+1 initiative). Character can take this more than once for different territories, however.

Poison resistance: Many Retromorphs are born with or build up a resistance to poisonous venoms and toxins. +1 P.E., +5 versus natural venoms, +2 versus all other poisons/toxins.

Toxin resistance: The character is immune to Poisons, toxins, and toxic chemicals and applies to protecting internal organs, as well as the exterior coat. Toxics such as sewage and oil will not harm, nor stick to the fur as easily. +2 P.E., +4 to save versus all poisons and toxins.

Parasitic Repellent: The character has natural enzymes within the blood stream taste awful to parasites (ticks, mosquitoes, fleas). These enzymes are further affected by the mutagenic factors within the Retromorph, causing them to constantly evolve, effectively keeping new strains of parasites away as well. With many Retromorphs being completely covered in hair, this is a must have.

Advanced Intelligence: The individual's intelligence is above average for his/her species. +1D4 I.Q. Note: This ability can only be taken once.

Advanced Mental Endurance: This character is like a solid rock, rarely unnerved. +1D6 M.E. Note: This ability can only be taken twice.

Advanced Charisma: The character is a natural charmer and has influence within others . +1D6 M.A. Note: This ability can only be taken twice.

Advanced Strength: This character is a naturally fit and has more raw strength than average. +1D4 +1 P.S. Note: This ability can only be taken three times.

Advanced Endurance: The individual's stamina and endurance is incredible, usually a sentry or lead hunter. +1D4 +1 P.E. Note: This ability can only be taken three times.

Advanced Attractiveness: A natural beauty and always popular around mating season (and hunting season!). +1D4 P.B. Note: This ability can only be taken twice.

Advanced Speed: A born runner, also a lead hunter or messenger. +2D6 Spd. Note: This ability can only be taken four times.

Fear Pheromones: The character exudes a chemical scent that stimulate a part of the brain responsible for primal fear. All characters not protected by full environmental suits, within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4 melees. A failed roll results in suffering -2 initiative, -1 parry and dodge and the Retromorph temporarily receives bonus of +3 M.A.

Mating Pheromones: This is another chemical scent exuded when a character (male or female) causes themselves to go into heat, but affects only characters of the opposite sex. All characters of the opposite sex not protected by full environmental suits, within a twenty foot radius (10 foot

if high winds) must roll to save versus poison at -2 every 4 melees. A failed roll results in suffering -2 initiative, -1 parry and dodge and the Retromorph temporarily receives bonus of +4 M.A. and +2 P.B. Characters of different species (including humans and d-bees) will still be partially affected, suffering -1 initiative and -1 parry.

Cleansing Saliva: The tongue exudes cleansing, deodorizing, as well as antibiotic agents within the saliva. Applying the saliva (via the tongue or other applicator) to the body will serve all three of these purposes. It's like a shower and bandage all in one!

Strengthened Tooth and Nail: These characters have claws and fangs (or other similar defensive or offensive mechanism) composed of denser, more tensile material and enamel. Can use these mechanisms to attack or parry against normal metal weapons or objects. Also adds +1D6 damage and +60 S.D.C. (to the claws, etc.).

Tooth and Nail Regrowth: These characters have claws and fangs (or other similar defensive or offensive mechanism) that will regenerate within 2D10 hours.

Ultimate Omnivore: (Special: this ability requires that the character is already an Omnivore). Due to special enzymes within the stomach, the character is able to break up almost any type of foodstuff and extract 100% of the nutrients from it. He/she will be able to eat raw meat, hide, bone, fabric, even rotting carrion with no ill effect. Requires only half the normal amount of food, due to this. +1 P.E., +3 versus all toxins/poisons.

Coat pattern: The coat is in a form of patterns and/or colors that breaks up the Retromorphs bodily outline, giving it a excellent camouflage. +2 initiative, same as camouflage skill, but applying only to self, at 85%. Note: this ability is only applicable when the character is not wearing anything.

Coat Alteration: (Note: This ability takes takes the place of two (2) powers) Due to environmental changes, subliminal will, and/or concentration, the character is able to alter his/her coat in a variety of ways. They can change the color, pattern, length, thickness or layers. A simple color change will only take 25 +2D10 minutes and pattern changes (added power of camouflage, see above) will take 40 +2D10 minutes; each take -5 minutes per each additional level of experience. Length change (shedding for shorter) and adding insulating layers will take 15 +1D10 minutes, -2 minutes per each additional level. Note: Hair length cannot lengthen (or shorten by more than 3 times the normal length.

Prowl: Same as the skill, but at 85% +5% per each additional level.

Coat protection: Due to air-filled pockets and dense coverage, the characters coat actually adds a form of protection. +3 to break fall, +2 roll with punch/fall/impact, +3D10 S.D.C.

Survival: This applies to new habitats not native to the character (example: a tiger out in the desert). Same as the skill, but at 50% +5% per each additional level.

Climbing Claws: Note: Character must have some form of claws to begin with. Same as the Climbing skill or +20% if skill is already selected.

VULNERABILITIES
Albino: Strangely, this ailment still exists to this day, resulting in pink skin and eyes, as well as a white coat. The whole body will also be extremely sensitive to Ultra Violet rays (sun) and must be covered at all times. Failing to do so will result in severe sunburn with long term exposure causing complications; worst case, cancer and ultimately death.

Parasites: Due to their constant exposure to the wilderness and thick coats, Retromorphs are ideal hosts for parasites. This includes fleas, ticks, mites and even high susceptibility of getting worms. These pests, if not controlled, can cause weakness due to blood loss, infections, spread disease, among other ailments. At the very least annoy the Retromorph incessantly, causing penalties of -1 to initiative and -5% to skills that require delicacy and patience (due to scratching of the uncontrollable itching).

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