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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 arerarely 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 fromwitnessing 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 releasedwill 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 scareit 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 suchthings 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. Noteven 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 havesurvived 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

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    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 aretoo 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 sourceof the Darkchilde's powers.

    Roll Source

    1-10Superhero/Villain: Guess super powers weren't enough to save 'em, huh? Roll on the Super

    Powers subtable

    11-

    20Guardian: The Lightbringer passes into darkness. Roll on the Guardian subtable.

    21-

    30Vampire: Bloodsuckers' revenge. Roll on the Vampire/Wampyr subtable.

    31-

    45Nightbane: 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.

    45-

    60

    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.

    61-

    75

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

    Magic Powers subtable.

    76-90

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

    91-

    95

    Geomancy: Nothing died to give you your powers, and that's gotta be good. The surging ofthe 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.

    96-00

    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 Powerssubtable.

    Super Powers

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    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. Attributesare 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

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    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 red41-50 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.

    81-90Horns: These can be small, demonic horns (1D6 from head butt) or curving, ram-like horns

    (2D6). Player's choice.

    91-00Roll on the Nightbane characteristics table, substituting "Animal Form" for 81-90,

    "Stigmata" for 91-95, and "Unearthly Beauty" for 96-00.

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    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 arehuman, 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.

    14-26

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

    27-

    39Light Powers: As per power #4 of the Guardian RCC.

    40-52

    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 normalstrength. 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.

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    Guardian Life Functions: The character can hover and fly, as per power #6 of theGuardian 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.

    68-

    78

    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 10per additional level of experience. PPE is only 1D6.

    79-

    91

    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 otherpowers are possessed.

    92-00

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

    Vampire/Wampyr Subtable

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    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 exceptwhere otherwise noted below.

    Roll Vampiric Powers

    1-13

    Vampire Strength: The character's strength and endurance are supernatural. Raise PS to3D6+14 and PE to 1D6+16. SDC is increased to 3D4x10, plus physical skill bonuses. Hit

    points remain normal. Damage is done as per a vampire's attacks. Has the equivalent of

    Hand to Hand: Expert.

    14-

    27

    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 bonusesonly; the character has five attacks per melee, plus one at levels 5, 10, and 15.

    28-

    41

    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 thecharacter; 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 supernaturalcreatures. 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 (calledshot 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 hitpoints are normal.

    42-55

    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 ofsuper-hypnotic suggestion for those pesky people that won't obey their every whim. The

    character is a minor psionic with ME+2D6 ISP.

    56-69

    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 willsuffice, 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.

    70-

    83

    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.

    84-

    95

    Vampire Psionics: The character is a major psionic with 2D6x10 ISP. The followingpowers 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.

    96-

    00

    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

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    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, horrorfactor, 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 hismind, 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

    1-20

    Hound: The most common minion of the Nightlords, Hounds are the foot soldiers of theNightlands. This character has developed some of the more notable powers of these metal-

    clad warriors: Immune to illusions and concealment powers; nightvision 2000 feet; tracking

    (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.

    21-

    40Ashmedai: The creeping horrors... This character has the shape-shifting powers of the

    terrible Ashmedai (see the Nightbane RPG, page 166). Base SDC is 15.

    41-60

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

    61-80

    Great Hound: This character has been fused with the essence of the huge, even moredangerous 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; +1D4x10Spd. 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!

    81-

    00The 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

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    fact, the only alignments possible are Selfish and Evil. Attribute Bonuses: +1D6 MA; +1PP; +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 youdon'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 tableand use its skills.

    Roll Magic Class

    1-20Sorcerer: 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 vastmental 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!"

    61-70Natural/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!

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    91-00Latent Psychic: Your powers still haven't fully developed. Too bad! Use the LatentPsychic PCC from Beyond the Supernatural.

    Geomancy

    While geomantic Darkchilder are slightly less powerful than the others, they are much more incontrol 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 aresupernatural. 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 theSorcerer 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 someof 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 blueenergy 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.)

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    Roll The Truth Is Out There

    1-10

    Spirit of Nature: The character's powers come from the rape of the natural world and thedeath 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 (exceptgrapevines) 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 belearned: 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.

    11-20

    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 tablefor 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.

    21-

    30

    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, butignorant of the teachings behind it--he may not even know how he does what he does (think

    Jackie Chan if he had partial amnesia).

    31-

    40

    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 (fromRifts 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 areused as per the Darkchilde RCC.

    41-

    50Double, 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 anotherbeing) 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.); therecan 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

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

    51-

    60

    Bestiality: Whatever it was, it had an animalistic side that has become all too obvious in thecharacter. 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.

    61-70

    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 itspowers. The character has normal human attributes, 10 SDC, and 3D6 PPE, modified by the

    powers from the item.

    71-

    80

    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 thecharacter, 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 warlockabilities; 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.

    81-

    90

    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 aterrible 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.

    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 withlittle 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 dodouble 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 hispresence 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 self-defense, 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.).

    91-

    00The 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

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    human and can be any alignment. The character may be bonded to any of the lesser demontypes 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: BasicHand 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 onlyDomestic: Any (+10%)

    Electrical: Any

    Espionage: None

    Mechanical: Any (+5%)Medical: First Aid only (+5%)

    Military: None

    Physical: AnyPilot: Any

    Pilot Related: Navigation and Read Sensory Equipment only

    Rogue: AnyScience: 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