THE FORGOTTEN

The forgotten are a race of astral beings that can transcend the physical realm at will. They have a huge fascination with humans, and other human looking races like elves and dwarves, particularly elves. The purpose of this race of astral beings is all but forgotten, and knowledge of their existence is known to very few. Only the eldest of the forgotten know their true origins and reason for existing. The rest mull around humanity, helping where they can, and continuously being but a shadow to those they are most fascinated with: Man.

The Forgotten R.C.C.



note: not recommended as a player character. GM's decision.

Alignment: Any good, and unprincipled
Attributes:
IQ: 3D6+2; ME: 3D6; MA: 3D6+6; PS(supernatural): 2D6+15 ; PP: 2D6+12; PE: 3D6+10; PB: 3D6+6; Spd: 4D6+6
Hit Points: special: is a hit point based creature. when in mega damage worlds, convert the HP into MDC on a one to one basis. Base Hit Points: PE attribute x5+10. Add 2D6+2 per level
SDC and MDC: none! see HP above.
Horror Factor: none, unless found out to be something more than human, then an HF of 10 applies.
ISP: 1D6x10 plus 3D6 per level
PPE: 6D6+6 plus 2D6 per level

Natural Abilities

Regenerates hit points at a rate of 3D6 per 2 melees, cannot be transformed by any means other than by the ability described in #3, is immune to poisons and toxins, doesn't need to eat and drink (absorbs small amounts of ambient PPE), has no sense of touch - feels no pain, and has the following:


In the astral or physical planes, whether materialized or not, physical weapons of all kinds do no damage to them, this also includes magical weapons. Magic spells and psychic powers all work the same. Magics and psionics that effect the physical body like bio manipulation or metamorphosis (spells and powers that don't do damage) have no effect on them. The same goes for magics and psionics that can be used to entrap and entangle them. They do not work. The same rule holds true for Nightbane Talents. Energy weapons do 1/4 damage.
by the see the invisible power. The see the invisible power instead works identical to the presence sense power. The see aura power only works when the character is materialized, and even then, the characters aura looks like thin wisps of ectoplasm steaming off the characters body. All other sensory powers work the same.

On the physical plane, the forgotten are in an astral form and thus experience all the benefits of being as such. By spending 10 PPE, the character can materialize on the physical plane for 1 hour per level of experience. The opposite occurs when this power is used in the astral plane. Instead of becoming visible, the character becomes invisible and intangible. The character also remains in his astral form when entering an astral kingdom, working exactly as if the character had entered a physical plane.
Appearance: When materialized, either on the physical plane or when the character enters the astral plane, all Forgotten look like normal humans of average human height and build. They can appear male or female. They always have a calm and cool look on their faces, as if observing life instead of participating in it. All Forgotten appear to be wearing a long black trench coat, black shoes and pants, and a black shirt, some collared, some not. These clothes never change. They always appear this way whenever they materialize or when in the astral plane.

The character can travel to any place he/she has been to before by mere thought. It takes 2 melee actions to do and instantly takes the character to the intended destination, no matter where it is on a specific plane. This power can be used in both astral and materialized forms, but only in whatever plane the character is in at that time. If the character is in the physical plane at the time, he/she can only use this power to access places on the physical plane. Same holds true when in the astral plane (doesn't matter which part of the plane: inner, outer, or void). Cannot travel directly into an astral domain or kingdom, but can travel to the entryway to it.
Dimensional travel is possible, but it costs 20 PPE plus 3 melee actions to do if not in the astral plane, then it costs only 10 PPE and 2 melee actions. Dimensional travel is limited only to worlds the character has been to before. To go to a random world, the character has to use a rift or portal like everyone else.
Can automatically travel to their astral kingdom:
All of The Forgotten can instantly travel to the astral kingdom they call home. It still takes 2 melees to get there, but costs no PPE. Their astral kingdom, rightly called the Forgotten Plane, appears as a peaceful tropical realm of unparalleled beauty. There are several buildings that are filled with libraries and museums that house powerful artifacts. No one other than the forgotten have ever been to access this kingdom, which is good because some of the worlds most powerful artifacts are held here as well as vast stores of knowledge. This is a dream world for any powerful mage. More on the Forgotten Realm here.
Can see astral entities and others in astral form whether materialized or not on both the physical or astral planes. Can also sense ley lines and nexus points at a range of 2 miles plus 1 mile per level of experience. Can also sense guardians, nightbane, necrophim, and other supernatural creatures instantly, and has a base chance of 30% +5 per lvl of recognizing and recalling individuals on sight again later.
Can enter the astral plane instantly. Simply concentrates a little and disappears. Can also control his/her destination in the astral plane.
Has a 50% chance (01-50) of seeing through all magic and psychic illusions. If a failed roll is made, the character didn't see through the illusion, but knows that it is an illusion none the less. If the roll is successful, the character sees through the illusion as if it wasn't there.
By spending 15 PPE the character can stay alive in the void for 1 minute (4 melee) without taking any damage. By using power #4 in conjunction with this ability, the character can wink in and out of the void to replenish his/her PPE, should he/she run out. This also gives the character the ability to travel the void in search of magic artifacts, or to use the voids true power and travel any when and where he/she desires. (rarely done though)

Psionic Powers: Has the following to start with: Telepathy, empathy, empathic transmission, mind block, sense evil, presence sense, sixth sense, see aura, and sense magic. At levels 2, 4, 7, 9, 13, and 15, 2 new powers from any Psionic category can be selected (from Nightbane RPG or Rifts RPG). Upon reaching level 4, 1 super psychic power can be selected instead. Powers that effect physical reality only are extremely limited in the astral plane, unless in an astral kingdom or domain.
Note: dreamdance minor cannot be used, because the character cannot leave his body due to his astral nature. Selecting it is still necessary due to the prerequisite of dreamdance superior.

Other Bonuses:  +3 on initiative, +2 on perception rolls (if used), +4 to save vs magic and psionics, and +5 to save vs horror factor. All are in addition to any attribute and skill bonuses.

R.C.C. Skills
Languages and Literacy: can speak, read and write all languages at 98%
Lore: Astral (25%)
Lore: Psychic (10%)
Lore: Dreamstream (10%)
Lore: Demon and Monster (10%)
Prowl (15%)
Gymnastics (5%)
Hand to Hand: Martial Arts

R.C.C. Related Skills
Can select a total of 6 other skills. Plus two additional skills at level 3, two at level 6, one at level 9, and one at level 12. All new skills start out at level one proficiency

Communications: None
Domestic: Any
Espionage: Detect Ambush, Detect Concealment, and Intelligence only (each counts as 2 skill selections)
Mechanical: None
Medical: First Aid only
Military: None
Physical: Any (minus SCUBA, wrestling, and boxing)
Pilot: Automobile, Motorcycle, and Horsemanship only
Pilot Related: Navigation only
Rogue: Any non technical
Science: Anthropology, Archeology, and Astronomy only (+5%; each counts as 2 skill selections)
Technical: Any (+10%)
W.P.: Any archaic WP
Wilderness: Land Navigation only

Secondary Skills
The character also gets to select 4 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis. All secondary skills start at the base skill level. Also skills are limited (any, only, none) as previously indicated.

Standard Equipment
Starts out with none, but can aquire a few things like an archaic weapon of choice, but that's about it.

Do not need vehicles, but can pilot them if the skill for it is selected.

Money: None. Do not need it. Have no use for it whatsoever.

Cybernetics: NONE! Cannot have any, and do not need any.
 


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