Hunter/Huntress of Dragor R.C.C.


Dragon Elves that actively worship their god Dragor are usually of this RCC. These characters are part wilderness scout part mystic. They usually live in forested and/or mountianous areas and have vast knowledge and skills in surviving in the wild. They also have a great respect for all sorts of living creatures that live in the wild, mainly any wildlife and any supernatural animals that they share the area with.

Attribute Requirements: IQ of 10 and a PE of 12. A high ME and PS are recommended. Alignment requirements: Any good alignment, unprincipled, or aberrant only. Special bonuses: add 4D6 to MDC and a 1D4 to the PE attribute

R.C.C. Skills
Land Navigation: +24%
Track Animals: +25%
Hunting
Wilderness Survival: +20%
Prowl: +15%
Climbling: +10%
Horsemanship (may be exchanged with Horsemanship: Exotic): +10%
Identify Plants: +15%
Cooking: +5%
Language (2 of choice): +15%
W.P. Archery & Targeting
W.P.s of choice (select 3 ancient. They do not necessarily have to be from the Rifts RPG book)

R.C.C. Related Skills
Select 8 other skills, but at least 3 must be selected from wilderness. Plus select three additional skills at level three, one at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.

Communications: None
Domestic: Any (+15%)
Electrical: None
Expionage: Any (+10%), except forgery and pick locks
Mechanical: None
Medical: First Aid (+10%) or holistic medicine (+20), but the latter counts as two skill selections
Military: None
Physical: Any, except acrobatics (+10 when applicable)
Pilot: None
Pilot Related: None
Rogue: Any
Science: Basic math only
Technical: Any (+20% applies to both lores and languages only)
W.P.: Any (ancient only)
Wilderness: Any (+20%)

Secondary Skills
The Character can also select 5 secondary skills from the previous list. These are areas of knowledge that do not get the advantages of any bonuses listed in parenthesis. They all start at the base skill level.

Stadard Equipment
A set of wilderness clothing (can be anything really), extra pair of boots, backpack, knapsack, sunglasses or titnted goggles,  air filter, first aid kit, utilitly/ammo belt, a couple of sacks, several short pieces of rope for tying things, 100 ft of light weight climbing rope,  6 iron spikes, 6 wooden spikes, a hammer and a mallet, hand axe, utility knife, animal skinning knife,  fishing line and hooks, and animal snares.

Doesnt have MegaDamage body armor due to his/her supernatural nature. Does have A bow and arrows (be it ones made of wood or high-tech ones), and any other weapons that reflect the characters W.P.'s.

Due to the fact that this RCC is part of a nature religion, these characters will only use animals (supernatural or not) as mounts. No vehicles of any kind will be used or purchased.

Money:  usually 3D6x10 in credits and another 2D4x1000 in saleable blackmarket items.
Cybernetics: NONE! Cannot aquire them due to their supernatural nature
 
 
 

MAGIC

The character recieves magic powers from its god, similar to how a mystic intuitivly knows how to cast spells. These beings can use Techno-Wizard weapons but rarely due, because of their anti-technology views.
 

MAGIC POWERS

Hunters of Dragor recieve their magic powers (as they see it) from their god, Dragor. They can learn 3 spells from each magical level 1-4. These are a part of their initial spell casting capabilities and cannot be changed.

Hunters/Huntresses of Dragor are 'bestowed mystic powers from their god" every level of experience. At each level of experience they can select 2 spells from one magic level above their current level. So at level 2 they can select 2 spells from levels 1, 2, and 3.

The base PPE for these characters is 2D6x10 + the PE attribute. Add 2D6 per level of experience.

+3 to save vs horror factor, +1 to save vs magic at levels 3, 6, 9, and 12, and +1 to spell strength at levels 4, 8, and 12.


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