Menu
Home
Places
Black Market
Borders
India
Lazlo
Middle East
Paris
Silk Road
GM Tools
House
Rules
Scenarios
Gallery
Occupations
Deathseekers
Deathweavers
Desert Nomads
Dragonborn
Honus
Indignant
Radiance
Rasheens
Raze
Reapers
Reiver
Supersoldiers
NPCs'
Alim Fouad
Enforcers
Gargas
Gorge
Hervor
Khalzheeni
Rumble
Taron the Dark
Martial Arts
Gatka
Pammachon
Silambam
Battlelords of the 23rd Century Scenario
| |
Dhampir Raze R.C.C
Very few
dhampirs meekly accept their fate, something the vampire intelligence rely on to
age the mortal soul to their desired consistency. Some dhampirs willingly
embrace their beastly urges, while others do everything they can to thwart the
evil within and without. Whichever path a dhampir chooses, they dedicate
themselves wholly to the cause. Inevitably this single mindedness is driven by
the parasitic force within their core. The Vampire parasite consciously litters
their path with obstacles, challenging them to resist, and thus taming their
soul and channeling it to their own desires. Therefore it’s within dhampir
nature to go through mood swings, loyalties and drift to wherever the winds may
take them.
With their enhanced nature
and feelings of being dealt an unfair hand by fate, the dhampirs are natures own
sentries against the paranormal and injustice. That is if their tumultuous
feelings and potential power can be fully harnessed. Then they are formidable
opponents to whoever challenges them.
Many elder dhampirs and
other organization have taken it upon themselves to find and train young
dhampirs, so that they may become the lone wolf sentinels against the terrors
that stalk humanity from the shadows. It’s through this training that a
dhampir’s full potential and power is unleashed.
It wasn’t by coincidence
that that 21C on Earth saw a plethora of these angst ridden vigilantes stand
firm against the Deevil and Demon infestation, as well as holding back many
other unholy tides of nefarious machinations. Government agencies recruited them
by the dozen, training the raw untapped dhampirs to act as their aegis against
the insidious forces embedded in the very institutions mandated to keep humanity
safe and free. Ancient secret societies that had been covertly preparing for
millennia, let loose their dhampir warriors as the vanguard and the last resort
of their crusade against the infernal menace which had been prophesied many
times by their ancestors in ages past.
On Rifts Earth people have
realized the potential of the Dhampir and are now actively seeking out these
special, rare and dangerous creatures. Many do so to simply destroy them, others
to manipulate their untapped potential for personal gain. Others do so for far
more altruistic purposes,, hoping to protect the innocent from their depredation
while at the same time channeling their dormant powers for the betterment of
others.
Whatever the reasons, the
dhampirs are once again a highly sought after commodity. The various Rifts
governments have already started to add them to their forces. It will come as no
surprise that the largest known concentration of Dhampir Raze found outside of
the Vampire Kingdoms sphere of influence is in Lazlo. Whether they be the Lazlo
government, philanthropists, secret guilds or whoever else, dhampir Raze have
been trained for a while now in the relatively safe environs of Lazlo. NGR and
CS have several dozen Dhampir Raze among their ranks. These power blocks have a
romantic notion of the Raze, as the saviors of humanity in the Early 21C.
The CS only trains human
Dhampir Raze, Emperor Prosek has particular fondness for these valiant and
tragic heroes of humankind. He has read and seen much about their exploits from
the classified material found in the ruins of the Golden Age of Man. He believes
they maybe mankind's best hope to winning back mastery of Earth from the
non-human invaders.
It may come as a surprise to
some to learn that the CS uses Dhampir Raze, but it shouldn't because the human
Dhampirs have been part of humanity for time immemorial. They are more human
than many other so called humans on Rifts Earth. All scientific analysis have
shown them to be human and they don't exude any type of mystic or supernatural
aura. More importantly they are humans that are a bane ta the supernatural and
alien fighters, and dhampirs despise the mystical on a visceral level.
Many in the CS hierarchy
wish to try to cure the Dhampir of their curse but allow the dhampirs to keep
their latent power. Golden Age and even ancient literature suggests that there
is a remedy for the dhampir condition. Emperor Prosek has made it a personal
goal, and has charged CS scientists to find it. He has tasked Dr Bradford in
Lonestar to set up a small team dedicated to this endeavor. The CS understands
that if they can have a human form with the latent potential of a dhampir and
without the inherent drawbacks, then they will have a formidable weapon against
their enemies.
Emperor Prosek won't stand
for any abuse, excesses and ill treatment of human Dhampirs at the hands of Dr
Bradford or his team. Therefore the good doctor may resort to experimenting on
d-bee dhampirs for the required solution which is greatly desired by his
superiors.
The Vanguard have also
started to induct Human Dhampir Raze into their organization The Raze add the
requisite muscle needed by the Vanguard, It's much too difficult for them to
recruit within the CS borders. The Vanguard has to look elsewhere and even then
they have to be ever vigilant,for they can't afford to reveal themselves lest
they face the ire of the CS.
The general populace of the
CS is unaware that the Dhampir Raze are used within the CS army. They are
usually used as the last line of Chi-town's defense and for “Black Ops”. The CS
propaganda machine for a few decades has been in full swing, constantly
releasing movies that portray the heroics of the dhampir Raze fighting for
humanity. These films usually show the unfortunate Raze battling through
adversity but still willing to fight to the last drop of their blood to scour
clean the Earth of its enemies.
In the early days the need
for the CS,to train Dhampir Raze was a necessity,because the Raze was the only
sure way known to defeat the multitude of creatures emerging from the rifts.
Most of these infernal threats were immune to the arsenal available to the CS.
The Raze's role became more imperative as the CS started to face threats
emerging from the constantly open St. Louis Archway Rift. From there numerous
waves of monstrous attacks leaked out to engulf the embattled forces. It was the
CS Dhampir Raze's selfless role in such a hostile environment that ensured that
the CS didn't get overwhelmed from the horrors that emerged from this permanent
dimensional portal.
One of the main horrors
faced by the CS in the early days in the surrounds of the St. Louis Archway Rift
were random waves of vampires,emerging to raid the local area. The CS Raze's job
was to seek and destroy these vampire attackers. Vampire raids from this
permanently open portal are happening to this day Though over the last few
decades these vampire incursions have become far more subtle.
The CS has lost many of
their best soldiers because of the exploration missions that they have sent
through the St. Louis Archway Rift in an effort to learn more of this vampire
threat. The CS has now taken to covertly hiring adventurers from Lazlo to
explore on their behalf the many dimensions that maybe linked to the Archway
portal.
There is a small “black ops”
team of CS dhampir Raze constantly on patrol in the surrounds of the Archway
Rift. The recent vampire movement northwards from their southern strongholds and
their use of militaristic tactics has alarmed CS and Lazlo intelligence networks
into thinking they may have made a fatal mistake in their assessment of
vampires.
Vampires have been
traditionally viewed as little more than frenzied mindless beasts. Lazlo and CS
security agencies are now thinking that the vampire activity at the St. Louis
Archway Rift may have been part of a calculated plan. Vampire raids from the
Archway Rift are no longer considered merely raids, but seen as part of a far
more diabolical plan.
They believe these vampire
raids may have been going on for centuries, and their purpose was to cement
clandestine vampire nests all over North America within the very heart of
existing cities. Slowly and secretly turning the populace into vampires and
establishing a strong beachhead for a large scale vampire invasion. There's a
possibility that the St. Louis Archway Rift could be one point from where such
an encroachment may be launched from.
The CS felt fairly secure
that such an insidious threat wouldn't occur within their own borders, because
of their constant vigilance and use of psi-stalkers and mutant dog boys but now
they aren't so certain.
There is no doubt that the
elite of CS citizenry counts amongst its numbers dhampirs. These dhampirs expect
their family's power and status to keep them safe from further scrutiny. These
privileged dhampirs are likely to prey with impunity among the burbs of
chi-town, feasting on the criminal classes, d-bees and the poverty stricken
refugees. If their feeding doesn't become epidemic, their position within the
upper echelons of the CS ensures that they are even able to operate to some
degree within the Chi-town fortress city..
If a human Dhampir is
discovered officially by the CS, and his family's influence has failed to shield
him, then the CS will make an offer to the human dhampir to become a CS Dhampir
Raze R.C.C. If this offer is declined or the subject is found wanting in his
loyalty to the CS, then the human dhampir will be disposed of or worse put into
the capable hands of Dr Bradford in Lonestar to find a cure for the dhampir
condition. Generally speaking majority of dhampir;s choose to become Dhampir
Raze R.C.C and amongst the CS dhampirs this figure is even higher.
Due to the doubt of dhampir
stability, it goes without saying that the dhampir Raze training involves a lot
of indoctrination and instilling a sense of duty to their mission. Much of the
schooling of a Raze is about ensuring their loyalty to the cause above and
beyond anything else.
The NGR counts several
Dhampir Raze amongst their Inquisitors and the Splugorth have also decided to
train Raze from the dhampirs found amongst their mortal d-bee slave population.
The Splugorth's don't give their slaves a choice to become Raze, it's become a
Raze or die. Some slaves willingly serve the Splugorth as Raze, and others see
it as an opportunity to one day escape their servitude from the Splugorth. The
Splugorth see the Vampires as a threat and the dhampirs as an ideal means of
gathering intelligence on the vampires, and a great irony to fight fire with
fire. Lord Splyncrythh enjoys the idea of turning the Vampire Intelligence's own
weapons against them.
Dhampir could easily be
trained by a Vampire Intelligence or other evil force. The forces of chaos and
selfish mortals are just as likely to try and utilize the latent power of the
dhampir for their own personal benefit. Dhampir Raze are the near perfect
personal bodyguards and enforcers. For game purposes treat the training received
by these dhampirs as the same as the Dhampir Raze R.C.C
Raze are trained to adapt to
any given situation. Their martial arts training is usually a hybrid of
effective moves taken from several martial arts, combined with rigorous physical
and mental training. Its focus is to try and release the full latent potential
of the dhampir. The Dhampir needs to become a one man army, able to go
toe-to-toe with multiple enemy combatants.
NB: Dhampirs keep their
powers/training when they morph into their vamparic form. Thus the Raze bonuses
are applicable once it transforms into its vampire form – but in their vampire
form these become supernatural physical attributes. The Dhampir's Vampire form
powers/abilities aren’t applicable in its normal (mortal/mundane) form.
R.C.C Name:
Dhampir Raze
Attribute
Requirements: None
Alignment:
Any, Dhampir Raze are trained to reach equilibrium with their inner beast, and
as such they aren't subject to uncertainty as much as the untrained dhampirs.
However they still experience doubt and their inner demons still play havoc with
them.
A dhampir
Raze's disposition and alignment will shift approximately at Lvls 4,7,11, 15.
However the change isn't as drastic as normal dhampirs, and the alignment will
either go up or down one level. Similarly the disposition alteration will be a
subtle change in character.
A Scrupulous
Raze may become Principled or Unprincipled. An Aberrant Raze may become
Anarchist or Miscreant.
NB: up to GM
when or how often this change occurs. The personal circumstances and life events
of a Dhampir Raze will decide this. The player may choose this new alignment,
could be randomly decided or the GM may assign the new alignment.
Horror
Factor/Awe: None, Vampire Form Horror Factor is 12 +1 at Lvls 3,5,7,9,11,
13,15.
R.C.C
Abilities: For game purposes the Dhampir Raze doesn't receive the natural
abilities and bonuses that the Dhampir species receives. This is because their
vamparic energies have been turned into another focus. Instead the Dhampir Raze
RCC gains the following - Robotic Lvl P.S, P.E, P.P and Spd (NB: Their attacks
hurt vampires and other creatures normally immune to normal physical, magical,
psionic etc damage. For Game purposes assume the Raze's sensing abilities are on
par with the Psistalker R.C.C sensing powers and advance in level similarly.
A Dhampir Raze
RCC can choose to morph into their
vampire form and still remain in control of the Vampires
actions. Thus a dhampir Raze of any alignment can choose not to hunt and feed on
fresh blood. They can even live of blood substitutes as done in the early 21C.
Dhampir
agility and speed allows these skills and moves to be developed naturally as
part of Raze training: Acrobatics, Gymnastics, Tumbling, Automatic dodge,
Automatic Kick Parry, Multiple Dodge, Multiple Parry, Break fall, W.P. Paired
Weapons, W.P. Targeting, W.P. Improvised Weapons,
(pick one of
these Melee W.P's ) W.P. Sword, W.P. Knives, W.P. Axe, W.P. Staff, W.P. Blunt,
and W.P. Chain.
( Pick one of
these Firearm W.P's) W.P. E. Pistol, W.P. E. Rifle, W.P. Heavy Weapons
Pick one of
these Special Weapon Skills:
W.P. Kata in
chosen Melee Weapon and Weapon Channeling (channels 25 ISP through weapon to
allow it to do MDC damage for 1 (ONE) minute.
W.P.
Sharpshooting in chosen firearm or thrown weapons
Raze receive
specialized training depending on their background and personal circumstances
for becoming a Raze. For example a CS Dhampir Raze is unlikely to receive
mystical training, unless he is part of the Vanguard. A Dhampir in the CS burbs
is likely to be self taught and/or discover a mentor, but a dhampir in a hidden
enclave may have been specifically raised to be trained as a Raze by a covert
ancient society who see him as a destined warrior of greatness.
Pick One of
these Raze Specialties:
Weapon
Master: (self taught or mentored by elder dhampir - could be family member
or friend of family)
For game
purposes character effectively has all W.P. skills, Weapon Katas and has all
Sharpshooting skills. Is able to use weapon channeling with all weapons - melee,
firearms and thrown. Gun powers/abilities similar to the Gunmaster OCC. Has
quick draw initiative with appropriate weapons
+ 1D4 X 10 +
20 ISP and + 10 ISP per Lvl.
Weapon
channeling 10 ISP for 1 (ONE) min and + 1 (ONE) melee per Lvl.
Martial
Artist: (self taught or mentored by elder dhampir - could be family member
or friend of family)
Selects up to
3 (THREE) martial arts HTH from N&SS or MC books, Exclusives Martial Arts will
count as one selection
+1D6 to PS,
P.E, + 1D4 to P.P, +20 Spd, +2 to all saving throws, +2 all combat moves.
X2 damage with
HTH attks. This becomes X3 damage at Lvl 4, X5 damage at Lvl 7, X7 damage at Lvl
12 at the cost of 60 ISP, duration 1 Melee at Lvl 1, 2 Melees at Lvl4, 3 Melees
at Lvl 7, 4 Melees at Lvl 12.
ISP:
+3D4 X 10 + 30 ISP and + 10 ISP per Lvl.
Artifact/Weapon
of Power: (secret ancient societies and/or inherited from mentor/family
heirloom, or expected/foretold to wield/safeguard it)
Has a
Legendary level mystical item – could be a legendary rune weapon or other
legendary magical artifact NB: In most cases the Dhampir has been given
custodianship of a great artifact in the arsenal against the forces of evil and
chaos. Therefore the dhampir is entrusted with the safekeeping of such an item.
It's likely to attract the avarice of others (Collectors and the power hungry)
especially the beings its created to combat. These foul creatures may go to any
lengths to acquire it for themselves or see it destroyed. In some cases its the
novice dhampirs duty to retrieve such an item that has fallen into the wrong
hands. Other times its his lifelong duty to unearth a mythical item foretold to
be used against the forces of chaos. These tend to have been either hidden
intentionally to be recovered in the future by heroes fated to wield them, and
some may have been lost or their location forgotten.
ISP:
+3D6 X 10 + 20 ISP and + 10 ISP per Lvl.
Advanced
Tech: (Government Operative and/or is part of an independent small group set
up by like minded individuals of various occupations. Could be composed solely
of dhampirs). This could be Splugortian, CS, NGR, Lazlo etc, or mercenary
outfits and/or street gangs, superhero teams)
Uses advanced
technology, such as a linked sentient Firearm and/or modified Armour Relies on
cutting edge science and technology, gadgets and unique one-off creations
Psionic:
(Self Taught and/or government Operatives (Including CS, NGR, Lazlo).
Psionics
abilities on par with a burster, zapper, etc (pick one – total mastery of one
the psionic kinesis powers). For game purposes has same psionic powers/abilities
and level advancement as the individual Psionic RCC's
Has quick draw
initiative and Sharpshooting with psionic power attks. For game purposes similar
ability to battle magus skill with spells
I.S.P:
+6D6 X 10 and + 2D4 X 10 per Lvl
Mystical
Warrior (Self taught and/or governments (Including Splugortian, Vampire
Intelligence, Lazlo operative etc)
P.P.E:
+1D4 X 100 and + 2D6 X 10 per Lvl
For game
purposes has same abilities/spell knowledge and level advancements as a Battle
Magus or Combat Mage (Pick One)
Has quick draw
initiative and Sharpshooting with spell attks. For game purposes similar ability
to battle magus skill with spells
R.C.C
Bonuses:
+ 1D4 +1 to
M.E and +1 at Lvls 3,5,7,9,11,13,15.
+ 1D4 + 1 to
M.A and +1 at Lvls 3,5,7,9,11,13,15.
+ 2D6 to P.S
and +2 at Lvls 3,5,7,9,11,13,15.
1D6 to P.P and
+1 at Lvls 3,5,7,9,11,13,15.
2D6 to P.E and
+2 at Lvls 3,5,7,9,11,13,15.
+ 1D4 to P.B
and +1 at Lvls 3,5,7,9,11,13,15.
4D6 to Spd + 7
at Lvls 3,5,7,9,11,13,15.
+ 4D6 X 10 HP
+ 20 at Lvls 3,5,7,9,11,13,15.
+ 2D6 X 100
S.D.C + 60 at Lvls 3,5,7,9,11,13,15.
+5 Initiative
and + 1 at Lvls 3,5,7,9,11,13,15.
+2 attks and
+1 every at Lvls 5, 9
+ 20ft leaping
distance + 20 ft at Lvls 3,5,7,9,11,13,15.
+2 to all
saving throws and +1 at Lvls 3,6,9,12,15.
1D6 healed
every 10 mins + 1D6 at Lvls 3,5,7,9,11,13,15.
S.D.C & HP:
as per Dhampir species
P.P.E:
as per Dhampir species
I.S.P:
as per Dhampir species
R.C.C
Skills: Depends on Dhampir Raze Specialty. For game purposes use the C.S.
Special Forces (for government trained) or headhunter skills (for Self, mentored
or Secret Ancient Society Trained) Skills.
Hand to
Hand: Depends on Dhampir Raze Specialty. Will either have HTH: Commando
(government Trained) or HTH: Gladiator (Self, mentored or Secret Ancient Society
Trained).
R.C.C
Related Skills: Depends on Dhampir Raze Specialty. For game purposes use the
C.S. Special Forces (for government trained) or headhunter skills (for Self,
mentored or Secret Ancient Society Trained). Related Skills
Secondary
Skills: Depends on Dhampir Raze Specialty. For game purposes use the C.S.
Special Forces skills (for government trained) or headhunter skills (for Self,
mentored or Secret Ancient Society Trained) Secondary Skills
Appearance/Size/Weight: Dhampir Raze usually have a finely tuned muscular
physique when compared to the average member of their species
Equipment:
Depends on Dhampir Raze Specialty. For game purposes assume starts out with
similar amount and type of Equipment as the C.S Special Forces O.C.C.
(government trained) or as the Headhunter O.C.C. (self, mentored or Secret
Ancient Society Trained).
Money:
Depends on Dhampir Raze Specialty. For game purposes assume starts out with the
same amount of money as the C.S Special Forces O.C.C. (government trained) or as
the Headhunter O.C.C. (self, mentored or Secret Ancient Society Trained).
Enhancements: Depends on Dhampir Raze Specialty. Rarely starts out with any
other Enhancements.
|