Sepic Warrior RCC




Living in the jungles of Papua New Guinea since time out of mind, the Sepic tribesmen are one with their world. Living in one of the deadliest areas of the planet--a place filled with poisonous snakes, huge saltwater crocodiles, and vicious wild beasts of all kinds--they have had to be just as deadly to survive. They are powerful hunters and expert warriors that respect strength above all things. However, they are not monsters, but honorable and noble people with a strong sense of morality.

The Sepic tribe lived relatively primitively before the coming of the European settlers, but adapted quickly. They managed to coexist with the settlers without losing any of their own rich and varied culture, and several important ceremonies survived through the years. Even after the modernization of the island nation, the Sepics (for the most part) stayed in their small villages and lived as hunters and sugar cane farmers.

Throughout the modern age, their rituals and ceremonies remained a comfort to them. The most important of these was the Ritual of Crocodile Skin. This semi-mystical ceremony was the initiation rite for young Sepic warriors. In it, through a process never revealed to outsiders (or even the non-warriors of the tribe) a young man would have his flesh pierced hundreds of times with a small blade to simulate the markings of the crocodile, a highly respected and loved creature in their culture. It was believed that this ritual made the soul of the warrior and the spirit of the crocodile one; their strength, speed, and endurance (both mental and physical) would be joined forever. To accomplish this, the young warrior (usually male, but a few female warriors have been known) would have to sit utterly still and silent for hours on end while the incisions were made--without anesthesia. Afterwards, a natural antiseptic would be used to cleanse the wounds, one that hurt almost as much as the cuts themselves.

Even through the age of super-technology before the Coming of the Rifts, the Sepics remained the same. This resilience and reliance on tradition meant that when the Rifts came, the Sepics were as unaffected as ever. With the breakdown of the few modern luxuries they had enjoyed, they went back to the land, hunting and gathering as always. They did keep several fields of sugar cane as snacks and flavoring (raw sugar cane is tough but very sweet).

There were some effects to the rest of New Guinea, however. The island is rich in ley lines, and it was little time before monsters and D-Bees of all sorts were migrating to it (whether purposely or not). A few enclaves of humanity survived, but most were either wiped out by monsters or reduced to barbarism when their technologies failed. The highest level of technology that currently exists on New Guinea is roughly equal to the 17th century (black powder weapons, swords, horses, etc.).

And thus, the Sepics are in a unique position, one that they have not been in for over seven centuries: the single most powerful force for humanity on New Guinea. This is not because of technology or magic--the Sepics spurn both in favor of their natural abilities. Because of their long affiliation with (and near-worship of) the crocodile, the Sepics have developed great powers. These include the strength and speed of the crocodile, empathy with reptiles, and even a limited transformation into their animal brother! Those that undergo the Ritual of the Crocodile Skin (almost all tribe members anymore) become mega-damage creatures with hunting prowess to rival the toughest and most skilled opponents.

(Author's Note: The Sepic tribe of Papua New Guinea and their reverance for the saltwater crocodile are both very much real! While they are real people, everything relating to Rifts in this context is made up. If you want to learn more about the Sepics and their Ritual of the Crocodile Skin, look them up in your local public library or see the National Geographic special on deadly predators.)


Sepic Warrior RCC

(Note: Until adolescence, Sepics are considered normal humans. It is not until the Ritual of Crocodile Skin that they use the attributes listed below.)

Alignment: Any. Most are either Scrupulous or Aberrant, both alignments with a strong sense of honor. Miscreant and Diabolic Sepics are outcasts and never trusted by another tribesman.
Attributes: IQ 3D6; ME 4D6; MA 2D6; PS 4D6+6; PP 4D6; PE 4D6; PB 2D6+4; Spd 5D6. PS and PE are supernatural. (The low PB and MA result from the scarring that all Sepics go through and the fact that most people consider crocodiles evil and untrustworthy.)

MDC: PE +2D4 per level

Horror Factor: 9 (from the scars and apparent supernatural power); 13 if seen in crocodile form; 16 if the transformation to crocodile form is seen.

Magic: Sepics distrust magic and only a very few practice it. (These latter do not receive the Ritual of Crocodile Skin, and remain normal humans, but keep the reptile empathy power and their psionics. The only available classes for magic-users are Shifter and Mystic.)
PPE: 1D4x10. Sepics have a large spiritual reserve from their link to the spirit of the crocodile. (This PPE is a bonus to the few Sepic magic-users.)
Psionics: Sepics are considered minor psionics. They are limited to the following powers: Bio-regeneration (self; trest SDC as MDC); sixth sense; mind block auto-defense.
ISP: ME attribute +3D6

OCCs: Almost all Sepics are members of the Sepic Warrior RCC; they do not consider any other occupations worthy of a warrior race. However, they can become members of the following classes if they give up the Ritual of Crocodile Skin, staying normal humans (except for the reptile empathy power and psionic abilities): Headhunter; Body Fixer; Wilderness Scout; Shifter; Mystic; Burster; Mind Melter. Other OCCs may be acceptable by GM permission, but all must give up the Ritual of Crocodile Skin before accepting another class.

Height: Human size
Weight: Human weight
Average Life Span: The power that courses through them gives them a life span approaching that of the crocodile they revere--250 years.

Enemies: Evil supernatural predators and those that would kill the crocodile.
Allies: Fellow hunters and any goodly being.

Description: Sepics are dark-skinned humans with scars on their chests, face, and back that resemble the scales of a crocodile. They wear little clothing in the hot, humid jungles of Papua New Guinea, but are not opposed to clothing. Their weapon of choice is the spear, and they often have the tribal shaman ensorcel the weapon to withstand the punishment of hunting supernatural monsters. This is one of the few approved uses of magic in the tribe.
When their hunts take them into more "civilized" areas, they will often wear a suit of regular clothes and perhaps even use a mega-damage weapon, almost always a vibro version of an archaic weapon, like a vibro-knife or vibro-sword. These toys are usually discarded as soon as the warrior returns to his natural jungle habitat. Sepics never give up a hunt for anything--not bad weather, not impossible odds, not even the prey going out of their usual habitat. Sepics have been known to chase especially difficult prey for years on end, and a few have even ended up in Asia, Australia, Africa, and North America. (Note: Plot device! Plot device!)
Sepics may be driven, but they are not fools. If an opponent is obviously beyond their formidable abilities, they will not hesitate to enlist help (from the player characters, perhaps?). Sepics are nothing if not practical.

Habitat: The jungles of Papua New Guinea.


Natural Abilities:

  1. Nightvision: 100 feet.

  2. Reptile Empathy: While believed to be a psionic ability, this actually transcends the mental aspect of psionic powers and seems to tap directly into the spirits of the two beings (Sepic and reptile). Because of their association with the crocodile spirit, no reptile (animal) will ever willingly attack the Sepic. Nor will they react to the Sepic's presence, treating him/her as though they were one of the animal's species.
    If under mind control and ordered to attack the Sepic, the reptile receives a saving throw with a +5 bonus to refuse the command. If a natural 20 is rolled on the save, the reptile actually attacks its controller!
    Large reptiles, including dinosaurs and silonar, (but never the crocodile) can be ridden at a skill of 85% +2% per level. Reptile riding beasts will always be docile and gentle to their rider, following his orders willingly (unless suicidal, but no true Sepic would ever kill or allow to be killed a reptile cousin).
    Intelligent reptilian beings (including the Eandroth and Lyvorrkians) will instantly like and respect the Sepic warrior, treating him as though his MA were 20! Through some sort of semi-telepathic link, Sepics can understand and be understood by all reptilians as though they were proficient in the listener's language at 98%.
    Sepics, in their turn, will never intentionally harm or allow to be harmed a reptile or reptilian D-Bee/mutant/alien. If forced into a confrontation, they will avoid killing their opponent, instead trying to disarm or subdue the creature. If nothing else is possible, they will kill the creature to save themselves (unless it is a crocodile), but will spend weeks atoning for its death (praying to the crocodile spirit, making offering into bodies of saltwater, etc.).
    Crocodiles consider Sepic Warriors to be blood kin! They will never harm a Sepic for any reason unless mind controlled, and then they have a +10 bonus to break free. If the save is a natural 18, 19, or 20, then the crocodile turns on its controller. Crocodilians, Tautons, and similar beings will adore Sepics and do anything within their power to protect them. Sepics feel the same way, and will gladly sacrifice themselves to save their "brothers."

  3. Crocodile Transformation: This is the most devastating power of the Sepic Warrior and the one that their opponents fear most. Once a day, for five minutes per level, the Sepic Warrior may set free the portion of the crocodile spirit housed within them. The transformation takes one melee (15 seconds). At the end of it, the Sepic is gone, replaced by an enormous crocodile. The beast is twenty feet long from snout to tail and weighs in at nearly half a ton!
    The downside to the transformation is that the release of the beast makes the Sepic's mind become more bestial as well. Things seem black and white in this form: friend or foe, food or not food, attack or stay still, kill or die.
    Bonuses in Crocodile Form: +10 PS; +5 PE; +350 MDC (damage is taken from this bonus MDC first and only carries over to human form if is exceeded). Bite inflicts 3D6 MD plus supernatural strength and engulfs any creature smaller than man-size on a natural 18-20; claws cannot be used; tail lash does 2D6 MD and knocks down any creature of man-size or smaller (50% to knock down creatures 10-20 feet tall); running ram does 4D6 MD plus supernatural strength, but takes two actions to use. +4 to strike; +1 to dodge; +1 attack per melee; +4 vs. magic; impervious to poisons, toxins, gases, radiation, disease, possession, and mind control; half damage from energy attacks. Can run at double Spd for one melee, but Spd is half on the following round. Can swim at three times the Spd attribute (+5 to dodge underwater; can hold breath for duration of change).
    Penalties: Reduce MA to 0 and IQ by half. If the IQ is reduced below 6 in this manner, the beast is no longer intelligent enough to distinguish friends from enemies. It will attack enemies first, but must save vs. psionics with no bonuses to avoid turning on friends when the enemies are finished. The crocodile-warrior fights to the death! It does not know retreat, surrender, or cowardice--nothing short of death can stop it from reaching its prey. Reduce land speed to 75%. The beast has no skills except Hand to Hand: Expert, and only uses it to determine combat bonuses. No combat moves except bites, tail lashes, running rams, and (in the water) entangle can be used.

  4. RCC Bonuses: +3 vs. poison and disease; +1 vs. magic; +1 to strike, parry, and dodge; +2 to roll with punch; +2 vs. mind control. Impervious to physical transformation and the vampire's slow kill bite.



RCC Skills:
Language: Sepic (98%; there is no written component)
Language: two of choice (+15%)
Sing (+5%)
Detect Ambush (+10%)
Detect Concealment (+5%)
Wilderness Survival (+25%)
First Aid (+5%)
Camouflage (+15%)
Trap Construction (+10%)
Athletics
Climbing (+15%)
Prowl (+20%)
Running
Swimming (+15%)
Pilot Boat (+5%)
Land Navigation (+5%)
Lore: Demons and Monsters (+20%)
Boat Building (+5%)
Hunting
Identify Plants and Fruits
Skin and Prepare Animal Hides (+10%)
Preserve Food
Tracking (+15%)
WP Spear
WP Knife
Hand to Hand: Expert (cannot be changed)

RCC Related Skills: Select five other skills from the following list. Gain one more at levels 2, 4, 6, 8, 10, and 12.
Communications: None
Domestic: Any (+5%)
Electrical: None
Espionage: Any except Forgery (+5%)
Mechanical: None
Medical: Holistic Medicine only (counts as two skill selections)
Military: Camouflage only (+5%)
Physical: Any except Boxing and SCUBA (+5% where applicable)
Pilot: Horsemanship only
Pilot Related: None
Rogue: Any except Computer Hacking, Find Contraband, and Streetwise
Science: None
Technical: Art (+5%), Language (+10%), Literacy, and Lores only
WP: Any ancient at first level; any at second level and beyond
Wilderness: Any (+10%)

Secondary Skills: Choose five secondary skills from the previous list. These are additional areas of knowledge that do not receive the bonuses in parentheses.

Equipment: Sepics carry little with them when they hunt, usually only a knife, a spear, some dried fruit and meat, some sacks, and an outfit of outworlder clothes. The knife and spear have been ensorceled by tribal magic-users to be indestructible. The knife does normal damage to mortals and SDC structures, but inflicts 1D4 MD plus the user's supernatural strength to supernatural beings, creatures of magic, and MDC materials. The spear acts in the same manner, but does 2D4 MD plus the user's supernatural strength.

Money: Sepics have tradable items worth 1d4x100 credits.

Cybernetics: None ever! Sepics cannot receive them, as they interfere with the link to the crocodile spirit. A Sepic who did not receive the Ritual of Crocodile Skin could take bionic implants, but they have the same effect on reptile empathy as they do on psionics.

XP: Use the Dragon Hatchling experience table



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