Wemic RCC

An RCC for Rifts


Redclaw looked at Dewpaw with new reverence after her creation of the doorway. Not only was she the tribe's shaman and the prime advisor to the chief, she had a head for opportunity as well. In her turn, she deeply loved and admired her mate, not just because he was the war leader but also out of a genuine affection; that was rare in an arranged mating.

"This doorway," began Dewpaw in her address to the tribe, "is the key to our tribe's prosperity. I and my honor guard have been through, and we have found it to be a beautiful and bountiful land, a land filled with prey galore and open spaces as we are used to. The skies are blue, and the fields are green, and the animals' blood is red as any we have here." She paused.

"Listen well, my kinsmen, my sisters, my friends. This land is bountiful, but it is not tame. There are many races, beings without number, that inhabit this world. Some we have spoken to -- they are as diverse in attitude as they are in appearance. Some are good and honorable, some are cruel and evil. Some are strong and some are weak. Never before had I imagined such a thing possible; even now the magnitude of it stuns me."

There were quiet murmurs throughout the tribal enclave. If the wise one was amazed, what chance did the rest of them have in this strange, new world?

"Quiet!" commanded Dewpaw. Her voice was commanding and forceful but contained no malice, only tenderness and caring for her people. She crackled her vertebrae in the silence and sheathed and unsheathed her talons in a nervous gesture completely unbecoming of a shaman. "While odd and new to us, I believe that this world will be good to us -- better than this one has become at any rate." Her voice nearly broke, and she could see her people's eyes filled with tears. Even the faerie folk affiliated with the tribe could not remain unmoved by this heartfelt outpouring.

"I could order you through, blissfully ignorant of the dangers involved; my mate could maneuver you into the doorway by appealing to your honor; your chieftain could simply say 'Go,' and you would. You are an honorable, true people. However, this decision is far too great for any one member of the tribe, or even we three, your appointed leaders. Therefor, we have decided to let you decide whether you will go or stay. While splitting the tribe is dangerous at this point in time, it is far more dangerous to explore a new home with bad blood amongst us.

"Here are your options:

"First, stay here and face the metal invaders, the murderers of our fae kin; fight the last good fight, and die with honor. While we can injure them, we cannot beat them; you have all seen that firsthand. With the death of the entire Flame Talon tribe in under a sun's passage, I think it self-evident that we cannot win. We also cannot turn over our little cousins, for then we would be without honor, and not deserving of life.

"Second, we run. While dishonorable in the strictest sense, I do not feel that the gods would be angry for turning away from a vastly superior force. Surely, we could travel far enough and fast enough to find a secluded homeland, someplace where our children may live without fear and our cousins in their usual manner -- happily and carefree.

"Finally, we can go through the doorway our combined force of spirit has summoned. If it were possible, I would suggest a delay in this decision; it is not one to be made lightly. However, despite my personal feelings, we cannot delay, we cannot dawdle, we cannot laze about as though it were a summer highsun. The doorway will last for but the span of one width of the moon in its passage across the sky. We have neither the time nor the strength to summon another one.

"Now is the time for decision. Now is the time for action.

"All those at the age of decision may vote; additionally, though it is awkward, our faerie brethren may also have a say in this matter -- it is their fate we decide here too. The choice is simple: stay or go. Those who stay may choose their own path after we depart. Raise your voices so that the gods of earth and sky may hear your decision.

"All for staying here, declare!"

The cavern, lit only by fennel torches and the glow of the rift, was utterly silent, not even broken by the cooing or crying of cubs. It seemed to Dewpaw that the gathered assemblage was even holding their breath as a whole, so as not to mistake their intent.

"And those for the new world, declare!"

The roar shook the cave to its stony roots and the fennel torches wavered from the sudden intake of air. Dewpaw's tears rolled down her furry cheeks in love and admiration...


The Wemic are a centauroid race from an alternate universe. While centauroid, their component parts are blended much more smoothly than in a true centaur. A Wemic has the lower body of a lion and a humanoid upper body, which is covered in short fur. All Wemics have tails, and males have manes as well. Their fur, short on their bodies and bristly on their torsos, ranges from bright golden to dark brown.

Although they are technologically primitive, Wemics are far from stupid. They are highly curious and and learn easily, acquiring new skills quickly in the proper environment. In their natural terrain, plains and grasslands, they are nomadic hunters and gatherers that travel in tribes of 1d6x10 to 2d6x100. Males traditionally occupy the position of hunters, war party leaders, and chieftain of the tribe. Females gather fruits and herbs to supplement the tribe's diet, occupy the position of tribal priest (shaman) and healer, and act as diplomats to other tribes (and other races on Rifts Earth).

A single tribe of nearly five hundred members dimensionally teleported to Rifts Earth in a time of utter desperation. A monstrous hoard of metallic invaders -- the Mechanoids -- began systematically destroying the many tribes of Wemic inhabiting the vast grasslands of their homeworld. While far enough from humanoid to not attract the ire of these beings in and of themselves, their allies and friends, the faerie folk, were. Unable to reconcile their sense of honor to sacrificing their "little cousins," they stood by them and were wiped out tribe by tribe.

The Sunrunner tribe, led by the shaman Dewpaw, her mate and the party war leader Redclaw, and the chieftain Blackmane, managed the tremendous feat of opening a random rift on a low-magic world (not unlike Earth between the accident at Atlantis and the end of the last age of magic). The rift was drawn to Rifts Earth (which is something of a cross-dimensional nexus), on the plains in the old American state of Kansas, which delighted them to no small end; Kansas is almost exactly like their homeworld but without the freshwater oceans. By the post-apocalyptic calendar, the year was 79 P.A.

By an accident of fate, nearly a quarter of the tribe was separated from the main body in transit and dropped right at the border of Kingsdale. These Wemics were confused by the new locale, by the strange sights, and by the sudden lack of a motivating force or leadership. Despairing of finding a new home, or even surviving, they sent a diplomatic envoy to Kingsdale to petition for citizenship. The Dictator of Kingsdale, taking pity on the dispossessed people, admitted them to the city and offered them a deal: full citizenship rights, an education in the ways of their new world, and a home inside the city walls in exchange for all adult members of the tribe serving ten years in the Kingsdale army and the usual requirements of their descendants. The tribe instantly agreed, feeling that by far they got the better of the deal. After all, what was an army but a larger hunting party?

The Kingsdale Senate was absolutely delighted when they discovered that the females' mystical and psionic powers had risen to near-supernatural levels in the magic-rich environment of Rifts Earth; even more so when the Wemic demonstrated a knack for machines. Kingsdale made good on all of their promises and then some, and the Wemic division has become a staple of the armed and magical forces of Kingsdale.

The plains Wemic have had no knowledge of their brethren for the past twenty-six years and believe them lost forever. However, if ever confronted with their existence, they will gladly open their arms to them, despite the many differences between the tribal branches. It is unlikely for them to ever become a single tribe again, or even to cohabit (Barbarian Wemic don't like Earth cities), but they will remain amicable.



Wemic RCC


Alignment: Any except Miscreant or Diabolic, but most are Principled or Scrupulous.
Attributes:
Wemic Abilities:
  1. Females are innate spellcasters and major psionics. Males are minor psionics. See below for details.
  2. The one thing that has contributed most to the survival of the wemics on Rifts Earth is the ability of the males to transform themselves into supernatural beings for short periods of time! When using the transformation, they manifest into a form representing their tribal name. The Sunrunners, the only tribe currently on Rifts Earth, manifest as their basic shape, but appearing to be made of pure sunlight. This acts on vampires as the globe of daylight spell with a thirty foot radius. The transformation may be achieved once per day, for one minute (four melees) per level of experience. The male Wemic becomes a mega-damage being with MDC equal to his SDC plus hit points, multiplied by two. The character's strength becomes supernatural for this period of time (see Rifts Conversion Book One for the supernatural strength damage table).
  3. Wemics are immune to mind control and possession.
  4. Nightvision to 50 ft (15.2 m).
  5. Bite for 1D8 SDC, claw with front paws for 2D6 +PS bonus SDC, and kick with rear paws for 1D8 +PS bonus SDC. This damage becomes MD for males during the transformation.
  6. Faerie Folk instinctively like and trust Wemics, treating them as relatives and dear friends. They also have a deeply ingrained respect for Wemics and play few tricks on them, and none that could possibly be dangerous. In their turn, Wemics adore their "little cousins" and will ever betray or harm them. The only exceptions to this rule are the evil Faerie Folk (pucks, unseelie, etc.), who hate and are hated by the Wemics and their gentler cousins. Most Wemics of adult age will have a group of faerie "kinfolk," 1D6 small, similarly aligned faeries that accompany the Wemic virtually everywhere, aiding when they can, cheering on when they can't, and generally lending friendship and moral support. It is considered the greatest disgrace possible (other than an outright betrayal of the tribe) to allow the death of even a single faerie kinfolk.

Hit Points: PEx2, plus 1D6 per level.
SDC: 2D6x10, plus skill bonuses.
MDC: By armor or magic only.

Height: Females are three to three and a half feet tall at the shoulder, and are just under six feet tall from front paws to head. Males stand nearly a foot taller.
Weight: Females weigh from 300-450 lbs.; males weigh between 400-600 lbs.

Horror Factor: 14 for males; 10 for females. Add two to HF when enraged.

Average Life Span: 120-150 years, with females generally living 30 years longer. Wemics reach physical maturity at the age of six to seven years, and achieve emotional maturity soon after.

Magic: Females may select six spells from spell levels 1-4 at first level; at each new level, the character may choose a spell from her own level or lower. They cannot purchase or otherwise learn new spells, gaining their spells through meditation and prayer, much like a mystic.
PPE: Males have 4D6 PPE; females have 1D4x10 plus the PE attribute, plus 1D6 per level.
Psionics: Females may choose three psionic powers from the healing and sensitive power categories. They may also select one lesser power at every even level (2nd, 4th, 6th, 8th, etc.) and one super psionic power at each fifth level (5th, 10th, and 15th). Males have only the powers of sixth sense and mind block auto-defense. Civilized males also have the power of telemechanics. Males are minor psionics and females are major psionics.
ISP: Males have 2D6 +ME attribute ISP. Females have 1D4x10 + ME attribute ISP, plus 1D6 per level.

Combat: Males have the equivalent of Hand to Hand: Expert; females have the equivalent of Hand to Hand: Basic. These skills may not be changed.
Bonuses:

Vulnerabilities/Penalties: Wemics cannot wear normal armor (centauroids have that problem); special armor costs two to four times normal but has double MDC. They also have difficulties in climbing and cannot rappel. If a Wemic were to (foolishly) claw an MDC structure, they lose 1D4 claws from the paw that attacked and suffer one HP damage for each claw thus lost. Finally, Wemics take +1 damage per die from normal fire due to their fur.
Barbarian Wemic Skills
Male Female
Language: Faeriespeak (98%) Language: Faeriespeak (98%)
Language: one of choice (+5%) Language: one of choice (+5%)
Hunting Hunting
Fishing (+10%) Fishing (+10%)
Swimming (+5%) Swimming (+5%)
Track Animals (+15%) Cook (+5%)
Athletics Lore: Faerie (+15%)
Body Building Holistic Medicine (+15%)
Wrestling Identify Plants and Fruits (+15%)
Land Navigation (+10%) Preserve Food (+10%)
Detect Ambush (+15%) Skin and Prepare Animal Hides (+10%)
Prowl (+10%) Lore: Religion (+5%)
Wilderness Survival (+15%) Wilderness Survival (+15%)
WP Spear WP Spear
WP Archery WP Archery
WP Targeting WP Targeting
WP: two ancient of choice Language: two of choice (+10%)
Hand to Hand: Expert Hand to Hand: Basic

RCC Related Skills: Select eight of choice from the following list, but females must select two Domestic skills and males must take two Wilderness skills.
Communications: None
Domestic: Any for females (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: None (except RCC skills)
Military: None
Physical: Any except Acrobatics, Gymnastics, Climbing, and SCUBA (+5% where applicable)
Pilot: None
Pilot Related: None
Rogue: Any except for Computer skills (+5%)
Science: Botany only
Technical: Any except Writing, Photography, and Literacy (females receive +10% to Art)
WP: Any ancient
Wilderness: Any (+10%)

Secondary Skills: Choose four secondary skills with the previous restrictions, but without bonuses.

Civilized Wemic Skills
Male Female
Language/Literacy: Faeriespeak (98%) Language/Literacy: Faeriespeak (98%)
Language/Literacy: two of choice (+10%) Language/Literacy: two of choice (+10%)
Basic Math (98%) Basic Math (98%)
Basic Electronics (+5%) Basic Electronics (+5%)
Athletics First Aid (+10%)
Advanced Math (+5%) Paramedic (+5%)
Wrestling Art (+10%)
Body Building Cook (+15%)
Prowl (+5%) Lore: Faerie (+10%)
Land Navigation (+10%) Sing or Play Musical Instrument (+10%)
Wilderness Survival (+5%) Wilderness Survival (+5%)
WP Energy Pistol WP Energy Pistol
WP Energy Rifle WP Energy Rifle
WP: two modern of choice WP: two modern of choice
Hand to Hand: Expert Hand to Hand: Basic


RCC Related Skills: Select twelve of choice from the following list at first level, but three must be chosen from Mechanical or Electrical, and two from Espionage or Technical. Add two skills at levels 3, 6, 9, 12, and 15.
Communications: Any (+5%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any except Disguise and Pick Pockets (+5%)
Mechanical: Any (+10%)
Medical: Females may select Pathology, Medical Doctor, and MD in Cybernetics, but the latter count as two skills each (+15%)
Military: Males may select any (+5%)
Physical: Any except Acrobatics, Gymnastics, and Climbing
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any except Computer Hacking and Pick Pockets
Science: Females may select any (+15%)
Technical: Any except Lore (+5%)
WP: Any
Wilderness: Track Animals and Identify Plants and Fruits only (+5%)

Secondary Skills: Choose six secondary skills from the previous list without the bonuses listed in parentheses.

Standard Equipment:
Barbarian Wemics have very little to call their own; usually just a family tent, a few weapons (all made of stone, bone, and wood), and some preserved meat and hides. They do like shiny stones and precious metals as decorations and have quite an eye for aesthetics.
Civilized Wemics will have a customized suit of non-environmental medium or heavy MDC body armor; an energy pistol; an energy rifle; one other weapon of choice (GM's discretion); six E-clips; a few sets of clothes (dress, common, and camouflage); food rations for one month; and a few personal items. A vehicle is usually not selected because of their great pride in their natural speed.

Money:
Barbarian Wemics do not understand the concept of money and work on a barter system for the few needs that they cannot provide for themselves. They are good artists, gemcutters, and metalworkers (although they do not use metal in their weapons), and it is likely that any given Wemic will have artworks and precious gems that may be sold for 1D4x1000 credits, but money will still take quite a bit of getting used to.
Civilized Wemics have more in the way of money and valuables. Those employed by the Kingsdale military have a salary of 3500 credits per month and start play with three months' pay. Mercenary Wemics (those no longer employed by Kingsdale) will have 3D6x100 credits and 2D4x1000 credits in black market items.

Cybernetics:
Barbarian Wemics know nothing about them, but would never consider them even if they did. They are too proud of their natural abilities to ever consider augmentation.
Civilized male Wemics may have 1D4 cybernetic implants if they wish, and will consider having more added throughout their lives. Females will only accept bio-system replacements due to the detrimental affect of bionic implants on magic and psionics.

XP:
Male barbarians use the Wilderness Scout experience table. Female barbarians use the Mystic experience table.
Civilized males use the Headhunter experience table. Females use the Body Fixer experience table.

Final Notes: This RCC is based on the Wemic race from AD&D, which is in turn based on the legendary centaur (but a lion instead of a horse). Tell me what you think of my conversion and send me any helpful criticisms you can think of (but nothing like "It stinks!").
If you like this RCC, let me know and I will shower you with praise as the epitome of human goodness. If not, screw you!



Back to the OCC/RCC section.