Chyldryn of Caine R.C.C. (a.k.a. The Chylde)

In southern Arizona, the reports of Vampire attacks during the day have increased over the past few months. Little do people know that these are not Vampires that are attacking villages and towns, but they are the Chyldryn of Caine. About 7000 years ago, in an alternate dimension, two people, Adym and Eiv, gave birth to twins, and named them Caine and Abyl. Abyl was born big and healthy, while Caine was born scrawny and malnourished. As Abyl was bigger than Caine, he always got the most attention. This made Caine jealous, and he grew up hating his well-liked brother. When Caine and Abyl reached the age of 21, their father grew ill. As Abyl was the favorite, he inherited all of Adym's belongings. This drove Caine over the limit, and he violently killed his twin brother. It was then that that dimension's main God, Jyhova, intervened. Jyhova, displeased by Caine's behavior, placed a curse on Caine, letting him know that all of his children and their children and all their predecessors would carry this curse with them for the rest of their lives. They would be forced to drink blood to live, and they could never look upon an eclipse or they'll be turned to stone. And, as extra punishment, Jyhova banished Caine from his home dimension. To dimension to which he was banished was Earth. Now, 7000 years later, the blood of Caine still runs thick in his predecessors. They are often mistaken for vampires, except that the light of day and water do not effect them. They appear as muscular humans, with pale skin and sliver, black, or red hair and steel gray to bright green eyes. The only way to distinguish them from humans is the see them display their powers, or to see them smile, which will reveal their inch-long fangs.

Alignments: Any, usually evil. Attributes: IQ: 3d6, MA: 4d6, ME: 2d6, PS: 4d6+2 (supernatural), PP: 4d6, PE: 5d6, PB: 4d6, Spd: see special abilities Average Size: 5-7 feet tall Weight: 180-300 pounds Average-life Span: 400 years (NOTE: Effectively immortal, for every year, once a year, after 400, a save vs coma/death must be made or the Chylde will die) Hit Points & SDC: A mega-damage being MDC: PE attribute x2 plus 1d6 MD per level of experience, and/or from body armor or magic. Horror Factor: 11 when nature is revealed PPE: 3d6

Special Abilities: 1. Super speed: At level one, the Chylde has a base Spd 3d6+4. Every two levels after level one, the Spd attribute goes up 1d4+2, up to level ten, where they will no longer get more Spd. 2. Wingless flight: The Chylde can psionically fly at a speed twice the Spd attribute, with no ISP. Maximum altitude is 4000 feet. Can only fly for 6 straight hours before needing a 15-30 minute rest on land. 3. Psionics: The Chylde starts out with Object Read, See Aura, See the Invisible and Sixth Sense. At level 3, the Chylde can pick 2 more psionic abilities from the Healing or Physical fields. At level 5, the Chylde can pick 2 more psionics from the Physical or Sensitive fields. Every two levels after 5 (7, 9, 11, etc), the Chylde can select 1 psionic from any category (except Super). ISP is ME attribute x2, plus 1d4 ISP per level. 4. Combat bonuses: +3 on initiative, 3 attacks per melee, +2 to roll with impact, +2 to pull punch, +5 to save vs disease and poison, can see in the infrared spectrum, +7 save vs Mind Control and Possession, +1 save vs Psionics. Bite does 1d6 MD, claws(2) do 2d4 MD.

Penalties: 1. Blood Drinker: The Chyldryn are technically vampires, and need blood to live. Luckily, they only need about a pint a month to survive. (NOTE: Non-evil Chyldryn hate the thought of drinking humanoid blood and will not drink unless starving, even on animals.) 2. Weakness to Eclipses: For some unknown reason, eclipses have a very strange effect on Chyldryn. When a solar or lunar eclipse occurs, the Chylde will turn into an unrealistically tough(MDC x100) stone-like statue of itself, and will remain in this state until the eclipse is over.

RCC Skills: One Earth Language of choice at 89% Mathematics: Basic (+15%) Radio: Basic (+5%) Streetwise (+25%) Literacy (+10%) Climb (+15%) Prowl (+30%) Wilderness Survival (+20%) Track Animals (+30%) Track Humanoids (+30%) Hand to Hand: Expert (this can be changed to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of one "RCC Related Skill" point)

RCC Related Skills: Select 8 other skills. Select 2 additional skills at levels 3, 6, 10, and 14 Communications: Any Domestic: Any Electrical: None Espionage: Any Mechanical: None Medical: First Aid only Military: any except demolitions/demolitions disposal Physical: Any, (+5% where available) Pilot: Any Pilot Related: Any Rogue: Any Science: Any Technical: Any WP: Any Wilderness: Any (+20%)

Secondary Skills: The character also gets to select 6 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Available OCCs (optional): Any Men of Arms, scholar or adventurer OCCs, except Juicer and Crazy conversions.

Weapons of choice: Most will use natural attacks over anything else, but can use any weapon.

Equipment: Whatever they can find or as according to OCC

Bionics and Cybernetics: Absolutely not!

Money: Scavengers mostly, whatever they can find.

Experience: Uses the Head Hunter's Experience Tables (see RIFTS page 17)

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