Schattenjager O.C.C.
The Schattenjagers of Germany have been around for centuries tracing
their heritage way before the time of the Rifts. Schattenjager in English is
translated into "Shadow Hunter". And that is precicely what they do. If
there is evil abound, their job is to hunt through the shadows and destroy it.
The title of Schattenjager is passed through generation after
generation from father to son and ocassionally from father to daughter.
Originally, in the Pre-Rifts era the Pantheon of light took pity upon the
suffering humans of Europe. Plagued by Vampires, Were-beasts, and other
supernatural evils, these people lived in constant fear. Finally, the
the Pantheon interveined and bestowed special gifts upon one of the more
prominant and god-fearing families in the area. The Ritters. For 3
Centuries the Ritters faught the darkness. Eventually, the Schattenjager
title was passed down to an heir by the name of Gabriel Knight. And this has
been the name of the Shattenjagers since then.
The gifts that were bestowed upon the Ritters were two very powerful
instruments to be used against the forces of Evil. The first was the
talisman. This talisman was supposed to protect the bearer from evil and
give an edge over them. Upon it's face is the picture of a lion
battling a giant snake.
The second gift was the ability to enchant daggers. This dagger is
the preferred weapon of the Schattenjager. Early in their training, the
Schattenjager chooses a dagger in which to use. Upon receiving their
title, blade becomes a magical weapon perfect for destroying evil.
Attribute Requirement: None. The title of Schattenjager is
generally passed down through family ties. Most Schattenjagers have the last
name of Knight. People from other families may also become a Schattenjager,
but they will never wear the Talisman unless the Ritter/Knight line dies out
completely.
Alignment: ALWAYS either Principled or Scrupulous. Most are Scrupulous.
Character Bonuses: The Schattenjager is often well trained in the
physical ways of fighting evil as well as the mystical ways. They receive the
following bonuses: +1d6 P.P., +1d6 P.E., +1d6 M.E., +3d6 Spd., +1d6
M.A.,+2d4*10 S.D.C.tm
P.P.E.tm: 1d10x10+P.E.x2 Schattenjager
can learn magic and therefore can tap into ley lines and use techno-wizardry.
I.S.P.tm: 1d4x10+M.E. The Shattenjager
is considered a Master Psychic.
Powers & Special Equipment:
- When one becomes a Schattenjager, they receive a few psionic abilities:
Clairvoiance (No I.S.P.(TM) cost) - Automatic, in the form of dreams.
Mind Block Auto-Defense (Special)
Presence Sense (No I.S.P.(TM) cost) - Automatic, will get a watched feeling.
Object Read (6)
Sense Evil (No I.S.P. cost) - Automatic, will get a feeling in a general area.
Summon Inner Strenth (4)
Exorcism (10)
- The Schattenjager is familiar with spells and magic. Can pick up a few
as they go along. Only ONE magic spell can be learned at the levels 2, 5, 9,
and 14.
- Special Combat Against Supernatural Creatures: Often, when a
Schattenjager combats supernatural demons, they are do not have enough in
the way of armor to defend themselves. Fortunately, the Schattenjager
have a way around this. Due to their inherent mystical nature, all
supernatural attacks by supernatural beings only do S.D.C.(TM) damage. This
does not include attacks done through runed items though. In addition to
that, any weapon attacks can be treated as M.D.C.(TM) attacks in the hands of
a Schattenjager if he/she is combating a supernatural evil.
- The Talisman: There is only ONE Talisman. Usually it is in the hands
of the senior Schattenjager. Often the case is that there is only one
Schattenjager living so this is usually not a problem. The Talisman is an
artifact of great power. It's following powers are:
- When worn by someone of good alignment, it gives the same bonuses
as the super ability Karmic Power to the wearer when in proximity of
supernatural evil.
- When spotted by supernatural creatures, it is immediately
identified as a source of great power. If evil, this power has
the effect of giving a H.F. of 18. With vampires, it keeps them
away similarly to a cross although without its damaging abilites.
- When worn, the wearer cannot be cursed. This includes vampire's
slow bite and any other magical curse. Of course if the Talisman
is taken off, it's a different story.
- When worn, the wearer cannot be possessed.
- The Schattenjager Blade: This is the preferred weapon of the
Schattenjager. Each Schattenjager chooses their own blade to be enchanted
and these special damages only work for that Schattenjager. The dagger
does only 1d6 damage when anybody else uses it.
It's following powers are:
- Indestructible, and will always stay sharp.
- Damage: To normal human beings, 3d6 S.D.C.(TM)
Supernatural creatures: 3d6 M.D.C.(TM)
Supernatural evil: 1d4*10 M.D.C.(TM)
Vampires & Splugorth(TM): 2d4*10 M.D.C.(TM)
- Can dispatch Vampires if plunged into heart.
- Bonuses: +4 vs. psionics, +8 vs. Horror Factor, +4 vs. magic,
+5 vs possession.
O.C.C. Skills:
Languages: Euro & English at 98%
Literacy in both
Lore: Demons & Monsters (+25%)
Lore: Vampires(+15%)
Tracking (+25%)
Prowl (+15%)
Interrogation (+10%)
Athletics
W.P. Knife
Any 2 Ancient W.P.'s
Any 2 Modern W.P.'s
Any 2 Pilot Skills (+15%)
Any 2 Physical Skills (+10% when applicable)
Hand to Hand: Expert (can be upgraded to Martial Arts at the
cost of one "other" skill)
O.C.C. Related Skills:
Select ten other skills. Select another three
at level three, two at level six, one at level nine, and one at level twelve.
Communication: Any
Domestic: Any (+5%)
Electrical: Basic Electronics only.
Espionage: Any (+10%)
Mechanical: Basic and Automotive only.
Medical: First Aid only.
Military: Any
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any (+15%)
Rogue: Any (+10%)
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character can select six secondary skills
from the previous list, but cannot apply the stated bonus.
Standard Equipment: Extra Set of travelling clothes, and boots.
A set of light M.D.C.(TM) body armor, personal gear, sunglasses or tinted
visor, backpack, air-filter, bedroll, first-aid kit, utility belt, a few
small bags, 100ft light weight rope, 6 iron spikes, 6 wooden spikes, hammer
and a mallot, small utility knife(swiss army), a small cross of either
wood or silver.
Weapons: Their Schattenjager Blade. One energy weapon of choice
(often pistols, but rifles are okay). One S.D.C.(TM) firearm. 3 extra
clips for each weapon. May have a few other personal weapons. GM's please
use your discresion.
Vehicles: Most Schattenjagers walk. If they do have a vehicle it is
either a live mount, or a very sporty and fast vehicle.
Money: Although the Knight and/or Ritter family has always been well
to do, when out travelling, the Schattenjager normally does not bring
along very much in the way of cash. 1d8x100 credits on hand. Can easily
raise 5d6x1000 in credits due to fairly wealthy background.
Cybernetics: The Schattenjagers have always disliked the use of
cybernetics. They will not use them unless there are life threatening situation.
Rittersburg, Germany
The home of the Schattenjagers
In Germany, deep in the forests and only a few hours drive from the
former city of Munich is the small town of Rittersburg. In this town lies
the grand castle known as Castle Rittersburg which was built by the famed
Schattenjager Christian Ritter before the coming of the Rifts. The people
of Rittersburg, although wary of the forest and the demons that inhabit it,
do not fear for within the walls of Castle Rittersburg, the warriors known
as the Schattenjagers dwell.
In general, the small village is a very hospitable place. Friendly
D-Bee's have be known to take refuge within it's protected walls. The
Militia of Rittersburg is a small yet surprisingly effective force when in
defense of the village. This is especially true when a Schattenjager is in
the lead. So far, the gargoyles have not taken too much interest in the
town. And of the few stray gargoyles who have entered the area to wreak
havok, only a meager handful have ever returned.