Rifts®: Megaversal Highway™
Where as a general rule of thumb I prefer NOT adding or using unofficial material, sometimes it can be fun.
Gun-Tech Ninja O.C.C.
“Surprise, you’re dead!”
Gun-Tech Ninja are a subdivision of Tech-Ninja that are trained as firearms specialists. All Gun-Tech Ninja are trained assassins and snipers, but their training does not end there. These elite assassins are also experts in a number of hand to hand disciplines, assassination techniques, and the application of firearms in close combat; with additional training techniques teaching the ninja how to use the body of a victim to help muffle the discharge of their firearm.Gun-Tech Ninjas serve the same role in a clan as traditional ninja, but are usually only ever deployed when subtly takes a back seat to efficiency. For this reason, many of these characters are proficient and eager killers who often feel like they spend most of their time “benched” while their peers in the clan get all the “good jobs.”
Special O.C.C. Abilities & Bonuses
1. The Art of Escape or Inton-Jutsu. This is an ability similar to that of the espionage escape artist skill. The difference is that the training is more complete, precise and disciplined. The character learns to actually dislocate the bones of his body and contort himself to slip bonds and to squeeze into openings and compartments normally too small for a human adult to fit. This training also includes muscle control (tensing and flexing muscles), knowledge of knots and ropes, and the ability to conceal tiny objects on one’s body. Note that this skill does not include the ability to actually pick locks, only slip bonds that may be locked tight.
In just a few (1D4) melee rounds, the character can escape from any handcuffs, locked chains, tied rope, or plastic bonds automatically (no need for a skill roll). Slipping out of a straightjacket or similar restraint takes 1D4 melee rounds and a successful skill roll (roll for each attempt; the escape artist can try to slip his bonds repeatedly, but each attempt takes time and may make some noise). This training is also extremely useful against the martial combat moves that hold, lock joints, or pin and incapacitate. Against holds, the character can escape in one melee action (3 seconds). Escaping from joint locks requires one full melee round (15 seconds).
Against more high-tech restraints, confinement, andd ifficult maneuvers, the character must roll under his skill proficiency, and 3D4 melee rounds are required to attempt an escape. Game Masters should display common sense when a character uses this ability. For example, even the greatest ninja is unable to escape an airtight jail cell with no openings or vents, and the lock picking skill is needed to open locks and doors.
46% + 3% per level of experience.
2. Ninja Psionics. The ninja is mentally sharp, observant and attuned to the world around him at a superhuman level. Instinctively, the ninja can “feel” the forces surrounding him.
Initial psionic abilities include: bio-regeneration (via meditation; self) and induce sleep.
The ninja intuitively knows one additional psionic ability from the physical category for each additional level of experience and awareness, starting at level two (pick one).
At level six, the character also gets the super-psionic power of Psychic Body Field.
I.S.P. Base: 1D4×lO plus the character’s M.E. number to determine the base Inner Strength Points. As a major psionic, the character gets an additional 1D6 + 2 I.S.P. for each new level of experience.
3. The Ninja Way of the Horse and the Gun.
Includes the ability to ride any horse-like creature at 54% + 4% per level of experience. Roll under horsemanship skill whenever performing a leap or difficult riding maneuver (like riding and shooting a gun). The ninja skill is the same as the samurai, whom they often impersonate.
Equal to the Gunslinger abilities 1, 2, 3, and 4, starting on page 93 of Rifts World Book 14®: New West.
The ninja can try to dodge ranged weaponry, but are -6 to dodge energy blasts or gun fire and -3 to dodge arrows or thrown weapons. As usual, a dodge counts as one melee action/attack.
4. False Identities. The character will start with two false, real world identities (i.e. Hideo Nobue, the sake merchant and Niitabe Shionya, the monk). Throughout life, the character will create other false identities and aliases. For example, the player group may know him as the ronin, Hiroo Suzuki, while villagers in another province may recognize him as a nameless beggar.
5. Other O.C.C. Bonuses: + 2 to M.A., + 1 to P.S., + 1 to P.E., + 1 to P.P. and + 4 to Spd. + 1 to save vs horror factor at levels 1, 2, 4, 5, 7, 9, 11 and 15 and + l to save vs illusions.
Gun-Tech Ninja O.C.C.
Attribute Requirements: I.Q. 9, M.A. 12, P.P. 14 or higher; a high P.E. and M.E. are helpful but not required.
Language Native: Japense at 96%
Language Other: Two of choice (+ 15%)
Literacy Native: Japanese at 96%
Acrobatics (+ 5%)
Climbing (+ 15%)
Disguise (+ 20%)
Forgery (+ 10%)
Imitate Voices (+ 14%)
Palming (+ 15%)
Pick Locks (+ 10%)
Prowl (+ 10%)
Streetwise (+ 20%)
Swimming (+ 10%)
W.P. Energy Pistol
W.P. Submachine Gun
Hand to Hand: Assassin
O.C.C. Related Skills: Select four other skills. Plus select an additional skill at levels 3, 5, 7, 9, 11 and 15. All new skills start at level one proficiency.
Domestic: Any (+ 10%)
Espionage: Any (+ 10%)
Horsemanship: General and Exotic only
Medical: Only first aid and holistic medicine
Military: Camouflage only
Physical: Any (+ 5% when applicable)
Pilot: Any but Robots and Power Armor
Pilot Related: None
Rogue: Any, except computer hacking (+ 10%)
Technical: Any (+ 10% on all language skills)
Weapon Proficiencies: Any; tend to stick with ancient types
Wilderness: Any (+ 5%)
Secondary Skills: The ninja also gets to select two secondary skills from the secondary skills list at levels 2, 5, 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
Standard Equipment: M.D.C. body armor of choice, a set of regular, nondescript clothing (usually peasant or traveler garb), several simple disguises, two pairs of rubber- soled tabi boots, and a black or camouflage ninja outfit. Equipment will be kept to a minimum, usually nothing more than a utility belt, backpack, 2D4 days of rations, basic survival gear, canteen and some personal items.
Weapons include one laser scalpel, a Derringer, a pair of fancy silver plated revolvers (plus 60-96 silver bullets), a pair of automatic pistols (often the same caliber as the revolvers), a pair of energy pistols, one additional weapon of choice (including TW revolver), 1D4+4 additional E-clips for each weapon that needs one, and 288 rounds of ammunition for each of the weapons.
Money: A ninja starts with a mere 2D6×lOO credits in saleable items. The ninja will have to find work or booty to acquire anything else.
New Life Crab Symboite
The New Life Crab is an otherworldly abomination with six spindly legs that resembles a crab without pincers. Though what makes this creature remarkable is, that given the chance it can burrow into the chest of a fresh corpse and give it new life. After nesting in the chest, the parasite revives the brain and then begins reconstructing its host body, even regrowing lost limbs, organs, and repairing brain damage. However, it does not end there. After the parasite has finished repairing the body (an agonizing experience), it begins improving upon the base design. This entire process typically takes about 1D4×10 minutes to complete, at the end of which the host is born anew as a albino; and a mega-damage being.
Interestingly, though the host revived has all of their original memories many still question if they are the same individual and not merely some sort of alien clone or doppelganger. One hint that the host is still the same person is that following their resurrection, their true name commands a great deal of power over them. However, those familiar with the more nefarious Alien Intelligences or nightmarish the magic of Vampire Intelligences, might still yet be given pause to question such leaps of logic.
Regardless, the dead host lives again, at least in a manner, though it is often a brutal life; with many soon learning that they have traded the quiet bliss of an afterlife to be a nursemaid to a parasitic monstrosity. Once imbedded, the New Life Crab cannot be removed, at least not without killing it and the host, the two are now one. Fortunately, as foul and belligerent as the parasite is it can be easily concealed beneath a shirt or breast plate, and if left in a dark place and undisturbed, it will often enter a dormant sleep-like state until it next hungers or the host-body becomes excited or otherwise emotionally charged. Unfortunately, the creature is as ravenous as a newborn and screams out for food—and I do mean screams—every 2D4 hours. Silencing the parasite requires it be fed or nursed on blood. If feeding the creature, it requiring the sacrifice of a small living creature (about the size of a mouse is suitable), though it is a gluttonous thing and would happily gorge itself on seven times that, should it be given the opportunity. Without living prey, the host can choose to nurse the parasite on blood. The blood must be fresh, and cannot be that of the host. Though, a diet of blood is far less satisfying and will cause the creature to hunger again within a mere 1D6 hours.
However, more terrible than anything mentioned above, is that if left unfed (or given the chance), the parasite will feed itself. It accomplishes this by sending out six snaking pseudopods with lamprey-like mouths on the end that clamp down on prey and then draw it back towards the large snapping mouth at the center of its body. Although, it cannot consume “prey” larger than a toddler, it is a gluttonous creature and will try. Likewise, if threatened than it will lash out violently at the attacker (or anyone else its limited intelligence might consider a risk).
While outside of the host (before bonding), the creature is a highly intelligent scavenger, that will lurk beneath rocks, and observe prey awaiting an opportunity to strike. It will never attack healthy prey or those capable of defending themselves and hates open fire, refusing to even enter torchlight. This small scurrying creature is an ugly thing to behold with long thin stalks protruding from where its eyes should be and a body somewhere between a crab and a soft-shelled lobster.
Host type: Any intelligent humanoid. Host must be dead at time of infestation, but cannot have been dead longer than 24 hours.
Host Environment: A terrible creature that attaches itself to a characters chest or abdomen (as opportunity warrants), but the host must be dead at time of infestation.
Hit Points: None; A mega-damage creature with 3D4×10 M.D.C.; once linked the host becomes M.D.C. and it shares the M.D.C. the host body.
Alignment: Effectively anarchist (selfish).
Natural Abilities and Supernatural Powers: Hosts revived by this parasite are reborn with a plethora of abilities, including nightvision up to 50 feet (15.2m), track blood by scent while underwater with 01-60% accuracy.
Special Host Abilities:
1. Bio-Regeneration: 1D6 M.D.C. per minute; cannot regrow lost limbs, but will heal deep tissue and organ damage.
2. Bio-Factory: The host’s body is transformed into a factory for chemicals that should not be. Functionally, the host’s blood is considered a highly potent (and coveted!) hallucinogen. If the host is “bitten” by an attacker and it draws blood, they must save vs. lethal poison (14 or higher), or become delusional; as per Hallucinations/Delirium on page 338 of Rifts®: Ultimate Edition. This quality makes the host highly valuable to the Splogorth and they can expect to go for up to 200,000 credits on the Black Market.
3. Breathe Water: The host sprouts gills and can breathe underwater, as if they were a fish.
4. Heightened Endurance: The host’s new body, is not only incredibly tough and durable, it is also exceptionally hardy and impervious to fatigue and exhaustion. This means that the host never feels tired, is impervious to the harmful effects of pain (cannot feel pain at all!), and may operate at full efficiency without need for rest or sleep indefinitely. Unfortunately, after four days without sleep the host begins to go insane and suffer from waking nightmares and delusions, as per Hallucinations/Delirium on page 338 of Rifts®: Ultimate Edition. A single night’s sleep restores the host’s sanity; unless of cause their actions while suffering from the delusions have caused them to sink further into madness.
5. Heightened-Reactions: Following their reconstruction, the host will discover that their new albino body is superior to their former body. They receive the following bonuses: +1 on initiative, +1 attack/action per melee, +1 to strike, and +1 to dodge, +2D6 to the Spd. attribute and increase all leaping distance by 4 feet.
6. Mega-Damage Transformation: As the name implies, the host is transformed into a mega-damage being with M.D.C. equal to P.E. × 2; plus 2D6 per level of experience.
7. Impervious to Drugs, Poisons, and Gasses: The host’s new body is impervious to the effects of drugs, poisons, and harmful gasses, though it is still subject to disease—both natural and otherworldly.
8. Independent Awareness: When the parasite is not dormant, it can alert its host to danger by snarling, hissing, or sending out its pseudopods towards an enemy or threat. This translates as an effective +4 bonus on perception rolls when detecting ambush or trying to identify a target that the parasite is familiar with, as it tends to react strongly, and violently, towards people (or things!) it does not like. Furthermore, the New Life Crab is highly territorial and can instinctively sense all other supernatural parasites within a 60 foot (18.2m) radius and will rouse from its slumber when in their presence. Calming the agitated parasite is difficult, but not impossible. Worse, if the creature is hungry and it is not being fed, it can attempt to wrest control of the body from its host. Should this occur, the host must make a saving throw vs. mind control (10 or higher). Failure on this roll means that the parasite can force the host body to stagger/crawl/shuffle in a direction of its choosing for 1D6 melee rounds. After which time control of the body returns to the host.
Life Crab Statistics
Attributes: I.Q. 1D8, M.E. 2D6, M.A. 4D6 (intimidation only), P.S. 3D4 (Supernatural), P.P. 4D6, P.E. 2D4, P.B. 1, Spd. 5 – 4D6 climbing, 1D6 digging, 6D6 swimming (immobile with host).
Attacks/Actions per Melee: 3; none while dormant.
Combat Statistics: + 6 on initiative, + 1 to strike, + 4 to entangle, + 2 to disarm, + 3 to dodge; +2 when underwater, and +2 to roll with impact (always takes half damage from falls).
Damage: A restrained pseudo-pod tentacle does 2D6 S.D.C., a full strength tentacle does 1D4 M.D. (though typically are only used to entangle), if able to draw a victim into its gaping maw it can inflict 3D6 M.D.C. and grab.
Saving Throw Bonuses (In addition to attribute bonuses): +4 to save vs. Horror Factor, +4 to save vs. magic, +4 to save vs. psionics.
Side Effects: The host’s body becomes albino, weight increases by 100 pounds (45kg), and must eat twice as much to live. This is in addition to needing to feed the parasite itself. Plus, should any supernatural being or creature of magic (including practitioners of magic), learns the host’s true name, it negates all bonuses to save vs. magic, psionics they direct at the host, and all other bonuses are reduced by half when combating the character. Furthermore, the character takes double damage from cold wrought iron, silver, holy relics, and weapons born of the Millennium Tree.
Size: Covers the entire chest or abdomen, with tendrils that weave along the neck and body like veins.
Means of Elimination: None. To kill the creature is to kill the host body. There is no known way in the Megaverse. To remove the creature is to irrevocably kill the host body.
Market Cost: 8,000,000 credits.
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