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PATRYNS
This is my conversion of Patryns from the Death Gate Cycle. Patryns look almost completely human, only they are covered in rune tattoos and have dark hair that lightens at the ends of their hair. They see love and compassion as a weakness and tend to be loners. They seem cold and distant. They tend to live alone, in mated pairs, or in small tribes.
ALIGNMENTS: Any, but lean towards Selfish
ATTRIBUTES: Roll 3d6 for each, add 1d6 if 16+ is rolled, then apply these modifiers: +1 PS, +2 PE, +1 IQ, +3 ME, -4 MA, and +1 SPD
HIT POINTS: PE, add 1D6 per level in addition to those gained from OCC, skills, etc
SDC: 20, plus any gained from skills and/or OCC
NATURAL ARMOR RATING: None
HORROR FACTOR: None
PPE: 1d4x50, add 1d6 per level
NATURAL ABILITIES: Body Runes, (see below),and +10% to Technical, Science, and Communications skills
COMBAT: 2 without any combat training, more with combat training and/or boxing skill
BONUSES: +2 vs Magic, +1 vs Psionics, +1 Parry, +1 Dodge, and +2 Initiative
PSIONICS: As humans, can also be any of the psychic RCC's such as Bursters, Mind Melters, etc
AVERAGE LIFE SPAN: 120 years
OCC'S: Any besides coalition and those requiring cybernetics/bionics
SKILLS OF NOTE: Language and Literacy in Patryn at 98% and Lore: Magic (+5%)
HABITAT: Anywhere
ENEMIES: Sartans, Chaodyn, Dragon-Snakes, and the other creatures of The Labyrinth
ALLIES: Traditionally Humans, Elves, and Dwarves
SIZE: 6' on average
WEIGHT: 150 to 230 lbs on average
RUNES The Patryns can do the following magical effects using their rune tattoos. It is possible to do more, but only by being in the Rune Caster OCC, (Coming soon!).
MULTIPLY FOOD: Can multiply existing food or water. Costs 5 PPE per multiplication. IE: make one box of rice become 3 would take 15 PPE.
SHED LIGHT: Can shed enough light from their tattoos to illuminate a 20' radius area, costs 1 PPE. Duration is 5 minutes per level.
STRENGTHEN OBJECT: By inscribing runes on an object it will make the object a lot tougher. Costs 10 PPE per point of MDC given to the object, the MDC does not regenerate if damaged, so once gone it is gone for good. Has no duration, lasts until destroyed.
REPAIR OBJECT: Can repair an object. This power functions the same as the spell Mend The Broken.
ENHANCE SELF: Can temporarily enhance one or more attributes. Can increase PS, PE, PP, SPD, and SDC. Costs 20 PPE per point and lasts 5 minutes per level. Can also make PS supernatural, but this costs 50 additional PPE. Can make oneself an MDC being. Costs 20 PPE per point of MDC.
HEALING: Can heal self or another, costs 5 PPE per 1 HP/SDC/MDC restored.
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