Character Generation for Riftech

Step 1: The Nine Attributes and Attribute bonuses

Section 1.a.: Rolling Attributes - The GM has the following choices:

I. The player rolls 3D6 for each score, using that total. While quick and easy, it also produces unplayable characters when a low I.Q. score results. Of all the Riftech OCCs & RCCs, all but a handful require (or imply) an I.Q. score of 7 or higher, leaving only the Non-Military, Vagabond and City Rat(thug) OCCs open.

II. The player Rolls 3D6, rerolling 1's. This option nearly doubles the chance of a bonus die, while eliminating rolls of 3, 4 or 5.

III. The player rolls 4D6, but uses only the best three dice. This reduces the chance of rolling extremely low scores, but doesn't eliminate them completely. However, it dramatically increases the chance of bonus scores to three times the normal chance. This method is best for game masters who like above-average characters.

Chance of rolling extreme scores (by method)

 Method | Chance of a 3, 4 or 5 | Chance of a 16, 17 or 18 | Mean score
--------+-----------------------+--------------------------+---------------
    I   | 10/216 (4.6%)         | 10/216 (4.6%)            | 10.5
   II   | 0/125 (No chance!)    | 10/125 (8%)              | 12
  III   | 15/1296 (1.2%)        | 169/1296 (13%)           | 12.25

For those races who roll dice other than the standard 3D6 for one or more skills, the following chances for bonus dice apply:

 If the Base Roll is | Modified by | Then add one more dice on an unmodified -
---------------------+-------------+---------------------------------------
         1D4         | any < 14    | Max roll*
         1D4         | any 14+     | Max roll.
         1D6         | any < 12    | Max roll*
         1D6         | any 12+     | Max roll.
         2D4         | any < 10    | 7 or 8*
         2D4         | any 10+     | 7 or 8
     2D6 or 3D4      | any < 8     | 11 or 12*
     2D6 or 3D4      | any 8+      | 11 or 12
         4D4         | Any         | 15 or 16
         3D6         | any         | 16, 17 or 18
         4D6         | any         | 22, 23 or 24
         5D6#        | any         | 27, 28, 29 or 30
         6D6#        | any         | 33, 34, 35 or 36
Speed: "a"D"c" x "b" | any         | As the standard "a"D"c" listing
above,
 (Ex: 2D4x10, 3D6x10)|             | with the additional die
multiplied
                     |             | by the same "b" as the base
amount.

* If the first bonus die rolls max, then roll a second bonus die.

# Only the following Attributes get bonuses for high rolls on 5D6 or 6D6 - P.S., P.P., P.E., Speed and Perception.

Section 1.b.: Notes on Attributes (those different from the source games)

GENERAL NOTE: As Rifts, Riftech, and, to a lesser extent, Robotech have the possibility of having dice rolls (with modifiers) equaling 16, I have restored the attribute bonus column for scores of 16 below. This information is taken directly from the Palladium Role-Playing Game.

I.Q. - For I.Q. scores of 10 or higher, the actual IQ is roughly 10 times the game score. For sentients with I.Q. scores under 10, the actual IQ is roughly 100 minus 5 per point under 10. I.Q. 9 would be equal to an IQ of 95, and so on. This is a change from the original Palladium system, as a person with an IQ of 70 would barely able to drive a car on a busy highway, let alone pilot a Destroid in combat. The old way still applies to creatures with animal intelligence, however.

M.E. - Bonus for high M.E. is to Psionics & Insanity saves, as well as to Horror Factor checks (add to number rolled against).

P.S. - As per Rifts. Zentraedi are considered to have Supernatural strength when micronized, but with damage limitations. When Full-Sized, their strength is 10 times the Micronized P.S., not 100 times (as in the Robotech RPG). Zentraedi damage in hand to hand is modified by the fact that, even full-sized, they are still SDC structures. See the strength tables below:

Zentraedi - Hand to Hand Damage inflicted when Micronized

   P.S.  | Restrained Punch | Punch/Kick | Power Punch/Leap Kick (2 attacks)
---------+------------------+------------+---------------------------------
 3 - 29  |    1D6 S.D.C.*   | 4D6 S.D.C.*| 1D4 Mega-Damage
 over 30 |    3D6 S.D.C.*   |1D6x10 SDC* | 1D6 Mega-Damage

Zentraedi - Base Hand to Hand Damage inflicted when Full-sized

   P.S.  | Restrained Punch | Punch/Kick^| Power Punch/Leap Kick^(2 attacks)
---------+------------------+------------+---------------------------------
 30 - 60 |  lD6x10 S.D.C.*  | 1D4 M.D.   | 2D4 M.D.#
 70 - 100|  2D4x10 S.D.C.*  | 1D6 M.D.   | 2D6 M.D.#
110 - 150|  2D6x10 S.D.C.*  | 2D4 M.D.   | 3D6 M.D.#
160 - 200|  3D6x10 S.D.C.*  | 2D6 M.D.   | 4D6 M.D.#
210 - 250| 1D3 Mega-Damage  | 3D6 M.D.   | 6D6 M.D.#
260 - 300| 1D4 Mega-Damage  | 4D6 M.D.   | lD4x10 M.D.#
over 300 | 1D6 Mega-Damage  | 5D6 M.D.   | lD6x10 M.D.#

* Plus S.D.C. damage bonus, if any, but at the Zentraedi's discretion. If the S.D.C. damage totals over 100, then the equivalent amount of Mega-Damage can be inflicted to an M.D.C. structure. For example, a full-sized Zentraedi with P.S. 160 has a +145 S.D.C. damage bonus, which he can use any, all or none of in the use of his restrained punch. He uses all of it, plus the restrained punch inflicts 3D6x10 S.D.C. A total roll of 6 on the 3D6 results in 60 + 145 = 205 S.D.C., or 2 Mega-Damage, if attacking an M.D.C. structure.

^ On Normal (not restrained) & Power/Leap attacks, full-sized Zentraedi get a +1 M.D. to the indicated dice roll for every 40 points of P.S.

# Mega-Damage Power Punches & Leap Kicks: The player must roll percentiles each time such an attack is used. If the roll is less than the final amount of Mega-Damage inflicted by the attack (including the defender's roll with impact), the attacker suffers 1/4 of the final damage total as well.

P.E. - As per Rifts. Note that Full-sized Zentraedi are immune to many poisons due to their size. If an S.D.C. poison dosed for humanoids, divide the damage or effects by 100. Mega-Damage poisons function normally, as do S.D.C. poisons used in dosages great enough to affect Zentraedi. Note that poisonous gasses (including knockout gas) also work normally, but the Zentraedi gets his or her P.E. bonuses, and it takes 2-5 gas missiles just to cover enough volume to effectively cover a Full-sized Zentraedi. Zentraedi can also withstand 10 times their P.E. in radiation per hour (in rads). This means that Full-sized Zentraedi can enter the ground-zero area of a small nuclear explosion within minutes, and remain there without suffering any ill effects, although their equipment will require later decontamination. If overexposed, they will get radiation sickness, but will recover in 2D4 days if they leave the area before receiving a fatal dose(20 times their hourly limit). Zentraedi are not subject to cumulative doses, and have never been known to develop cancers or leukemia from radiation (or any other carcinogen).

Speed - A rough conversion of the Speed attribute to MPH is Speed x 0.75 = MPH; conversion to KPH is roughly Speed x 1.2 = KPH. Another Speed-related note is that the maximum speed of the Zentraedi Male Power Armor is 3 times the Zentraedi's Speed attribute; for a Speed of 100, this results in 225 MPH, but can only be maintained for one minute per point of the Zentraedi's Micronized P.E. Cruising speed does not tire the Zentraedi, and is about 40 MPH (as listed in the MPA description).

Perception(OPTIONAL) - Based on the attribute proposed for Robotech in Protoculture Addicts #3, the version included here is more game-balanced. While the original gave a bonus to strike, this version gives a bonus to initiative if the Danger Sense roll is made, or offsets a surprise attack (depending on the situation). For non-Terran types, see the table below.

Dice Rolled | Origin/Races
------------+--------------------------------------------------------------
    2D6     | PFRPG/Rifts - Goblins(normal), Orcs, Ogres, Gigantes
            | BtS/Rifts - Dimensional Ghouls, Entities(all), Gargoyles,
            | Gurgoyles, Gargoylites, Grave Ghouls, Gremlins, Elementals(all)
            | Robotech - Worker & Blue Bioroids, Bioroid Terminators,
            | Stage 1-3 Invid, Karbarrans, Spherisians
    3D6     | PFRPG/Rifts - Changelings, Dwarves, Goblin Cobblers, Trolls,
            | Bug Bears, Giants(all but Gigantes), Faerie Folk(all),
            | Lizard Men, Maxpary
            | BtS/Rifts - Banshees, Boschala, Gargoyle Lords & Mages,
            | Spider Demons
            | Robotech - Tyroleans(all), Stage 4-5 Invid, Perytonians
    4D6     | PFRPG/Rifts - Canines(all), Elves, Bearmen, Centaurs, Demigods,
            | Hatchling Dragons, All remaining predatory & supernatural
            | types, up to minor demons/devils.
            | BtS/Rifts - Dybbuk, Dar'ota, Hell Hounds, Malignous, Sowki,
            | Werebeasts(all)
            | Robotech - Praxians, Garudans, Haydonites, Perytonians
    5D6     | PFRPG/Rifts - Adult Dragons, Major Demons/Devils, Godlings
            | BtS/Rifts - Goqua, Mindolar, Spirits of Light
            | Robotech - Invid Regent & Regis
    6D6     | All - Ancient Dragons, Supernatural Intelligences, Gods

Section 1.c.: Attribute Bonus Chart

Attribute | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30
----------+----+----+----+----+----+----+----+----+----+----+----+----+----+----+------
 I.Q.     | +2%| +3%| +4%| +5%| +6%| +7%| +8%| +9%|+10%|+11%|+12%|+13%|+14%|+15%|+16%
 M.E.     | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8
 M.A.     | 40%| 45%| 50%| 55%| 60%| 65%| 70%| 75%| 80%| 84%| 88%| 92%| 94%| 96%| 97%
 P.S.     | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10| +11| +12| +13| +14| +15
 P.P.     | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8
 P.E.(C/D)| +4%| +5%| +6%| +8%|+10%|+12%|+14%|+16%|+18%|+20%|+22%|+24%|+26%|+28%|+30%
 P.E.(P/M)| +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8
 P.B.     | 30%| 35%| 40%| 45%| 50%| 55%| 60%| 65%| 70%| 75%| 80%| 83%| 86%| 90%| 92%
 Speed/MPH| 12 | 13 |    | 14 | 15 | 16 |    | 17 | 18 | 19 |    | 20 | 21 | 22 |
 Speed/KPH|    |20.4|    |    | 24 |    |26.4|    |    | 30 |    |32.4|    |    | 36
 Perc.(DS)| 15%| 20%| 25%| 30%| 35%| 40%| 45%| 50%| 55%| 60%| 64%| 68%| 72%| 75%| 78%
 Perc. (I)| +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5

Attribute Table Notes:

IQ = One-time bonus to all skills. Add when the skill is first taken.

ME = Bonus applies to saves vs. Psionics, Insanity and Horror Factor.

MA = Chance to invoke trust or intimidation in others. Note that the character must be performing in a manner conducive to creating the desired effect. In other words, it's hard to invoke trust while holding someone at gunpoint or intimidate while wearing valentine boxers, bunny slippers and a clown nose.

PS = Bonuses apply to S.D.C. damage only, and continue past P.S. 30. To find the bonus for a higher P.S., subtract 15 from the P.S. score.

PP = Bonus to Parry, Dodge and Strike. At 30, this bonus reaches its maximum, but there is a bonus of +1 to initiative for every three P.P. points over 30. (+1 at P.P. 33, +2 at 36, +3 at 39, +4 at 42 and +5 at 45). Note that 45 is the maximum P.P., even for gods.

PE (C/D) = Bonus to save vs. Coma or Death. This bonus continues past 30, and is equal to the P.E. score. Full-size Zentraedi use their Micronized bonuses.

PE (P/M) = Bonus to save vs. poisons, drugs and magic. Stops advancing at 30.

PB = This is the chance to charm and/or impress someone with good looks. Note that while this can happen without the character actively trying, it can be offset by unattractive actions.

Perc. (DS) = Danger Sense. Unlike Sixth Sense, this covers the full range of all senses, and applies only when on foot or in light power armor (T-21, Flying Titan, Cyclones, etc.). If the Danger Sense roll is made, either a surprise attack is averted for that character, or a danger is avoided. In other words, the character gets to roll an initiative in a situation that would normally not allow one. Past 30, Danger Sense increases 2% per point at Perception=31-35, then 1% per point afterward (maximum: 98%).

Perc. (I) = Initiative Bonus. This applies only if a successful Danger Sense roll is made, or after the combat has already progressed through one round if the DS roll was missed. It also continues to progress +1 per 3 points over 30 (to a maximum of +10 at Perc.=43). The maximum Perception score is 45.

Step 2: Hit Points/S.D.C./M.D.C.

As in Rifts Steps 2 & 3, except that the Robotech OCCs use their own S.D.C. listings. Remember to add racial bonuses to S.D.C. in to the Robotech classes' S.D.C. just as you would in Rifts.

Step 3: Psionics - See the Riftech Psionics section

Step 4: OCCs & RCCs

With the exception of the new psychic split-class rules, everything tends to follow the rules presented in Rifts Step 5. OCC-switching rules are as in the Robotech game, although use of the system presented in either edition of the Palladium Role-Playing Game is optional.

Step 5: Money and Equipment

The price listings for the various games are generally compatible.

$1 = 1 Robotech (UEG) Credit = 1 Rifts Universal Credit.

Remember to take into account time period availability as well as rarity. For example, most of the prices listed for pre-rifts items in the Rifts black market description no longer apply, as these are recently, if not still, manufactured, items in Riftech. Unless the character is the type that routinely scavenges for spending money, all savings will be in UEG Credits, which are also used on the space colonies.

Things NOT available in Riftech: Cybernetics & Bionics prior to 2020 in South America, 2025 in Japan and the NSR, or 2030 elsewhere (and not allowed for RDF or SC characters), items of Kittani or Splugorth manufacture {unless salvaged after character creation), including Bio-wizardry.

When items are new to the market, the price is 1D4+1 times the price listed in the various games, whether the game be Robotech or Rifts. Consult the Availability Chart for weapons, armor and mecha/robots to get an idea of when to introduce technology. The inflated price will fall by 1D6x10% of the list price each month after the new item is introduced, until the item reaches its original list price. If an item becomes obsolete (such as the early RDF energy weapons and SDC armor), the price drops 10% per month for nine months, then stabilizes. Note that S.D.C. projectile weapons generally hold their value, as they are not instantly fatal to S.D.C. targets and can be loaded with silver bullets to hurt vampires and the like at a moment's notice.

Step 6: Alignment

Alignment is as in both ancestral games (with the Taoist alignment from Mystic China optional), and player characters tend toward the good and selfish alignments, although aberrant is still a common Zentraedi alignment among those that have joined Earth society. It is important to consider that the heart of Riftech and its ancestor games is the struggle against the evils that befall Earth from its invaders, be they aliens or demons. Evil characters probably wouldn't give a damn, especially if they could find allies in the invaders.

Step 7: Character Background

Age: A character can be just about any age, depending on OCC limits (no Doogie Howser, Body Fixer types or Private Grandpa, middle-aged VT rookies). Unless required for adventure setup, characters will always start at first level, with an appropriate age for that level.

Family Origin: Roll percentiles on each of the following tables -

Family Type:

01-60 Two-parent, may or may not be still together.

61-80 Two-parent + Step-parent(s). Roll for two or three family sizes at -20%, and decide which roll is for full siblings, and whether any of the others rolled are half-siblings or step-siblings. Also choose whether you were product of the original marriage or the later one.

81-95 Illegitimate. Raised by mother in a single-parent home. May or may not know who father is, and might have even been told that someone else is his or her father.

96-00 Orphaned as a result of a war. Depending on the character's age, may or may not remember parents, and may or may not have living siblings. Other than potential siblings, no known relatives (discovering some could be the heart of an adventure). May have been adopted; if so, roll for adopted family's size.

Siblings:

01-20 None; only child.

21-40 One.

41-60 Two.

61-75 Three.

76-85 Four.

86-95 Five.

96-00 Roll again and add five. If rolled again, roll again and add ten instead, rerolling 96-00.

Birth Order

		# of Siblings
% Roll    1    2    3    4    5    6    7    8    9   10+
 01-10   1st  1st  1st  1st  1st  1st  1st  1st  1st  1st
 11-20   1st  1st  1st  1st  1st  1st  1st  1st  2nd  2nd
 21-30   1st  1st  1st  2nd  2nd  2nd  2nd  2nd  3rd  3rd
 31-40   1st  1st  2nd  2nd  2nd  2nd  2nd  3rd  4th  4th
 41-50   1st  2nd  2nd  3rd  3rd  3rd  3rd  4th  5th  Roll 1D4+2
 51-60   2nd  2nd  2nd  3rd  3rd  3rd  4th  5th  6th  Roll 1D6+2
 61-70   2nd  2nd  3rd  4th  4th  4th  5th  6th  7th  Roll 2D4+2
 71-80   2nd  3rd  3rd  4th  4th  5th  6th  7th  8th  Roll 1D6+5
 81-90   2nd  3rd  4th  5th  5th  6th  7th  8th  9th  1D6th to Last
(1=last)
 91-96   2nd  3rd  4th  5th  6th  7th  8th  9th 10th  1D4th to Last
(1=last)
 97-100  Part of a Multiple Birth! Roll position again, then roll on Multiple subtable below, rerolling impossible results.
Roll - Multiple birth type (reroll if too big)
01-35  Fraternal Twins(choose sex of sibling)
36-88  Identical Twins
89-97  Triplets(2D4 = 2-3: all fraternal, 4-7: Identical twins + 1, 8: all identical)
98-99 Quadruplets(roll 2 pairs of twins)
100 Quintuplets(roll twins + triplets)

Family Ties(roll for each parent or sibling known about)

Roll Result

01-35 Alive, keeps in touch.

36-50 Alive, rarely heard from.

51-75 Dead. Died as a result of war (including Rain of Death).

76-90 Dead. Killed by demons or D-Bees.

91-95 Dead. Died of other causes (disease, accident, etc.).

96-00 Lost; contact severed by war, disaster or choice. Could be dead or alive; character doesn't know.

Area of Origin:

Roll Location (area settled in if D-Bee)

01-35 North America

36-65 South America

66-75 Europe

76-90 Asia

91-96 Africa

97-99 Australia

100 Born or raised in space - Moonbase or SDF-1 for 2011-2020 characters, Moon, Little Luna, Venus or Mars for later characters.

Type of Environment:

01-20 Rural; raised in farming area.

21-30 Raised in wilderness (Alaska, the Outback, Amazon Basin, etc.).

31-70 Small town/city (D%x1000 people}

71-90 Large city that was destroyed by war or rifts; a former refugee.

91-00 A large city that survived the Zentraedi and rifts.

Height(Humans):

Choose a height, or roll the following:

60+3D6 inches for Men

60+3D4 inches for Women.

Weight, in lbs. (Humans):

Choose or roll the following:

Men: 100 + 2D6xdice rolled for height;

Women: 100 + lD6xdice rolled for height.

For heights under 63 inches (both sexes) roll 80 + (1D6x1D6) lbs.

For metric conversions, 1 kg = 2.2 lbs., 2.54 cm = 1 inch.

Intra party Relationships -

Pick one for each relationship or roll(optional)*:
Roll (d%)| Result (given as Mixed Groups/Military)
---------+-----------------------------------------------------------------
 01 - 30 | None
 31 - 45 | Friends-Met in School/Training
 46 - 50 | Friends-Childhood*
 51 - 55 | Relative*
 56 - 70 | Met, but not close (Friend of a friend, different units/classes)
 71 - 80 | Dislikes (Training or combat rivals, or could be old school
         | (or inter-school) rivals (sports, test scores, etc.).
 81 - 90 | Never met or barely known, wary due to bad rumors overheard.
 91 - 96 | Long-time Friends (due to common interests or jobs, etc.).
 97 - 99 | Friends, but have strong, differing beliefs on subjects that cause
         | occasional tension between them (usually not severe differences).
   100   | Very close relationship; Choose one of the following, or create one
         | similar. Examples: best friends, current or former lovers,
         | roommates, foster siblings or a mentor/student relationship
         | Use common sense, especially for characters with well-developed
         | backgrounds. If not possible, reroll or choose something suitable.

Disposition:

    Roll   |  Type                     | Alignment Tendency (not mandatory)
-----------+---------------------------+-----------------------------------
  01 - 10  | Belligerent, unfriendly.  | Any Selfish or Evil
  11 - 15  | Shy, introverted.         | Principled, Unprincipled, Aberrant
  16 - 20  | Glory Hound, gung-ho.     | Any (rarely Principled}
  21 - 25  | Worrywart, cautious.      | Any Good, Unprincipled, Aberrant
  26 - 37  | Hot-headed, emotional.    | Any (rarely Principled}
  38 - 45  | Schemer, gambler.         | Scrupulous, Anarchist, any Evil.
  46 - 50  | Motor mouth, talkative.   | Any.
  51 - 56  | Wildman, daredevil, cocky.| Scrupulous, Anarchist, any Evil.
  57 - 66  | Courteous, friendly.      | Any Good, Unprincipled, Aberrant
  67 - 76  | Snobbish, arrogant.       | Any (rarely Good)
  77 - 84  | Lone Wolf, Self-reliant.  | Any
  85 - 89  | Mother Hen, parental.     | Principled, Scrupulous, Unprincipled
  90 - 94  | Complainer, whiner.       | Any Selfish or Evil.
  95 - 00  | Paranoid, trusts no one.  | Any (rarely Principled)

Sentiments Toward Aliens & Non-humans (reroll or modify contradictions):

    Roll   | General Sentiments
-----------+---------------------------------------------------------------
  01 - 10  | Hates/fears all non-humans and aliens, including Zentraedi.
  11 - 30  | Hates all demons and the supernatural; does not trust Zentraedi,
           | aliens/D-Bees, psychics or spell casters, but can live with them.
  31 - 50  | Hates demons. Suspicious of D-Bees, but may befriend them over
           | time. Accepts Zentraedi, Praxians and Tyroleans as human.
  51 - 85  | Hates demons, but is open-minded when dealing with other races.
  86 - 95  | Prefers the (idealized) culture of another race(as many Zentraedi
           | feel towards Terran society), and seeks to emulate that culture.
           | The most common non-Terran cultures emulated are the Zentraedi,
           | Imaki, Dwarf and Elf cultures.
  96 - 00  | Paranoid! Had one or more bad encounters with psychics, mages
           | and/or Demons, and is now paranoid of everyone and everything!

Riftech Psionics and Other Powers

Psionics in Riftech are handled in a slightly different manner than in Rifts or Robotech. The limitations and changes are as follows:

1. Availability: First of all, with the exception of OCCs that acquire psionics (such as the Cyber-Knight, Mystic and Operator), human psionic PCs born on Riftech Earth are not available until the 2025 era, and then with limitations. Native Terran psionics have to meet the following criteria -

A. PC psychics must have been conceived after 6/21/2011 of normal parents, or after 2000 if the child of a pre-rifts psychic. Dana Sterling is the latter.

B. If age 15 or younger at time of introduction to the game, the character can pick only ½ the normal amount of OCC-related and/or Secondary Skills. The skill slots not filled at character creation can be filled at a rate of 2 per level advanced; the character still receives additional skills from level advancement normally. When chosen, skills start out at first level.

C. Beyond the Supernatural-type psychics did exist before the rifts, but psychics born before 2000 on Earth are NPCs ONLY. Examples: Max Sterling (Natural: Extraordinary P.P.) and Lynn-Minmei(Latent Psychic).

2. OCCs, RCCs and the Riftech Split-class option: Characters with minor or major psionics (as defined in Rifts) choose an OCC normally. However, in Riftech, characters with major psionics who go into military OCCs DO NOT suffer the penalties to "Other" skills (numbers or bonuses) from Rifts. This is because the psionic was trained by the military to use their powers effectively, and in combination with their standard training. In fact, the character was most likely recruited or drafted BECAUSE of his or her powers!

Master Psionics are handled even more differently here than in Rifts. If the character is civilian, then the character is considered "wild", using that type of basic Psionic RCC/PCC ONLY; remember to modify BtS PCCs as listed in the Rifts Conversion Book. All military Psi-Stalkers use the "civilized" version of the class from Rifts only (no split-class), but SC Psi-Stalkers DO have the option of choosing an SC MOS in addition to the skills listed in Rifts.

Split-Class Master Psionics: These characters advance much more slowly than their non-psionic military or "wild" RCC counterparts, as they are effectively pursuing two classes at once! First of all, the split-class character starts off at -2000 experience points (XP), and does not get OCC and/or MOS bonuses to skills until that deficit is erased. Secondly, to advance to the next level in both classes requires that the character accumulate the total XPs for the non-psionic O.C.C., plus TWICE those for the P.C.C.! Lastly, although the character is paying out the extra XPs for the Psychic class, only the Psionics (including I.S.P.), Special Powers and Abilities of that class are gained from it; nothing more. No additional skills, SDC, etc.

Example of a Split-Class Master Psionic: the Riftech version of Bowie Grant.

OCC/PCC: (REF) Veritech Pilot/PFRPG Psychic Sensitive.

Starting skills & abilities: (REF} Veritech Pilot OCC skills;

14 "Other" skills from the Veritech Pilot OCC List;

P.P.E.: 2D6; I.S.P.: M.E. + 2D4x10 (+10 per level advanced);

PCC powers: Sense Supernatural Evil, Opening Self to Supernatural,

Sense Supernatural Beings, Sense Magic & Psionic Energy.

Bonuses/Vulnerabilities: as in PFRPG, modified by Rifts Conversion Book notes for the Beyond the Supernatural version.

Psionics: All Sensitive Powers, plus Mind Block Auto-Defense, Group Mind Block, and Mind Bond. Base Psionic Save: 10.

Experience Points/level Advancement: Starts out at -2000 XPs(no skill bonuses)

Gains OCC skill bonuses at 0 XP

Reaches 2nd level at 6221 XP

Reaches 3rd level at 12,441 XP

Reaches 4th level at 24,881 XP, etc.

Random Psionics Determination

(does not include types not available as split-class)

Roll (d%) | Power Level
----------+----------------------------------------------------------------
 01 - 03  | Master Psionic; roll on subtable below.
 04 - 10  | Major Psionic; Choose 8 powers from 1 group or 6 from any group.*
 11 - 25  | Minor Psionic; Choose 2 powers from one group*.
 26 - 00  | No Psionics.

* Super Psionics or powers cannot be taken.

Roll (d%) | Master Psionics Subtable
----------+----------------------------------------------------------------
     01   | Special - Roll Again. If the second result also 01, then the
          | character has super powers from Heroes Unlimited, as per Rifts
          | Superhumans, Rifts Conversion Book I, page 43. See Riftech OCC
          | listings for those classes considered as Scholars and Adventurers.
          | Otherwise, take the second roll.
  02 - 26 | Nightbane Natural/Genius.
  27 - 44 | Rifts Burster or Nightbane Kinetic.
  45 - 46 | Rifts Mind-Melter/PFRPG Mind Mage/Nightbane Mind Master.
  47 - 64 | Nightbane Psychic
  65 - 67 | Nega-Psychic: Can be one of two types: the standard Nega-Psychic
          | from BtS or the new Riftech version (see below).
  68 - 73 | Nightbane Dream Dancer
  74 - 78 | Beyond The Supernatural Physical Psychic
  79 - 83 | Nightbane Psi-Mechanic: Can be Split-classed with Techno-wizard!
          | Combined TW/PM psi machines don't cost permanent P.P.E. to make,
          | and can be used by any psychic.
  84 - 92 | Palladium Fantasy RPG Psychic Healer.
  93 - 00 | Beyond The Supernatural Psychic Sensitive.

The Riftech Nega-Psychic: This variant DOES know about his or her powers and believes in the supernatural, but believes his or her powers come from faith, instead of being innate powers. Effectively has a form of Power By Association (similar to a Rifts Crazy) to the effect that the character's defenses won't work if having a crisis of faith. Regardless, this type of Nega-Psychic is the most sought-after Psychic type by the ASC, and can be split-classed with the civilian Preacher O.C.C. from Rifts: New West.

Modifications to Existing Robotech II: The Sentinels Magic & Psionic Races

Garudans - In Rifts terms, the Garudan race as a whole are major psionics; at least, away from Rifts or Riftech Earth. On either of these two Earths, they become Mind Melters (with all their race/by sex powers at first level, PLUS the base numbers of Mind Melter powers). Increase their I.S.P. and powers to the numbers and types for their RCC level, but their skills remain as listed for the Garudan Warrior OCC. If the character has been trained in a Terran OCC by the SDF-2 crew (or the Sentinels, in a straight Robotech/Rifts transfer), then the character has the powers and I.S.P. of a first level Mind Melter, with no increase to those powers except for I.S.P. This is in addition to the OCC followed. There are several limitations to Garudan Mind Melters:

1. Unless widowed/Rogue, Male Garudans will not pick offensive Super powers; these powers are Bio-Manipulation, Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Mind Bolt, Psi Shield & Psi Sword.

2. Females are unlimited in their choice of powers, but, if rogue, will ALWAYS pick the offensive powers FIRST. Also, once a rogue female has taken all of the offensive powers, there is a 10% chance that a random Mind Bleeder psionic power is picked up, but counts as two power selections. The player can opt to not roll the 10% in order to get the normal selections.

Haydonites - While not described in The Sentinels, the race is A RACE, not just two individuals as the game would have you believe. Haydonites are a race of Technowizardry Robots, and are constructed with the guidelines found later in this work. Notes for use of Haydonites in a straight Sentinels campaign are also included in the description.

Spherisians - This race as a whole are instinctive Stone Masters, but must be trained by a true Stone Master for 3D4 months to learn the full abilities of the class. The automatic abilities are Mold Stone, Push Stone, Pick Up/Carry Stone, Sense Water and Locate Secret Passages. Moving Stone Mentally, Levitation/Telekinesis of Stone, Sense Underground Supernatural Beings, Gem Magic and Pyramid Magic must be learned on Earth or connecting dimensions from true Stone Masters. They have a P.P.E. Base of 2D4x100 P.P.E. (+6D6 per level), which can only be used for the various Stone Master powers, their laser rod (SDC shot costs 2 P.P.E., M.D. shot 20 P.P.E., damage affected by ley lines and events as if a magic spell) and reproduction (requires 100 P.P.E., and is almost identical to the Altaran reproductive process, except birthing takes 2D4 months and the Spherisian child takes 1D6+2 years to reach maturity). The use and recovery of Spherisian P.P.E. is special. First of all, normal activity uses 2 P.P.E. an hour; high activity (such as combat) triples the use. Exposure to light is the only means of recovery; Sunlight gives back 3D6 P.P.E. per hour, while artificial light gives back 1D4 P.P.E. per hour. Lasers (to which Spherisians are immune!) give back P.P.E. equal to the M.D. the weapon would have done to a normal target (no P.P.E. for S.D.C. lasers). A Globe of Daylight spell cast directly on the Spherisian will be absorbed with no light given off, but will function as a Heal Wounds spell (3D6 M.D.C. recovered, plus 1D6 P.P.E. instead of hit points). Normal healing spells and psionic powers have no effect on a Spherisian. Lastly, ley line energy replenishes lost P.P.E. as if it were sunlight, double if on a ley line in sunlight or on a nexus, triple on a nexus in sunlight.

Perytonians - While Perytonian magic powers are instinctive, their uses per day and power levels are doubled on Riftech (or Rifts) Earth, before further modification by ley lines or events. Learning a standard (Terran) form of magic reduces their racial magic powers to normal, but they remain in addition to the new OCC. New OCCs allowed are Ley Line Walker, Techno-wizard and Shifter. Magic Tattoos do work on Perytonians, but with the same penalties as Elves (except ½ the aging). Perytonian base P.P.E. is 100, +10 per innate power usable per day, plus that for any new Magic OCC learned.

If the Perytonian's P.P.E. drops below 100, the innate powers stop functioning, but the remaining P.P.E. can be used for Terran spells if possible. Note also the following changes in the spell lists, both innate and from an acquired mage class, as the innate powers effects can be substituted for those of roughly equivalent spells. These spells are automatically part of the Perytonian's spell list.

Perytonian Spell Lists (modified)

 Spell(S) or Power(P)     |  Use the Description of  | P.P.E. | Notes
--------------------------+--------------------------+--------+---------------------------------
 1. Call Lightning (S)    | Call Lightning (P)       |   15   | Better Range, + 1D6 M.D.
 2. Energy Bolt (S)       | Energy Bolt (P)          |    5   | M.D. attack (can be SDC).
 3. Invisibility-Super.(S)| Invisibility Field (P)   |   20   | Area Effect, Longer duration.
 4. Globe of Daylight (S) | Globe of Daylight (P)    |    2   | Longer duration.
 5. Impervious to Elec.(P)| Impervious to Energy(S)  |   20   | Works on all energy.
 6. Armor of Ithan (S)    | Invisible Armor (P)      |   10   | Longer Duration, +90 M.D.C.
 7. Levitation (S)        | Levitation (P)           |    5   | Self only, but better height.
 8. Energy Field (S)      | Magic Barrier (P)        |   10   | Better Range, Duration, MDC
 9. NEW SPELL             | Stun Blast (P)           |    5   | See Power Description.
10. NEW SPELL             | Swirling Lights(P)       |   10   | See Power Description.

Note that a Perytonian that has assumed a new Magic OCC loses ½ of his or her P.P.E. gained through that class if on a world other than Rifts/Riftech Earth, Peryton or a similarly magical world (such as Hades or Dyval).

Fifth Stage Invid (Simulagents) - All Simulagents are psychic; roll 2D10+1 on the Psionic Power Table, unless specifically designed as a copy of an existing psionic or super-powered captive (the captive is usually killed after duplication). Note that acquired magic powers cannot be copied (but racial ones can), and all Simulagents are telepathic in addition to the psionics rolled. Invid telepathy has normal range when dealing with non-Invid, but has a 600 mile range when communicating with other Invid. However, for two Invid to communicate by telepathy, they must have met before, be in visual range, or one of the parties is the Regent or Regis (in which case the range is tripled). All Simulagents have a Biowizardry means of communicating to the Regent or Regis from anywhere inside the solar system, but interplanetary distances put a strain on it (there is a 5% per use cumulative chance that it dies; roll percentiles each time it is used). Simulagent Biology: Simulagents, as bio-engineered life forms, violate the standard no-crossbreed rules. They can sexually reproduce with any opposite-sex Simulagent (regardless of race copied, as long as they are physically compatible), or with a member of the race they were patterned after. The child of two Simulagents patterned on the same race can do the same. The child of two different-race Simulagents can only reproduce with other Simulagents. A child that is only ½ Invid can reproduce only with members of its non-Invid parent's race(or another ½ Invid of the same type), and the child is considered to be the non-Invid race. In all cases, the children roll psionics as for the full-blooded Simulagents.

Karbarrans(Carbonarites) - While not normally psychic on an individual basis, they are capable of seeing clairvoyant visions if groups of 200 or more gather together {known as a Convocation) for the express purpose of seeking such a vision (10%, +1% per additional 50 Karbarrans present). There is only one OCC that allows a Karbarran to have magical or psychic powers, and it gives both: the Mystic. For some reason, despite their orientation towards invention and construction, they cannot be Psi-mechanics, Techno-wizards or (psionic) Operators.

Tyroleans: All are minor psionics except for the Muses and Clone Masters, who are Majors. All have Telepathy and Empathy in addition to the normal powers of their level. If brought to Riftech Earth, roll 1D20 for the power level there, and roll the new psionics gained. These are present only in the Solar System.

OCCs Available by Time Period

 Organization  |          OCC or RCC          | Time Periods & Locations
 or Source     |   (Includes Optional OCCs)   | A | B | C | V | D | E | M
---------------+------------------------------+---+---+---+---+---+---+----
 RDF (old)     | Destroid Pilot               | A | A | R | R | R | R | R
               | Veritech Pilot               | A | A | R | R | R | R | R
               | Communications Engineer      | A | A | R | R | R | R | R
               | Electrical Engineer          | A | A | R | A | R | R | R
               | Field Scientist              | A | A | R | R | R | R | R
               | Mechanical Engineer          | A | A | R | A | R | R | R
               | Military Specialist          | A | A | A | A | R | R | R
 RDF (new/REF) | Veritech Pilot               |   |   | A | A | A | A | A
               | Destroid Pilot               |   |   | A | A | A | A | A
               | Cyclone Rider                |   |   |   |   | A | A | A
               | Military Specialist          |   |   |   |   | A | A | A
               | Bio-Maintenance Engineer     |   |   | A |   | A | A | A
               | Communications Engineer      |   |   | A | A | A | A | A
               | Field Scientist              |   |   | A | A | A | A | A
               | Intelligence Agent           |   |   |   |   | A | A | A
               |                              |   |   |   |   |   |   |
 Southern Cross| Global Military Police       |   | A | A |   | A | A |
               | Tactical Corps               |   | A | A |   | A | A |
               | Alpha Tactical Armored Corps |   | A | A |   | A | A |
               | Recon Escort Patrol          |   | A | A |   | A | A |
               | Jungle Squad                 |   | A | A |   | A | A |
               | Humid Climate Offensive Squad|   | A | A |   | A | A |
               | Cold Weather Offensive Squad |   | A | A |   | A | A |
               | Desert Squad                 |   | A | A |   | A | A |
               | Sea Squad                    |   | A | A |   | A | A |
               | Mountain Offensive Squad     |   | A | A |   | A | A |
               | Tactical Air Force           |   | A | A |   | A | A |
               | Civil Defense Corps          |   | A | A |   | A | A |
               | C.D. Flying Corps            |   | A | A |   | A | A |
 (Rifts OCCs)**| Grunt                        |   | A | A |   | A | A |
               | Elite Robot/Armor Pilot      |   | A | A |   | A | A |
               | Military Specialist          |   | A | A |   | A | A |
               | Technical Officer            |   | A | A |   | A | A |
               | Psi-Stalker                  |   | D | D |   | A | A |
               | Psi-Net                      |   | D | D |   | A | A |
               | NTSET Protector              |   | A | A |   | A | A |
               | Ranger                       |   | A | A |   | A | A |
               | Fly-Boy                      |   | A | A |   | A | A |
               | ISS O.C.C.s                  |   | A | A |   | A | A |
               | Seaman/Sailor +              |   | A | A |   | A |   |
               | Marine/Naval Infantry +      |   | A | A |   | A | A |
               | Nautical Specialist/Commando+|   | A | A |   | A | A |
               | RCSG Scientist               |   | A | A |   | A | A |
               | (Coalition) Special Forces   |   | A | A |   | A | A |
               | (Coalition) Commando         |   | A | A |   | A | A |
               | (Coalition) E.O.D. Specialist|   | A | A |   | A | A |

Time Period Codes: A=2011, B=2014, C=2020, V=2020 or later Venus, D=2025, E=2030, M=2030 Mars.

* Any ASC group, regardless of army, may possess one or more magic and/or psychic OCCs or RCCs that may not use the "army" OCC. Typically, these would be mages, Undead Slayers, Cyber-Knights, etc. or immigrants that had already progressed too far in one class to consider retraining.

+ Choice of Underseas New Navy or Coalition Navy O.C.C.s (GM or Player choice)

** See the Southern Cross World Book for how these O.C.C.s fit into the Riftech Southern Cross structure.

 Organization  |          OCC or RCC          | Time Periods & Locations
 or Source     |   (Includes Optional OCCs)   | A | B | C | V | D | E | M
---------------+------------------------------+---+---+---+---+---+---+----
 Zentraedi     | Soldier                      | A | A | R | A | R | R | R
               | Fighter Pod Pilot            | A | A | R | A | R | R | R
               | Officer (normal)             | A | A | R | A | R | R | R
               | Officer(High Command)        | A | A | R | A | R | R | R
               | Battle Pod Specialist        | A | A | A | A | A | A | A
               | Power Armor Specialist       | A | A | A | A | A | A | A
               | Melee Specialist             | A | A | A | A | A | A | A
               | RDF-trained(REF) Warrior     |   |   | A | A | A | A | A
               |                              |   |   |   |   |   |   |
 NSR(EBSIS)    | Military Personnel #         |   | A | A |   | R | R |
               | Intelligence Operative       |   | A | A |   | A | A |
       (NGR)   | Infantry Soldier             |   | A | A |   | A | A |
               | Communications Officer       |   | A | A |   | A | A |
               | Medical Officer              |   | A | A |   | A | A |
               | Cyborg Soldier               |   |   |   |   | A | A |
               | Field Mechanic               |   | A | A |   | A | A |
               | Power Armor Commando         |   |   | A |   | A | A |
               | Robot Combat Pilot           |   |   | A |   | A | A |
               | Robot Soldier (Virtual)      |   |   |   |   |   | A |
               | Robot Soldier (Transplant)   |   |   |   |   |   | A |
               | Intelligence Officer         |   |   | A |   | A | A |
               | Intelligence Commando        |   |   | A |   | A | A |
               | Police                       |   |   | A |   | A | A |
               |                              |   |   |   |   |   |   |
 Men of Arms   | Cyber-Knight(See Notes)      |   |   | A | A | A | A |
(General Use)  | Glitter Boy                  |   |   |   |   |   | A | A
               | Headhunter(no Bionics)       |   | A | A | A | A | A | A
               | Academy Officer              | A | A | A | R | A | A | R
               | Mercenary (Robotech)         | A | A | A | R | A | A | R
               | Tyrolean Bioroid Pilot       |   |   |   |   |   | A | A
               | Knight##                     | A | A | A |   | A | A |
               | Royal Knight                 |   |   | A |   | A | A |
               | PFRPG Palladin##             | D | A | A |   | A | A |
               | PFRPG Longbowman##           | A | A | A |   | A | A |
               | Special Forces               |   |   | A | A | A | A | A
               | Urban Specialist             | A | A | A |   | A | A |
               | Super-Spy (Magical)          |   |   | A | A | A | A | A
               | Super-Spy (Psychic)          |   | D | D | D | D | A | A
               | Juicer (Standard)            |   |   |   |   |   | A |
               | Crazy (Standard)             |   |   |   |   |   | A |
               | Borg (Standard)              |   |   |   |   |   | A |
               | N&S Martial Artist OCCs      | A | A | A |   | A | A |
               | Private Eye                  | A | A | A | A | A | A | A
               | Bandit (Rifts: New West)     |   | A | A | A | A | A |
               | Bounty Hunter                |   | A | A |   | A | A |
               | Gunfighter                   |   |   | A |   | A | A |
               | Gunslinger                   |   |   | A |   | A | A |
               | Justice Ranger               |   | A | A |   | A | A |
               | Saddle Tramp                 |   | A | A |   | A | A |
               | Sheriff/Lawman               |   | A | A | A | A | A |
               | Sheriff/Deputy               |   | A | A | A | A | A |
               |                              |   |   |   |   |   |   |


 Organization  |          OCC or RCC          | Time Periods &
Locations
 or Source     |   (Includes Optional OCCs)   | A | B | C | V | D | E | M
---------------+------------------------------+---+---+---+---+---+---+----
Scholar &      | Civilian Doctor (Body Fixer) | A | A | A | A | A | A | A
Adventurer OCCs| City Rat                     | A | A | A | A | A | A | A
(Rifts Main    | Operator                     |   | A | A | A | A | A | A
  Book and     | Scholar (Rogue Scholar)      | A | A | A | A | A | A | A
  Supplements) | Scientist {Rogue Scientist)  | A | A | A | A | A | A | A
               | Wilderness Scout             |   | A | A | A | A | A | A
               | Atlantean Nomad              |   | A | A | A | A | A | A
               | Gypsy OCCs                   |   | A | A |   | A | A |
               | Bounty Hunter                |   | A | A | A | A | A | A
               | Forger                       |   | A | A | A | A | A | A
               | Freelance Spy                |   |   | A |   | A | A |
               | Safecracker                  |   | A | A |   | A | A | A
               | Smuggler                     | A | A | A | A | A | A | A
               | Salvage Expert               | A | A | A |   | A | A |
               | Professional Thief           | A | A | A | A | A | A | A
               | Sailor/Merchant Marine +     |   | A | A |   | A | A |
               | Pirate/Privateer (any)+      |   | A | A |   | A | A |
               | Cowboy                       |   | A | A |   | A | A |
               | Preacher                     |   | A | A |   | A | A |
               | Professional Gambler         |   | A | A |   | A | A |
               | Saloon Bum                   |   | A | A |   | A | A |
               | Saloon Girl                  |   | A | A |   | A | A |
               | Vagabond (Non-skilled)++     | A | A | A | A | A | A | A
(Robotech)     | Non-Military (Educated)++    | A | A | A | A | A | A | A
               | (High Tech) Bandit           | A | A | A |   | A | A |
               | Freedom Fighter              |   |   |   | A |   |   | A
               | Tyrolean Citizen             |   |   |   |   | A | A | A
               | Tyrolean Muse                |   |   |   |   |   | A | A
               | Tyrolean Science Master      |   |   |   |   |   | A | A
               | Karbarran Warrior            |   |   |   |   | A | A | A
               | Praxian Warrior              |   |   |   |   | A | A | A
               | Garudan Warrior              |   |   |   |   | A | A | A
               | Haydonite Adventurer         |   |   |   |   | A | A | A
               | Spherisian Adventurer        |   |   |   |   | A | A | A
               | Fifth-Stage Invid            |   |   |   |   | A | A | A
               |                              |   |   |   |   |   |   |
 Psychic PCCs  | Gypsy - The Gifted           |   | N | A | A | A | A | A
 (See Psionics | Wild Psi-stalker             |   | D | D | D | A | A | A
 section above)| Civilian Mind Melter         |   | D | D | D | A | A | A
               | Mind Bleeder                 | D | D | D | D | A | A | A
               | PFRPG Illusionist            | D | D | D | D | A | A | A
               | Nightbane Natural/Genius     | D | D | D | D | A | A | A
               | Civilized Psi-Stalker        | D | D | D | D | A | A | A
               | Burster                      | D | D | D | D | A | A | A
               | Nightbane Kinetic            | D | D | D | D | A | A | A
               | Mind Melter/Mage/Master      | D | D | D | D | A | A | A
               | Nightbane Psychic            | N | N | N | N | A | A | A
               | Nega-Psychic                 | D | D | D | D | A | A | A
               | Nightbane Dream Dancer       | N | N | N | N | A | A | A
               | Nightbane Dream Maker        | N | N | N | N | A | A | A
               | BtS Physical Psychic         | D | D | D | D | A | A | A
               | Nightbane Psi-Mechanic       | D | D | D | D | A | A | A
               | PFRPG Psychic Healer         | D | D | D | D | A | A | A
               | PFRPG Psychic Sensitive      | N | N | N | N | A | A | A
               | Psi-Slinger                  |   |   |   |   | A | A | A


 Organization  |          OCC or RCC          | Time Periods & Locations
 or Source     |   (Includes Optional OCCs)   | A | B | C | V | D | E | M
---------------+------------------------------+---+---+---+---+---+---+----
 Men of Magic  | Ley Line Walker              | D | A | A | A | A | A | A
               | Techno-Wizard                | D | A | A | A | A | A | A
               | Mystic                       | D | A | A | A | A | A | A
               | Shifter                      | D | A | A | A | A | A | A
               | Priest                       | D | A | A | A | A | A | A
               | Channeller                   | D | A | A | A | A | A | A
               | Cybermage                    |   | D | D | A | A | A | A
               | Fleshsculptor                | D | A | A | A | A | A | A
               | Acolyte                      | N | A | A | A | A | A | A
               | Stone Master                 |   | D | A |   | A | A | A
               | Arcanist (pre-Rifts dabbler) | N | A |   |   |   |   |
               | Warlock                      |   | D | A | A | A | A | A
               | Diabolist                    |   | D | A |   | A | A |
               | Atlantean Undead Slayer      | D | D | D | D | D | A | A
               | Atlantean Monster Hunter     | D | D | D | D | D | A | A
               | Atlantean Tattoed Man^       | D | D | D | D | D | A | A
               | Earth Child                  |   |   |   |   |   | A |
               | Star Child                   |   |   |   |   |   | A |
               | Herbalist                    |   |   | D |   | A | A |
               | Druid-Filidh/Dryad/Scathach  |   |   | A |   | A | A |
               | Temporal Wizard              |   |   | A |   | A | A | A
               | Temporal Warrior             |   |   | A |   | A | A | A
               | Perytonian Wizard RCC        |   |   |   |   | A | A | A
               |                              |   |   |   |   |   |   |
 Rifts RCCs    | Simvan Monster Rider         |   | A | A |   | A | A |
(assumes D-Bee | Faerie Folk(any)             |   | A | A |   | A | A |
 unless race   | Dragon Hatchling             |   | A | A | A | A | A | A
 already on    | Emirin                       |   |   | A | A | A | A |
 Earth or was  | Wendigo %                    |   | A | A |   | A | A |
 created there | Sphinx                       |   | A | A | A | A | A | A
- indicated by | Were-Jaguar/Were-Panther%    |   | A | A | A | A | A |
% symbol)      | Amazon                       |   | A | A | A | A | A |
               | Ewaipanomas%                 |   | A | A |   | A | A |
               | Sekhmet                      |   |   |   |   |   | A |
               | "Underseas" RCCs             |   |   | A |   | A | A |
               | Eandroth                     |   | A | A | A | A | A | A
               | Cactus People                |   | A | A |   | A | A |
               | Fennodi                      |   | A | A |   | A | A |
               | Lyn-Srial (all)              |   | A | A |   | A | A |
Regional OCCs  |                              |   |   |   |   |   |   |
(South America)| Anti-Monster                 |   |   |   |   |   | A |
               | Biomancer                    |   |   |   |   |   | A |
               | Inca OCCs                    |   | A | A |   | A | A |
               | Nazca OCCs                   |   | A | A |   | A | A |
               | Megaversal Legion OCCs       |   |   |   |   |   | A |
               | Gaucho                       | A | A | A |   | A | A |
               | Plains Borg                  |   |   | A |   | A | A |
               | Ultra (TW) Crazy             |   |   |   |   |   | A |
               | Blood Rider/Lizard OCCs      |   | A | A |   | A | A |
               | Achilles Mutant Animals      |   |   |   |   | A | A |
               | Amaki RCCs                   |   |   | A |   | A | A |
               | Larhold RCCs                 |   |   | A |   | A | A |
               | Cyber-Doc^^                  |   |   | A |   | A | A |
               |                              |   |   |   |   |   |   |


 Organization  |          OCC or RCC          | Time Periods & Locations
 or Source     |   (Includes Optional OCCs)   | A | B | C | V | D | E | M
---------------+------------------------------+---+---+---+---+---+---+----
(Japan)        | Traditional Samurai & Ronin  | A | A | A |   | A | A |
               | Mystic Ninja                 | A | A | A |   | A | A |
               | Bishonen Monk                | A | A | A |   | A | A |
               | Sohei Monk                   | A | A | A |   | A | A |
               | Yamabuchi Mountain Priest    | A | A | A |   | A | A |
               | Demon Queller                |   | A | A |   | A | A |
               | Tengu RCC                    |   | A | A |   | A | A |
               | Republic Cyborg Soldier      |   |   |   |   | A | A |
               | Cyberoid                     |   |   |   |   | A | A |
               | Cyber-Samurai                |   |   |   |   | A | A |
               | Tech-Ninja                   |   |   |   |   | A | A |
               | Augmented Tech-Ninja^^       |   |   |   |   | A | A |
               | SAMAS Samurai Pilot          |   |   |   |   | A | A |
               | Infantryman                  |   | A | A |   | A | A |
               | Robot Pilot                  |   | A | A |   | A | A |
               | Glitter Trooper              |   |   |   |   |   | A |
               | Police                       | A | A | A |   | A | A |
               | Oni RCCs                     | A | A | A |   | A | A |
               |                              |   |   |   |   |   |   |
(North America)| Tribal Warrior               |   |   | A |   | A | A |
(Native        | Mystic Warrior               |   |   | A |   | A | A | 
   American    | Totem Warrior                |   |   | A |   | A | A |
      O.C.C.s) | Spirit Warrior               |   |   | A |   | A | A |
               | Plant Shaman                 |   |   | A |   | A | A |
               | Animal Shaman                |   |   | A |   | A | A |
               | Mask Shaman                  |   |   | A |   | A | A |
               | Healing Shaman               |   |   | A |   | A | A |
               | Paradox Shaman               |   |   | A |   | A | A |
               | Elemental Shaman             |   |   | A |   | A | A |
               | Fetish Shaman                |   |   | A |   | A | A |
               |                              |   |   |   |   |   |   |

## There are three separate categories of Knights: D-Bees(who use the PFRPG Knight OCC), European Knights, and American Knights, who belong to The Society for Creative Anachronism (which suddenly isn't so anachronistic anymore); the latter two both use the Knight OCC from Rifts World Book Three. The Palladin & Longbowman are also mostly D-Bees, except in America, where there are members of the Society that fit these categories (but the Palladin is not available until 2014 for Terrans). In fact, the Society weathered the years after the coming of the rifts quite well, becoming the core of a network of "kingdoms" scattered through North America, protecting areas far removed from the large cities and providing a large recruitment pool for organizations such as Lord Coake's Cyber-knights. Note that American Knights & Longbowmen have only one limit to their skill selection - no mecha skills until Northern Gun begins sales to the public. However, a history of the character must be developed to explain unlikely skill choices, such as engineering, mecha repair, medical doctor, etc.

^ True Atlantean, though post-2020 types can be augmented Earth natives. No Splugorth T-men.

^^ All Cyber-Docs, despite eventual location, receive their education in the Southern Federation.

++ Characters with little formal education (high school at best) use the Vagabond OCC Characters with a high-school education or better whose career path does not fit any other OCC use the Non-Military OCC. Using a school system as an example, teachers, librarians and administrators tend to be Scholars or Scientists, secretaries and maintenance persons are usually Non-Military (having vocational training), while support staff such as cooks, janitors and bus drivers are likely to be Vagabonds (those with diplomas tend to have GEDs or barely graduated). Children (under 16) who become adventurers, usually as a result of being orphaned, start out as Vagabonds, but the OCC skills are changed to one or two native languages, Literacy in the language(s) chosen, Math-Basic, and one domestic skill. As for "Other" and "Secondary" skills, the character gets to choose three skills (either Other or Secondary) for each year of age over ten (up to 8 Other skills and 6 Secondary skills at age 15). These skills must be from Domestic, Physical(any!), Rogue, Ancient WP or Wilderness categories, or from the following list - Radio: Basic; Mechanical: Basic or Automotive; First Aid; Pilot: Auto, Motorcycle, Sail Boat, Motor Boat or Horsemanship; Navigation; Modern WPs: Revolver, Automatic Pistol or Rifle; Technical: Art, Computer Operation, Language or Photography. Remaining skills and those gained from level advancement can be picked from the Other Skill list included with the OCC.

A = Available in this period if all requirements met, including race.

D = In this period, available only as a D-Bee; available to Terrans later.

N = NPC only in this period.

R = Reservist. This person was trained before the introduction of improved OCCs, and is either a retiree, or was considered too old to retrain.

A special note for Cyber-Knights, and other OCCs that have Cybernetics and/or Bionics in their Rifts or N&S form: Most cybernetics & bionics listed in the Rifts RPG do not exist in Riftech until around 2020. Cyber-Knights do have their Cyber-Armor (the only type of Cybernetics allowed to Riftech PCs before 2020), but it can only be repaired by the doctors at Cyber-Knight headquarters. If the Rifts OCC has cybernetics and/or bionics listed as initial equipment, instead increase the amount of starting money by 1D4x100 credits for each initial cybernetic system not allowed in Riftech, 1D4x1000 for each bionic system.

Rifts OCCs Not Available in Riftech as Player Characters (or altered)

 OCCs       | Reasons
------------+--------------------------------------------------------------
 Dog Pack   | Now considered part of Project Achilles; use the information
            | above for placing the Dog Boys into the South America setting.
 Vampires   | Most undead are killed on sight, thanks to the ASC. The few
            | exceptions are former ASC that returned and managed to persuade
            | superiors to let them go back south to act as double agents.
 Witches    | By their very nature, these would be hunted by all of the
            | military and government organizations sponsoring PC groups. 
            | They do make great villains, however.
 Robots     | Only the Robotech Master Zor had the ability to make sentient
            | robots (i.e., Janice Em; Lang only reprogrammed her). Any PC
            | robots must be either D-Bees, transferred intelligence types,
            | one of Zor's experiments or the brain transplant type from the
            | 2030 NSR. Of course, there is the Haydonite RCC described in
            | this game.

One Final Note on OCCs and Race Relations: The Southern Cross, while having taken over the Rifts Coalition OCCs, does not have the same beliefs as that organization, or the Robotech Southern Cross, for that matter. To be in the SC, one has to be open-minded toward the D-Bee races, as many SC soldiers are D-Bees. In fact, those D-Bees are themselves selected for their open-mindedness, even toward races that have long histories of dislike for each other. It is not uncommon to see dwarves, elves and orcs working and fighting side by side in the SC, despite the fact that their races generally hate each other on other worlds. Perhaps the Southern Cross will eventually sow the seeds of peace between the warring races that have emigrated to Earth from the world of Palladium. Of course, it is generally unknown to the common soldiers that twelve members of the one race hated by all of the other Palladium races, the changelings, have been actively recruited by the GMP. All of these changelings are either Scrupulous or Unprincipled alignment, but that probably wouldn't help much.

Robotech NPCs/PCs converted to Riftech, plus new characters

2011/2014 era

(increase level once every 1D4 years)

Rick & Lisa Hunter: Stats are as described in Robotech Book One: Macross. As NPCs: Promotions to Captain (Naval) come through in 2011, and Lisa is promoted to Commodore in 2013. Both are promoted in 2016, to Brigadier General(him) & Rear Admiral(her) in 2016, Major General & Vice Admiral in 2020, and Lt. General & Admiral in 2025. Rick is promoted to General in 2030.

Max Sterling: Now a Split-Class Veritech Pilot/Natural (Extraordinary P.P.). Change Robotech stats as follows - Level: 5th, P.S. 14, P.E. 14, P.P. 30, Speed: 16, +1 Attack, +2 to Initiative, +1 to Parry/Dodge, +10% to physical skills involving agility. P.P.E.: 10 (left out of 48; 17 spent on P.C.C., 21 points put into skills). I.S.P. 22, Powers: Total Recall & Mind Block. Additional skills(from Rifts bonus for Natural P.C.C. and level advancement) - Pilot Airplane: 96%, Computer Operation: 80%, Language/Literacy(Spanish & Zentraedi): 75%/70%, WP Knife, Gymnastics, Mecha Electronics: 70%. Old skills changed(C=corrected): HTH-Martial Arts (was Expert), Pilot Jet: 96%, Pilot Helicopter: 96%(C), Weapon Systems: 98%(C), Read Sensory Ins.: 95%, Veritech Mechanics: 75%. All other stats stay the same as listed, even though level is lowered by one. As NPC: Max is promoted to Captain/Colonel in 2016, Brigadier General in 2021 (when he and Miriya leave active duty), and Major General in 2024. Assumes Command of the RDF Space Corps in 2024.

Miriya Sterling: Unchanged, except that she was a Power Armor Specialist (from Robotech Strike Force) before becoming a Veritech Pilot. As NPC: Rank is one grade below Max, with promotions at the same time as his. Becomes a Brigadier General in 2024, and is second in command of the Space Corps. Has several children besides Dana, all of which are daughters. Maria is born in 2014, and Emilia in 2020. Her 7th daughter, Melanie, is born in 2029.

Lynn-Kyle: In 2011, is a 5th level Dedicated Martial Artist. Forms: Pao Pat Mei & Shao Lin Kung Fu. Hit Points: 40, S.D.C.: 60, M.D.C.: 50 Attributes - IQ 14, ME 15, MA 25, PS 20, PP 20, PE 19, PB 17, Spd 18, Per 24. Skills - Basic Math: 96%, Language/Literacy (Chinese & English): 98%, Prowl: 88%, First Aid: 60%, Computer Operation: 80%, Computer Programming: 60%, Pilot Automobile: 80%, Fasting: 70%, Wilderness Survival: 60%, Tracking: 50%, Philosophy (Taoism): 88%, Gymnastics. M.A. Powers: Stone Ox, Kangeiko, Dam Sum Sing, Mystic Invisibility: 62%

Lynn-Minmei: New O.C.C. - Latent Psychic, 5th level. Attributes unchanged from Robotech listing. Skills are Cook(Pro): 89%, Sing(pro): 85%, Dance(Pro): 85%, Play Musical Instrument(Piano-Pro): 70%, First Aid: 74%, Pilot Auto.: 98%, Sew(Pro): 75%, Math-Basic: 98%, TV/Video(Pro): 70%, Swimming: 82%, Computer Operation: 70%, Ikebana (Floral Arrangement): 36%, Language/Literacy (Chinese, Japanese & English): 98%. Psionics - I.S.P.: 180; Powers: Mind Block, Impervious to Poison, Levitation, Empathy, Sixth Sense, Telepathy, Clairvoyance, Sense Evil, Bio-Regeneration, Hypnotic Suggestion, Induce Sleep and Empathic Transmission. Also has a unique mutation/ability to endow broadcasts and recordings of her singing with her Empathic Transmission power, but it drains 1 hit point per round of use, as well as the I.S.P. cost for the power. However, the power is instinctual only, and cannot be consciously activated. As NPC: Married Kyle in 2012, had Lynn-Marie in 2014. Stopped touring when she became pregnant, but now owns much of Camelot West (what's left of Las Vegas, governed by former members of the Society for Creative Anachronism out of the Excalibur Hotel), and performs at her own resort there.

Henry Gloval: Unchanged, except that the events that led to his death in Robotech do not occur. Leaves Earth in 2014 on the SDF-2 for Tyrol, and is still alive (though retired) in 2030.

Claudia Grant: Communications Engineer, 12th level. Claudia is promoted to Captain in 2014, given command of SDF-2 for the Tyrol mission. Returns to Earth in 2025.

The "Bridge Bunnies", Rico, Bron and Konda: The "BBs" are all Communications Engineers, 5th level. The Zentraedi are all 4th level Zentraedi Officers. Sammy, Kim and Vanessa married their Zentraedi boyfriends in 2013 (a triple ceremony conducted by Gloval), and the three couples were Claudia's bridge crew aboard the SDF-2. After finally returning to Earth in 2025, they retired to begin families.

Dr. Emil Lang: As listed in the REF Field Guide, but is dabbling in Technowizardry (O.C.C. switching as in 1st Edition PFRPG, is a 2nd level Technowizard by 2014).

Admiral Hayes (Lisa's father): A 15th level Military Specialist at the time of his retirement in September 2011. Due to the coming of the rifts, he and most of the Grand Cannon staff survived, but only he and Russo survived out of all the UEDC council members. He resigned, blaming himself for what had happened to Earth, yet most people considered him and his Cannon project as much Earth's saviors as the SDF-1 and Breetai. He dies in early 2016, days after the birth of his second grandchild.

Grel: The biggest irony surrounding Khyron and Azonia's mad search for power and glory via the Atlantis rifts is that Grel was left in charge of many of their Zentraedi left behind. Once he was out of Khyron's shadow, Grel found that he actually LIKES being on Earth. A High-Command-type Zentraedi, he usually avoids the office except in times of trouble (such as the changing of the seasons and alignments), preferring to spend his afternoons on his combination dinosaur ranch/golf course, playing golf while FULL-SIZED, with the golf carts pulled by dinosaurs ("Real men don't use hover carts").

Anatole & Seloy Leonard: Anatole & Seloy met while working together at Brasilia City in late 2011. As trouble began brewing in Central America, they were transferred to Mexico City. Not long after they arrived there, Seloy discovered she was pregnant, and the two married in March 2012. Hirano Leonard was born in October 2012. See The Southern Cross World Book for more details. Leonard was a 9th level Military Specialist at the time of Seloy's death.

Vince and Jean Grant: Vince met Jean while accompanying his sister Claudia on a trip to the hospital to visit Miriya, who had just been diagnosed as being pregnant with Dana, and was undergoing tests for a week. Miriya was one of Jean's first patients as a doctor, and Vince decided to get the lovely young intern's attention by pretending to faint when she drew some of Miriya's blood. He got it all right, along with five stitches on his forehead to close the cut he got from hitting a piece of furniture on the way to the floor. He did manage to talk Jean into a date, and were married three months later. By the time Dana was born, Jean was two months pregnant with Bowie. Vince and Jean's statistics are found in the REF Field Guide.

Jonathan Wolfe: His stats are also in the REF Field Guide, but he is only a 3rd level pilot in 2014, operating out of Cavern City, an underground city originally built to be a UEDC haven for when the Zentraedi came, but was not complete when Dolza arrived. He only recently married his wife, Catherine, and she is pregnant with their first child. While he is a first-rate VT pilot, she has aspirations to become a politician, and is currently running for the city council (the election is in May, and she will win the seat, in route to eventually becoming the city's mayor in four years). Unfortunately, their lives are drawing apart, and only time will tell if they stay together.

Doctors Richard Burke and Harry Penn: Two of Lang's top assistants, since Lazlo Zand left to become an mage (let's face it; Zand's a Necromancer with delusions of grandeur). Burke is in his early twenties (3rd level in 2014, but an up and coming Field Scientist), while Penn is a widower in his early forties (6th level) and has an eleven-year-old daughter. Both would rather spend time in the labs than outside them (Burke's introverted while Penn's still not over his wife's death). If it wasn't for Lang, they would never leave the lab. As it is, Penn is slowly losing his daughter, who always comes home to an empty house, at the time of her life when she needs her parent's support and guidance. Burke is found in the REF Field Guide, while Penn has similar stats (but shorter).

2020 era (Earth)

Jack Baker & Karen Penn: In Riftech, these two are new assignees to the Wolfe Pack, which now operates in space as much as it does on Earth. Jack was orphaned during the Zentraedi War, and never really knew his father. Rick and Max are keeping an eye on him, however, as they knew his father, aboard the SDF-1. Jack's father was both a combat pilot and an instructor of other pilots, and was killed in combat before the ship made it back to Earth. Ironically, Jack's mother never told her son that his father was a pilot, or even part of the RDF; just that he had to go somewhere far away. Jack, being only six at the time the SDF-1 launched and having heard that line used in other circumstances to other kids, automatically assumed the worst, that is father was already dead. Karen, on the other hand, is well known to the two as the tomboyish daughter of Dr. Penn, and the goddaughter of Dr. Lang. Karen even flew one of the Alphas alongside Max in the first test of the Alpha-Beta docking procedure in space; it did not please Harry at all, especially when a malfunction in Karen's Alpha would have led to her death if Max hadn't helped her pull out of her fall into the atmosphere. Jack and Karen meet for the first time at a reception aboard the Factory Satellite for new pilots, only to have their meeting cut short by the arrival of the Invid.

Lynn-Jason: The little brother of Lynn-Kyle, he joined the ASC because he felt compelled to join a cause for good. He didn't join the RDF because he knew from reports that the Robotech Masters had left for Earth, and he didn't want to fight Zentraedi or other humans, having had several Zentraedi friends while growing up in New Macross (including Rico, Bron and Konda, who were currently on Tyrol) His brother would have preferred Jason not join a military force at all, but only steered him into the most dangerous job of all - the Southern Cross HTCS, which specializes in fighting demons and vampires. O.C.C.: HTCS Military Specialist, 3rd level. Age: 18; Has been trained by his brother in Pao Pat Mei Kung Fu. Typically goes into combat in EX-9 armor with a Forearm Ion Blaster, retractable silver arm blades and a M-35 Wolverine (silver ammo).

2020 era (Venus)

Justin Black: O.C.C. RDF Veritech Pilot(old-style}, 12th level; Rank: Colonel. A veteran of the SDF-1 (he received his one Titanium medal the day Rick received his first), he was never in the league of Roy, Rick and Max, although he WAS one of only a half-dozen pilots that were originally assigned to the SDF-1 before its launch that actually survived the war. When it finally came time for him to accept a command of his own, he managed to get the planet-based RDF Reserve squadron based at Fokker City, capital of the Venus Ishtar Sector (Ishtar being one of Venus' three continents). He was the only full-time officer in a fifty-man unit made up of true reservists, most of whom served at best one three-year term in the regular RDF, and nearly all those who had served had done so in space long after rogue Zentraedi had ceased being a threat, and had no combat experience. After all, Venus' few supernatural problems were nearly always a result of someone summoning something; random rifts occurred at worst (from the defensive viewpoint) at only five different locations, and none of these nexus points could be considered major ones by Earth standards. Then, the unthinkable happened.

Black and his unit were taking part in their first-quarter war games (yes, they still use the Terran calendar) in January, on the far end of the continent from Fokker City, when the whole Solar System went to full-scale alert. Before they could regroup from the exercises and return to base, their home base wasn't there anymore. Worse, all they had in the manner of equipment were 6 old VF-1s, 2 of the new Vindicators, 3 LRV-558s and two transports, and they had only 40 real missiles, which had been brought for use in the unlikely case dinosaurs attacked the base camp. By the time that they learned that the enemy could track them by their Protoculture emissions, they had lost three Valkyries and a Vindicator. So, they hid the rest, and proceeded in the LRVs (which are nuclear powered) to the nearest farming community, 300 kilometers away. There, they learned that the enemy was the Zentraedi's old foe, the Invid, and that an RDF supply shuttle had crash-landed nearby on the day of the attack. They planned an attack on the Invid Inorganics guarding it. It turned out that an ad hoc resistance group of micronized Zentraedi in 5 Z-l Pods had the same idea, and they accidentally made contact with each other in the attack on the Horizont's position. The groups shared the spoils, eventually merging into one group - Black's Buccaneers, the most successful group of freedom fighters on Venus. Of course, the only reason their entire area of operations hasn't been blasted off the map is because the Regis finds them interesting, but they don't know that. But, then, there isn't any real chance they'll ever have the power to challenge Invid rule (or so she thinks). Black's ace in the hole is that he knows where to find a couple of the shifters that had formerly been thorns in his side. With their help (they probably don't like the Invid either), he might be able to get supplies and reinforcements from Earth, or (God forbid) resort to summoning assistance from other planes, in which case the cure may be worse than the disease.

2025 (Earth)

As ALL Invid are now in the Solar System, the Tyrolean Inner Sphere worlds have been free of off-world rule for the first time since Zor's lifetime. The idea of going to where the Invid are and where the Masters are heading didn't interest most of the citizens of these worlds, but it sure seemed like it to the SDF-2 crew. Praxians came looking for glorious combat versus the evil demon hordes, Garudans came looking for enlightenment, while Spherians came just to explore. Haydonites and Karbarrans came looking for trade ventures, while Perytonians (led by their "savior" Burak) came looking for a way to end their planet's curse. Be careful what you wish for, you just may get it. By 2027, there would be Praxian Cyber-Knights, Haydonite Technowizards and Perytonian Ley Line Walkers; Karbarran Mystics, Spherian Stone Masters and Garudan Mind Melters. Any of the Alien Sentinel NPCs from the Sentinels RPG can be used in this time period, including Cabell and Rem.

2030 (Earth, with possible excursions to Mars) O.C.C.s are the (REF) type.

Dana Sterling - Age: 18, Split OCC: Veritech Pilot/Mind Melter, 3rd Level. Dana is an aspiring young squadron commander, having just earned a promotion from having only two subordinates to a dozen. Her best friends outside the squadron are Hirano Leonard (son of the ASC commander), Lynn-Maria (eldest child of Minmei; a civilian), and Marie Crystal (her former CO and now a rival squadron commander). Dana is just as mischievous in Riftech as she was in Robotech; but here, no one holds her ancestry against her (there are plenty of half-Zentraedi in Riftech; she's just the oldest), and her powers allow her to pull stunts that would boggle the mind of her Robotech double. It wasn't her idea, but the squad she inherited was the RVF-13 Playboys, complete with its former commander, who got busted down to PFC for getting an ASC captain pregnant while they were both supposedly on duty.

Roy Hunter - Age: 17, O.C.C. Veritech Pilot (with minor psionics), 2nd level. Dana's oldest friend, he and Bowie were her subordinates when they were still part of Marie Crystal's Black Lions. Now, he's Dana's XO, a reversal of their fathers' roles, although he privately wishes that it was Dante who had that job. He also has a sneaking suspicion that the reason that he's always been stationed with Dana is that their mothers are trying to play matchmaker (a correct assumption), but he's never had that kind of feelings for her, or vice-versa. Their relationship is more that of siblings or cousins.

Bowie Grant - Age: 17, Split OCC: Veritech Pilot/Psychic Sensitive, 1st level. Bowie was one of the "SDF-1 Rug Rats" by default, as his Aunt Claudia would babysit him when his mother was on call at the hospital. Despite her duties, Claudia would always find time to take care of Bowie, Dana and/or Roy when their parents needed a sitter, because Gloval would always rearrange her schedule for her at a moment's notice. He knew how Claudia responded to the children, especially Bowie, and that the boys became to her in many ways the children she never had a chance to have with Roy Fokker. Claudia left on the SDF-2 mission before Bowie was two, and didn't return until he was twelve, but she was always his favorite relative. Now, he was flying Veritechs, and he wants more than anything to make her proud of him. But, lately, his flying has been erratic, as he keeps having psychic visions of a green-haired girl he has never met before, yet in his heart he feels that he should know her somehow. Dana would help him, normally when he has strange dreams as these, but she's been having problems herself, visions dealing with a Bioroid pilot that nearly killed them on the day the Tyrolean ship crashed in Alaska. Bowie's full stats are presented in the Psionics section.

Sean Phillips - Age: 23, O.C.C. Veritech Pilot, 5th level. Sean was the commander of the Playboys, until he had a slight accident - getting caught in the act with a female ASC Recon Patrol Captain while the two were supposed to be guarding an ammo dump outside Fokker Field. Worse yet, she got pregnant! Lucky for him, she miscarried, but she got the more sympathetic court martial and got off with only one loss of grade; he got busted all the way from Lieutenant to PFC. The only reason he got off that lucky is that the Tyroleans arrived DURING his court martial, and they decided that it would be better to keep him in service as a pilot than discharge or imprison him. He couldn't figure out why they would send him back to his old unit, at first; then he found out that there were only two people now in it that were there when he left, and they were the newest two of the bunch. Now he has to start all over, and he won't dare hit on his new CO, considering who her parents are.

Angelo Dante - Age: 26, Veritech Pilot, 6th level. Angie originally wanted to join the ASC, and be a hovertanker. However, his parents managed to convince him otherwise, as the ASC had triple the casualty rate of the RDF in the early 20s. Of course, whenever the RDF and Invid clashed, the casualties weren't much better, but as long as he was stationed with an Earthside squadron, he would be all right. Although he did it at first only to please his parents, he soon found flying a Beta Veritech to his liking. At first, he wasn't thrilled with having a female CO younger than he was, but she worked out okay. That was Marie Crystal. Now, he's stuck with a snot-nosed 2nd generation pilot airhead for a commander, even younger than Marie was when she became a CO! Now he's gonna have to break her in too; and the fact she seems to have two huge chips on her shoulder in the form of her parents - THE HEADS OF THE RDF SPACE CORPS - doesn't help at all!

Nova Satori - Age: 20, OCC: Military Specialist (with major psionics - mother was a latent psi), 4th level. Position: Lieutenant, RMP Psi Branch. Nova is usually the one called in when one of Dana's pranks backfire, or, more often, go off without a hitch. Dana's friendship with Nova is much like the working relationship between some 20th century "telephone cops" and the phreaks and hackers they caught and reformed. Dana's jokes are usually harmless, and often point out weaknesses in the base defenses versus psionics, allowing the RMP to act to correct these deficiencies without them becoming common knowledge. It has been Dana's help in this matter (only half of it voluntary) that has kept her from being brought up on charges, Sterlings' daughter or not. Nova has come to the opinion that it is better to work with Dana than against her, and they have become friends in the process, at least when Nova's superiors aren't watching. When they are watching, Dana best keep on her toes and straight as an arrow, because Nova won't sacrifice her career to save Dana, friend or not.

Hirano Leonard - Age: 17, O.C.C. HTCS Elite RPA Pilot (with major psionics), 3rd level. Dana's first boyfriend, their mothers were best friends way back in the days when Miriya and Seloy were Azonia's 2nd and 3rd in commands respectively. Miriya helped look after her friend's son after Seloy's death in 2014. While Hirano and Dana are no longer intimate (they lost their virginity together), they are still good friends, although they rarely see each other in person anymore. They usually arrange war games between their respective units over the phone - either on simulators or in battlefield conditions - without going through the required inter-army channels. In a way, he feels jealous of Dana, as she always had both parents there for her, and she also had a lot more personal freedom than him as well.

Marie Crystal - Age: 22, O.C.C. Veritech Pilot, 6th level. Marie commands the RVF-15 Black Lions, one of the more renowned VT squadrons to come along since the RVF-1 Skull Squadron was retired upon the Sterlings' promotion out of the flying ranks. She took the Sterlings' daughter under her wing and watched her blossom into a capable young flight officer, now commanding a squadron of her own. While the two are friends, they still kid around like rivals tend to do, and Dana's practical jokes have escalated things even further. So, the best thing that Marie can do is to continue to out-do Dana on the battlefield, as Dana's powers tend to prevent most of Marie's revenge strikes from catching their intended target.

Scott Bernard - Age: 21, OCC: Veritech Pilot, 4th level. Scott is Marie's XO, and a very good one. He was actually next in line for his own command, but waived it in favor of staying with the Black Lions. Scott lived most of his life on Mars before joining the RDF, and he hopes that one day soon the Lions will be part of the mission to retake Langdon. While his parents were safe, studying the remains of the old Atlantean colony near the community of New Cairo (the name comes from the Atlantean's pyramids in the ruins), he doesn't like the idea of the Masters taking over his old stomping grounds. Making matters worse is that his fiancee was on an Earth-Mars transport when the Masters arrived, and her ship was caught between the Tyrolean and Invid fleets. No wreckage from the ship was ever recovered, and it is presumed lost. He has taken to wandering the D-Bee refugee camps around Monument, looking for her, as there have been rumors that several unidentified escape pods had landed in the area during the last two weeks, but the military isn't talking. Until he gets some answers, he'll keep looking.

Lynn-Maria - Age: 16, OCC: Civilian Martial Artist (with major psionics), 1st level. Kyle has been trying to train his daughter to follow in his footsteps in a manner more successful than his attempts to train her Uncle Jason, and has had some success in that area. She has been taking music and dance lessons from her mother, and is progressing much faster in those than in her Martial Arts (Pao Pat Mei; needs one more year to reach first level mastery - trained since the age of nine). Due to her love of music, she has become good friends with Bowie Grant, who is an aspiring piano player, and through him Dana and Roy. Aside from the fact that Roy is handsome and fun to be with, Maria likes flirting with him (and vice versa) within eyeshot of their parents just because it's fun to watch them squirm. One of these days, they may stop playing around with it and actually date; but for now it's fun enough just hanging around together and bugging their parents. (See Appendix for OCC)

Louie Nichols - Age: 20, OCC: Veritech Pilot, 1st level (former 3rd level Operator OCC with Telemechanics). Louie would have been welcomed into the Bio-maintenance or Research divisions with open arms; instead, he opted to become a pilot. You see, he wants to fly the planes, not just design or repair them, and BMEs aren't allowed to pilot large mecha. Behind his superiors' backs, he has continued in his vehicle research, and has illegally modified his VT. Of course, considering that the modifications allow him to use his Telemechanics to operate the mech, boosting his reaction time, combat efficiency and defensive maneuverability, they may not mind. As it is, the only other person in the squadron that could take advantage of these modifications is Dana, only she doesn't know about them - yet - and never will, as long as he can avoid telling her or anyone else.

Lance Belmont - Age: 20, O.C.C. Military Specialist, 3rd level. "Lancer" (his nickname) is strange, even by the standards of the rest of Marie and Dana's squadrons. He's the only person any of them know that performs in Japanese theater on the side, usually portraying women! Of all their friends, only Nova has longer hair, and his is dyed lavender. He's not a bad singer, either, having a vocal range that almost reaches four octaves, impressing even Lynn-Maria. Of course, the strangest thing about him is that he's a Black Lion, despite being trained as special forces, and has full training in all Veritechs. Rumors abound that They {the Brass) are preparing him for something big - what, no one knows, but the majority seem to think that Lancer will be Venus-Bound someday - preferably without them!