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DAMONIC R.C.C.

Due to the mystic energy that permeats the Damonics' homeworld, there is a great deal of diversity in the appearance of each individual Damonic from coloring to size. These mutations are also even further varied by any O.C.C. the Damonic chooses or is qualified for. No two Damonics look alike, unless found traveling in groups of four or more, anyone trying to identify one is -40% to their Demon & Monster Lore.

Damonic R.C.C.
Optional Player Character
Alignment: Any, generally evil
Horror Factor: 12 (Horror Factor can be raised depending on the O.C.C. taken).
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6+6, P.S. 4D6+6, P.P. 4D6, P.E. 5D6, P.B. 3D6, Spd. 3D6.
M.D.C.: P.E.+1D6 per level plus those gained from the O.C.C.
P.P.E.: 4D6 unless a Magic O.C.C. is selected.
Natural Abilities: Impervious to normal Fire, Cold and Poison. Takes half damage from energy attacks. Nightvision 500 feet, heightened hearing, sight and sense of smell that provides a 10% bonus to all tracking rolls. Bio-regenerates 2D6 M.D. per minute for Serfs, Mystics and Techno-Wizards. Bio-regenerates 1D4x10 M.D. per minute for the Noble Warriors, Troopers, Merchants and Desert Nomads.
Combat: Two attacks per melee plus those gained from hand to hand and boxing.
Magic: None unless a Magic O.C.C. is selected.
Psionics: Very few Damonics have any psionic abilities. A percentile roll of 1-10 means a major psionic, 11-20 means a minor psionic. I.S.P. is determined normally.
O.C.C.: Noble Warrior, Priest, Merchant, Serf, Mystic, Techno-Wizard, Desert Nomad and Troopers.
Skills of Note: All Damonics speak Dragonese and Demogogian with 98% proficiency.
Average Life Span: 500 years.
Enemies: Any good aligned creatures and supernatural creatures they feel are a threat.
Allies: Other follow slave traders and evil aligned creatures.
Size: 6 feet plus 1D8 feet.
Weight: 500lbs. average.
Notes: Since each Damonic is different from one another, roll on the following charts to determine their appearance.

Skin/Hair/Eye Color: Roll 3x.................Wings:
01-10 Black..............................................01-20 None
11-20 Dark Brown....................................21-25 Small Bat-like
21-30 Gray...............................................26-30 Large Bat-like
31-40 Yellow............................................31-50 Large Feathered
41-50 Orange...........................................36-80 Small Feathered
51-60 Red.................................................81-00 Insect-like
61-70 Purple.............................................All Damonics with wings can fly for up to 50
71-80 Blue................................................miles maximum speed.
81-90 Green.............................................Horns:
91-00 White.............................................01-45 None
Tail:........................................................36-65 Small 1D4 pairs
01-40 None.............................................66-80 Large pair
41-55 Whip-like.......................................81-00 Medium pair
56-70 Spiked; inflicts 1D6 M.D...............All horns inflict from 1D4 to 2D8 M.D. damage.
71-85 Clubbed; 1D4 M.D
86-00 Spade end; 1D8 M.D.

Additional M.D.C.: All Damonics gain more M.D.C. based on the O.C.C. they take. Noble Warriors gain 3D4x50 M.D.C., Troopers gain 2D4x50 M.D.C., Priests gain 2D4x10 M.D.C., Mystics and Techno-Wizards gain 3D4x10 M.D.C., Desert Nomads gain 1D4x100 M.D.C., Merchants gain 2D6x10 M.D.C. and Serfs gain 1D4x10 M.D.C.