Reputation - hunters of supernatural evil, 8 or less - Cost -5
Azverkan Knight of the True Vision Occupational Package (Cost 12)
Ability
Navigation - Cost 2
Streetwise - Cost 3
Survival - Cost 2
Transport Familiarity - 2 of choice - Cost 2
Weapon Familiarity - blades, two of choice - Cost 3
Conversion Notes: This package is based on the azverkan race from Rifts role playing game. This write-up uses Champions 5th edition rules.
The azverkan are a race of D-bees reminiscent of both the psi-stalker
and cyber-knight. They are a warrior race who seem to be inexorably
linked to the supernatural. If you ask an azverkan warrior, he or she
will tell you that their race is both blessed and cursed with the "true
vision," the natural ability to sense and see supernatural evil. Their
elongated, rectangular eyes are ebony except for a tiny, yellow pupil.
These unusual eyes enable them to see a cloudy grey to black aura
emanating from vampires and all types of undead, zombies, animated
dead, necromancers, ghouls, rune weapons, and individuals possessed
by entities, dybbuks, alien intelligences and supernatural forces. They
can also see those turned invisible by supernatural or mystical means.
Their unique life essence makes them completely impervious to supernatural
possession and resistant to magic. Thus, like the psi-stalker and
Atlantean undead slayers, the azverkan have become the eternal enemy
of the undead, the Splugorth and all forms of supernatural evil (including
those who enslave or use and manipulate others). The majority (about
75%) belong to a pseudo-religious order known as the Knights of the
True Vision, crusaders dedicated to the eradication of evil supernatural
monsters and the protection of the weak and innocent from such diabolical
forces. Like most knights, these characters are concerned with
righting wrongs of all kind, but they are obsessed with the demonic
and supernatural. Consequently, a Knight of the True Vision may abandon
"a lesser evil" in mid-conflict to engage a supernatural menace,
especially vampires, demons, alien intelligences and necromancers.
The azverkan have been attracted to the conflicts between humans
and D-bees with the Gargoyle and Brodkil Empires. Of course, the
NGR and most humans don't trust any D-bees and have rejected the
azverkan's aid. Thus, the Knights of the True Vision wage a private
battle against the dark forces and have become respected heroes to
hundreds of D-bee communities (not unlike the cyber-knights of the
Americas). The typical azverkan knight travels alone, in pairs, or in a
small band (typically 1D4+ 1 knights). One or more may team up with
other champions and heroes to fight the good fight or lead an army
against the forces of evil.
The Azverkan are an alien race with the gift and curse of true sight. They can see the invisible, auras of the
supernatural evils, undead and spirits. The skin of an azverkan is light armor and they are immune to mental and
transforming powers from the undead. Most azverkan belong to a knighthood called the Knights of the True Vision.
Azverkan cannot learn magic but can be minor or major psychics.
To learn more about azverkans, I suggest purchasing and reading Rifts Sourcebook Three: Mindwerks by Kevin Siembieda.
Note: Asvarkan can also sense undead, sense supernatual evil and are immune to possession.
Illustration by Scott Szczesniak.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - May, 2006