Chimera Games - Rifts Division

K'Rah Skahn

By: Mike Owens

The Breen are a race of peaceful beings; appearing to be no more than blobs of plasm, they had no means of defense when the Raithenor visited their homeworld. In the conflict they fought back using their minor psionic abilities, but their invaders were too powerful, the Breen population was slaughtered only a handful of their race survived the onslaught. Trying to ensure this kind of attempted genocide would never happen again, they combined their own DNA with that of human DNA (from a crashed freighter nearby).

The result shocked even the Breen, A Breen/human hybrid; a being the megaverse had never seen, or even imagined.

The K’Rah Skahn, loosely translated, meaning ‘child of war’, are a humanoid people with white skin, blonde hair, and silver eyes. But what surprised their creators even more was their ability to excrete a metamorphic plasm from their bodies. This ‘second skin’ can be manipulated into many different forms, from a slippery gel, to hardened armor. This ‘skin’ is literally a part of the K’Rah, they are in complete control of the appearance and actions of the ‘skin’. It can take on the appearance of everyday clothing, or alter its colors to blend into the background like a chameleon. But the ‘skin’ doesn’t show its potential until combat is achieved. With a mere thought the K’Rah can form spikes or blades from the armor, isolate the ‘skin’ to a single place on the body to act as a shield, extend it out from the body to bind and restrain a foe, or to simply extend to out of reach places. If need be, the ‘skin’ can even totally cover the K’Rah and change his appearance; skin, eyes, hair, even facial features can all be altered; although this does take its toll on the K’Rah, limiting this ability to only a once a day.

K’Rah do possess minor psionics, but these are limited to minor telepathy, enabling them to scan the mind of a planet’s inhabitants and gain rudimentary knowledge of their languages and customs. Their specific type of telepathy does not allow them to communicate with the contacted being, only scan for general knowledge. The K’Rah will, over time, develop other psionic abilities. Once every five years the Breen will contact the K’Rah for a progress report, if the problems at their location are to much for a single K’Rah, the Breen may dispatch more to the planet in trouble. Other than this, the K’Rah have little, if any, contact with their homeworld. The K’Rah are not born in the traditional sense, but develop in incubation chamber deep under the surface of the Breen homeworld. They emerge from the chambers with full knowledge of their goal in life and are skilled in the art of combat with full control over their ‘skin’. They are not named but will choose names for themselves upon reaching their new home to enable the inhabitants to relate to them easier.

The K’Rah travel to their new world in a type of suspended animation inside of a hibernation pod.

Since magic is unknown to the Breen, they must rely on an organic-based technological means of transportation. Even with their great mental attributes; the Breen have yet to discover the means to travel faster than light, so a K’Rah may spend decades in hibernation on the way to his destination.

All K’Rah look alike, but their ‘skin armor’s’ appearance is dependent on the K’Rah molding it. No two armors will look exactly the same, but will have subtle to extreme differences.

K’Rah do need to breathe, but not in the conventional sense, they breathe through the ‘skin’. The ‘skin’ pulls oxygen from the air and relays it directly into the bloodstream. Drowning is no concern to the K’Rah for the ‘skin’ can simply pull oxygen from the water in order to breathe. This ability was developed for the K’Rah who are stationed on aquatic worlds, but all K’Rah have this ability.

At present only about 100 K’Rah are known to exist on Rifts Earth, but thousands have been scattered through out the Megaverse.

Attributes

IQ-3D6; MA-3D6; ME-4D6; PS-5D6; PP-4D6; PE-4D6; PB-3D6; Spd-5D6;

(Strength and endurance is to be considered supernatural.)

PPE-1D4 ISP-2D6x10+1D4/level

HP: 2D6+PE SDC: 30+1D4x50+ skill bonuses MDC: see Metamorphic Plasm

Magic: The K’Rah are unable to perform magic.

Psionics: Limited telepathy (see above), Sense Evil, and Sixth Sense. In addition, pick one physical and one sensitive psionic ability every three levels.

Natural Abilities

Metamorphic Plasm: K’Rah can shape the plasm into many forms (see above).

The plasm in any solid form has 3D6x10 MDC +2D6 MDC/ level

The plasm is useless as armor in gelatinous form.

--+2 to parry/dodge pins or grappling attacks

Tendrils have a PS equal to the K’Rah’s and can extend up to 10’ in length.

Regeneration: The plasm regenerates at a rate of 1D6 MD per round.

K’Rah regenerate at a rate of 1D6 SDC/HP per round

Needs only four hours of sleep every 48 hours.

Breathes through plasmic skin: Able to breathe underwater by pulling oxygen from water.

Chameleon: 90% effective if unmoving

70% effective if moving 2’ per melee or slower

20% effective if moving 2’-6’ per melee

Totally ineffective if moving 6’ per melee or faster

Can alter skin tone, eye color, and hair color once a day—20 min+5 min/ level

Form spikes or blades: K’Rah can form spikes and blades from its armored skin for use in close combat. Adds 1D6 to Punch damage or Tackle damage

Nightvision-100’

Fire Resistant: Invulnerable to normal fire, magical and mega-damage fire does ½ damage.

Magic Knowledge: Cannot cast magic spells. However, they can use magic weapons and magical items, but not Techno-wizard weapons or items.

Bonuses: +1 melee attack per round; +3 strike, parry, and dodge, auto-dodge

I’ve decided that these guys are pretty mean, so use the Juicer XP point chart.

Refer to Juicers to determine skills also, but K’Rah’s start with HTH Martial Arts.


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