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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