Está en la página 1de 4

Phantom R.C.C.

Phantoms are beings whose forms and minds are encoded in a pattern of light and electromagnetic energy. In many places, they are mistaken for psychic entities and "ghosts," although they are neither. They are one of the few races that have evolved in outer space, feeding on radiation and solar energy. Most of them have an alien culture that normal humanoids cannot hope to understand. However, not all phantoms are unknowable aliens. Many of them become "stowaways" on spaceships. One of the phantoms' powers is the ability to "read" the electromagnetic patterns of both machines and living things, which gives them a limited mind-reading capability. Those who come into contact with other sentient beings learn a lot about their cultures and customs, and many become attracted to them. As a result, a large percentage of phantoms have started imitating humanoid shapes and behavior. Some pretended to be normal physical beings, either to gain acceptance and love, or to mischievously trick unsuspecting humanoids. As a result, phantoms are legendary creatures known as tricksters and shapeshifters. They have been part of many stories, from comedies to tragedies. Over the millennia, they have evolved several strange cultures, mixing elements from other sentient civilizations with their own unique mind-set. As a whole, phantoms are not an evil race. They resemble the faerie folk in as much as they love a good time, sometimes at the expense of others. However, they tend to be a lot more respectful and considerate of other life forms than faeries. Many of them have forged strong friendships, and even romantic relationships with corporeal beings. It is not unknown for a phantom to voluntarily scatter its pattern, effectively committing suicide, after the death of a humanoid friend or lover. Some are consummate clowns, often adopting a "cartoon" shape and performing all kinds of silly tricks. Others become dedicated champions of justice. Although serious phantoms can be encountered, humorless ones are the exception, not the rule. Phantoms can be encountered in two states. Their true energy form can take any shape they desire, but their natural shape is some sort of geometrical configuration made of lights that keep flashing different colors. When they dwell among humanoids, many adopt humanoid forms.

Phantoms can also build a solid body which they can inhabit indefinitely. While they inhabit this shell, they can interact with corporeal beings normally, but lose many of their powers and natural invulnerabilities. The largest concentration of phantoms in the Three Galaxies is on Phase World. This race seems to get along very well with the prometheans and draconids and they are an important part of Phase World's defense systems. Available as a player character. Alignment: Any, but most are selfish. Attributes: I.Q. 2D6+6, M.E. 2D6+6, M.A. 4D6, P.S. 0 (4D6). P.P. 0 (4D6), P.E. 3D6-F6, P.B. 4D6 (special), Spd. 1D6x100 (4D6). The numbers in parentheses are used to determine the physical attributes of the shells phantoms can create to walk among humanoids. These physical attributes are considered to he supernatural. Size: Varies with shape. Attributes and M.D.C. remain constant, however. M.D.C.: 3D4x10 M.D.C., plus their physical shell adds an additional 2D6x10 M.D.C. Horror Factor: 9 P.P.E.: 1D4x100 plus P.E. attribute: add 10 P.P.E. per experience level. Average Life Span: 800 years Natural Abilities: All Forms: Can see in every possible wavelength, from visible light to radiation, heat emissions, infrared, ultraviolet, electromagnetic and radio. This allows the phantom to see the invisible, "read" radio signals as if he had a receiver, and detect radiation and most forms of energy, including magic (range for all senses: 2000 feet/610 m). Energy Beams: Damage is 2D6x10 M.D. at level one, plus 1D6x10 per additional level of experience. Range: 5000 feet (152 m). Each beam attack counts as one melee attack/action. Limited Mind-Reading: Phantoms can read the electrical impulses in organic brains and can scan surface thoughts (whatever the person is thinking at the moment). This power has a base chance of success of 50% (plus I.Q. bonus and 3% per level of experience), and a range of 20 feet (6.1 m) plus 10 feet (3 in) per level of experience. Energy Form: While in energy form, the phantom is invulnerable to all physical attacks, including explosions, bullets, hand to hand attacks, etc. Energy weapons, magic, magical weapons, and attacks from supernatural creatures affect enery phantoms, but only do half damage. While in energy form, the phantom cannot affect (lift or move) physical objects and has no physical attributes except P.E. The phantom can become invisible at will while in this form (see invisible and themnographic sensors will detect him, however). Light Generation: By spending P.P.E., the energy being can generate light, from the equivalent of a flashlight (one P.P.E. per minute) to a blinding, million candlelight flash (30 P.P.E. per flash). 40 P.P.E. per melee round creates an aura of true sunlight (doing sunlight damage to vampires and other creatures of darkness). Illusions: Phantoms can create illusions on all energy wavelengths. These creations of light and radiation are not solid but will fool most optical, thermographic and even radar sensors. For example, an illusion of a chunk of uranium would fool a Geiger counter but when somebody tries to pick it up, his hands would go right through it. An illusion costs 10 P.P.E. times the size of the illusion in feet (33 P.P.E. times size in meters -use the biggest dimension of the illusion).

Shapeshifting: The phantom's natural form is a crystalline pattern of energy, but they can assume any shape they want. Common shapes are those of humanoids, angel-like beings, and cartoonish creatures (sometimes based on popular television `toons). Total Energy Conversion: The energy phantom can transform his energy pattern into that-of a light beam for short periods. This ability costs 30 P.P.E. and allows the character to travel at the speed of light for a period eqaul to his P.E. in minutes. This period can he extended by spending an additional 10 P.P.E. for an additional number of minutes equal to his P.E. attribute. While in this state, the phantom can attack a target as if he had been shot out of a laser cannon. Damage is 1D6x100 M.D. at first level but add 1D6x100 M.D. at levels three, five, seven, nine, eleven and thirteen. However, each time the phantom uses this attack it loses 3D6 M.D.C. points and burns up two melee actions. If M.D.C. is reduced to zero, this means the phantom has "burned off' his energy pattern and has been destroyed! Physical Form: Creating a physical form takes 1D4 hours of intense concentration. Abandoning it and reassuming energy form takes one melee round. While in physical form, the phantom is an M.D.C. creature, but is affected by any M.D. attacks and physical limitations. The physical form can be of any shape desired, but its attributes and bonuses remain fixed. The attributes of the physical form are supernatural, allowing the creature to inflict megadamage with punches and kicks. Psionics and Psionic Powers: None Combat: Special while in energy form, normal while in physical form. Damage: Varies, Bonuses: Energy Form: +4 on initiative, +5 to strike, +6 to dodge (cannot parry, pull punch or roll with attack). Add +1 to strike at levels four, seven and nine, and +1 to dodge at levels three, six, and ten. No other bonuses are applicable. Physical Form: +I on initiative, +1 to strike, +1 to parry and dodge. Plus any attribute or skill bonuses. All Forms: +1 save vs magic and psionics, +4 to save vs horror factor. Vulnerabilities/Penalties: While in energy form, the character can be imprisoned in energy fields. If the energy field is small enough, the phantom's energy pattern will be constrained and he will be trapped, unable to damage the force field in any way. Phantom catcher field generators can be purchased from the black market for 20,000 credits. They have a range of 60 feet (18.3 m). R.C.C. Skills: Basic Math (+20%) Basic Radio (+15%) Basic Electronics (+15%) Navigation: Space (+25%) Astronomy (+15%) Astrophysics (+15%) R.C.C. Related Skills: Select an additional twelve skills from the following list. Keep in mind that many of these skills will only be useful in physical form.

Communications: Any (+10%) Domestic: Any Electrical: Any (+5%) Espionage: Any Mechanical: Any Medical: Any Military: Any Physical: Any Pilot: Any Pilot Related: Any (+5% if applicable) Rogue: Any (+5%) Science: Any (+5%) Technical: Any (+10%) W.P.: Any Wilderness: Any Hand to Hand: Any Basic counts as one "other" skill, expert counts as two "other" skills, and martial arts or assassin (if an evil alignment) counts as two ''other" skills. Secondary Skills: The character also gets to select six secondary skills from the previous list, Alliances and Allies: Phantoms are on good terms with prometheans and draconids. The silhouette race hates and fears phantoms because they can destroy shadows by creating dazzling lightshows.

También podría gustarte