Hi. Here's the first of my new RCCs. After I've posted them all, if the reactions are reasonably encouraging, I'll take the time to post the history of the world on which they originate, and maybe even a bit of geographical data, in case there's not already enough places to rift a hapless party to. Eastern Warrior RCC Alignment: Any; however no Warrior will EVER do battle with another, and no means of persuasion will convince them otherwise. Attributes: IQ: 3D6 ME: 4D6+6 MA: 4D6+6 PS: 5D6+22 PP: 4D6+6 PE: 4D6+6 PB: 3D6 Spd: 5D6+10 PS and PE are supernatural. MDC: 2D6*100 + 1D4*10/level Note: All Eastern Warriors are totally impervious to magic, but they can ALLOW beneficial magic to affect them if they wish. Magic Knowledge: None; incapable due to invulnerability to it. PPE: 1D4 Psionics: As human, but there are no Master-level Eastern Warriors. Eastern Warriors are a Warrior Race (Phase World, pg. 108) RCC Skills: Detect Ambush (+20%), Detect Concealment (+20%), Tracking (+15%), Wilderness Survival (+15%), Holistic Medicine (+10%), Horsemanship (+15%), Prowl (+20%), Art (+10%), Literacy: Eastern Warrish/Japanese: 98%, Writing (+20%), WP Sword, WP Archery and Targeting, Hand to Hand: Martial Arts RCC Related: Select 10 skills from Domestic, Physical, Pilot (Warr Machines), Pilot Related (Warr Machines), Espionage, WP, and Wilderness. (Any at +5%) At least 4 must be Physical, and all attribute bonuses ARE added to scores, and any SDC bonus becomes MDC points. Can also select from Concealment, Palming, Math (either), Languages (+10%), Literacy (+10%), and Lores (any; +10%) Secondary Skills: Select 6 from the same list as Related, but with only IQ bonus, if any, and the other usual restrictions on Secondary Skills. Standard Equipment: Full suit of Samurai-style, mystic EBA (120 MDC), ordinary Katana and Daikyu, magic Katana (4D6 MD) and Daikyu (2D6 MD and 2x range), rations for 1 month. Usually rides a Warr Horse (coming soon), but can learn to pilot anything at a later date (Base skill + IQ bonus only; only after 3rd level; only applies to non-Warr machines, which can be learned immediately) Combat: +2 attacks, +3 to Initiative, +3 to Strike, Parry, Dodge, and Roll, all in addition to any attribute bonuses. That's all for them. Some of the details (Warr Horses, Warr Machines) will be explained later. Bye. ---------------------------------------- Allan Harrison ah124@ccn.cs.dal.ca "But I must be the Carpeted Man!" from the Tick vs. El Seed "Sometimes the claws slip. Tell us where the Cajun is and they won't." Wolverine of the X-Men