Power, Animal Imitation
The user remains and looks completely normal for his species, but can mimic the abilities, traits, and behavior of animals. The user can use/imitate animal powers, they can run like an ostrich, swing like a monkey, sprint like a cheetah, move like a cat, take the strength of an ant, track like a dog, hide like a turtle, constrict like a snake, etc. They cannot transform into animals, as this power only enables the user to mimic animalistic traits while still in their original form. Some users can mimic multiple animals at once. Furthermore, the character has an affinity with his animal type and they accept him as one of their own. He can't command them, but predators, birds and herd animals may attack humanoids and predatory invaders that threaten one of their own (i.e. the animal player character).
Animal Bonuses & Ablities as a Basic and General Rule of Thumb:
Alligator
Traits: The alligator is a large, powerful and patient reptile
hunter who dwells in swamps and marshes. He is slow, even
lethargic, but can muster himself into great bursts of energy
or speed. Alligator is usually calm and quiet until something
tangible stirs him, like food, anger, a mate or survival. Alligator
likes to hide and wait for opportunity to come to him, but
this means he is also patient, confident, likes to wait in ambush
and strike suddenly, often with the element of surprise.
The Alligator totem can also include crocodiles, komodo
dragons, and other large reptiles or lizards.
Skills: Swimming (+10%), detect ambush, camouflage and
wrestling.
Bonuses: +20 to S.D.C., +1 to P.E. and M.E., +5% vs
coma/death.
Powers: +6 to P.S., add 20+lD4xlO to M.D.C.; powerful, locking
jaws bite, doing 5D6 M.D. and require a P.S. of 24 or
greater to pry them open; tail strikes do supernatural P.S.
damage +1D6 damage. Alligator can hold his breath for
one minute per P.E. point, swim, dive, and prowl underwater
(50% +5% per level of experience); swimming speed is double
land speed. Capable of a burst of running or swimming
speed that adds +10 to the speed attribute and lasts for two
melee rounds (30 seconds), but can only be performed once
every 15 minutes. The alligator's horror factor is 12.
Badger
Traits: Badger is a small mammalian predator who digs his prey
out of underground burrows, holes, or warrens. Badger is
confident, energetic and tenacious, always clawing for what
he wants. He is constantly on the go, looking for opportunity,
whether it be food, profit or fun. He is usually determined
enough to dig up or work hard for whatever it is he seeks, and
will stand his ground against insurmountable forces if it involves
something he believes is worth fighting for.
Skills: Athletics and Detect Concealment (+5%)
Bonuses: +1 to P.E., +2 to Spd., +1 to dodge, +1 to roll with impact,
and +1 to pull punch.
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Powers: +2 to P.S., +2 to P.P.; bite damage is 3D6 M.D., claws
add 1D6 M.D. to supernatural P.S. damage, nightvision (200
ft/61 m), and digging through earth at a rate of five feet (1.5
m) per melee round, but does not leave a tunnel or passage
behind the character (one foot/0.3 m per melee round when
digging a hole). Tunneling, which does leave a passage, is
done at a rate of two feet (0.6 m) per minute.
Bat
Traits: Bat is a small flying mammal who has poor, nearsighted
vision, is light sensitive (hurts his eyes) and has a
frightening appearance. However, Bat is has a keen awareness
of everything around him (far better than what mere
sight might show), has superior hearing (ever alert and ready
for action), sonar/radar abilities (can sense/hear what others
often cannot), flies (has a spirit that soars and enjoys life), but
often hides in caves and dark places (tends to keep his deepest
thoughts and emotions hidden from others). Bat can be a
hunter (insects or small rodents) or a gatherer (eats fruit, nectar,
honey, etc.). He usually gathers in large flocks and enjoys
the company of others, although he may not work well with
others, especially in very regimented environments like the
army.
Skills: Land navigation (+10%), detect ambush (+5%) and intelligence.
Bonuses: +4 to speed attribute, +2 to initiative, +1 to dodge,
rarely surprised (enemies prowl against the bat at -20%).
Powers: +1 to I.Q., +2 to M.E., +1 to P.P., add !D4xlO to flying
speed; bite does 1D6 M.D., flying claw strikes do supernatural
P.S. damage. Radar/Sonar allows the character to "see" in
nearly any condition, including total darkness or when completely
blind. It will also show the character the location of
any invisible opponent, but it will not be able to locate intangible
or otherwise nonsolid people or objects (like ghosts, illusions
or holograms). The bat has a horror factor of 13.
Bear
Traits: Bear is large and powerful. He goes through long periods
of quiet inactivity and can be quiet and nonassuming,
sometimes downright lazy. But he is known for his great
strength, imposing physical size, and ferocity when angered.
Bear is fiercely protective of loved ones (and tends to be loyal
to them) and that which belongs to him, and defends them
savagely. Bear is generally a calm, quiet powerhouse until
angered, provoked or threatened, then he becomes aggressive
or forceful, even murderous. When Bear rises on two legs and
bellows, one knows they have pushed him too far and Bear is
ready to fight or will stand his ground.
Skills: Body Building, climb, and wrestling.
Bonuses: +15 S.D.C., +1 to P.E., +1D4 to P.S., +2 to save vs
H.F.
Powers: +8 to P.S., +2 to P.E., +30 to physical M.D.C.; bite
does 4D6 M.D., claws add 3D6 M.D. to supernatural P.S.
damage. Heightened hearing and smell provide: +1 to initiative,
track by smell: 50%+5% per level, and identify/recognize
known scent: 40%+4% per level. The bear's horror factor
is 14.
Beaver
Traits: Beaver is a large, swimming rodent with a wide, flat
tail, wide, blunt teeth and powerful jaws for cutting through
wood. He is an industrious worker who enjoys physical exertion
and plays hard. He is a natural engineer, a skill he applies
to constructing dams and dens. Beaver loves to build and is
tenacious at it, whether he's building a structure made of
wood or a relationship. He is usually a trusted companion,
loyal, family-oriented, and usually well intentioned. When
given a narrowly defined task, he sticks with it and does well,
but doesn't necessarily work well with others (tends to be
clumsy, slow and loses sight of his position within a group)
nor in the execution of complex tasks that involves interworking
with others. Worse, beaver is usually so focused on the
immediate task at hand that he may be oblivious to other factors
(rarely sees the big picture) and often loses sight of how
his actions (like building a dam) might affect those around
him.
Skills: Swimming (+15%), carpentry and sculpting/whittling.
Bonuses: +2 to dodge in water, fatigues at half the normal rate,
+5% to any skill or labor involving construction or repair, and
a human bite does 1D6 S.D.C.
Powers: +1 to M.E., +2 to P.S.; bite does 2D4 M.D., can hold
breath for one minute per P.E. point, and can chew through
any nonmetal or stone S.D.C. substances (wood, rope, plastic,
etc.) at roughly a rate of one inch per minute. M.D.C. materials
cannot be gnawed through. Good hearing, water-resistant
fur, excellent swimmer, and +1 to initiative and +2 to dodge
underwater.
Blue-Jay
Traits: Blue-Jay is smart, bold, bright and beautiful, but this can
also make him selfish (anarchist or miscreant), boastful, loud,
outspoken, envious, greedy, and spiteful. He is a trickster
who cannot be trusted, for Blue-Jay usually thinks of himself
first and will use deceit and treachery to win the day. Blue-
Jay loves the spotlight (when positive), but avoids great responsibility
and denies blame for shameful, careless, or foul
deeds.
Skills: Land navigation (+10%), escape artist and palming.
Bonuses: +1 to I.Q., +1 to P.S., +1D4 to P.B., +1 to strike.
Powers: +1 to P.S., +5 to P.B.; +1 to strike, +2 to dodge; beak
strike does 1D6 M.D., supernatural P.S., and the bird can fly
at up to 60 mph (96.5 km).
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Boar
Traits: Boar is tough, quick, and short tempered. He is aggressive
and uncouth, with little regard for other's opinions. Arguments
and confrontations are common between Boar and
those around him. In a fight, he is relentless, brave and merciless.
The Boar Totem can also include pigs, other wild swine,
and tapirs.
Skills: Running and body building.
Bonuses: +2 to P.S., +1 to strike, parry, and dodge, +2 to roll
with impact, punch or fall.
Powers: +2 to P.S., +1 to P.P., +2 to P.E., +6 to Spd, +10 to
M.D.C.; tusks add 1D6 M.D. to supernatural P.S. damage,
and Horror Factor is 11. Heightened smell enables the boar to
track by smell: 35%+5% per level, and recognize scents:
25%+5% per level.
Bobcat
Traits: Like all cats, Bobcat is a quick, alert hunter, but he is
smaller than most feline hunters. Yet despite his size, he
fights like a whirlwind and takes pleasure in the fact that so
many people underestimate him. He is an excellent tree
climber and is a bit more cunning than most hunters. Bobcat
tends to be a brooding loner who prefers the freedom and
openness of the wilderness over the city. Bobcat avoids areas
of heavy populations or drifts along the edges of them. Likewise,
Bobcat is a loner, even among a group he respects and
cares about, often keeping his thoughts to himself and drifting
off to investigate things on his own. The Bobcat Totem can
also include the lynx and other small wildcats.
Skills: Climbing (+10%), prowl (+5%) and hunting.
Bonuses: +1 to M.E., +1 to P.P., +1 on initiative and +1 to
dodge.
Powers: +1 to I.Q., +2 to P.P.; retractable claws add 2D4 M.D.
to supernatural P.S. damage, nightvision (500 ft/152 m), leap
15 feet (4.6 m) high or lengthwise, and +10% to climb skill.
Buffalo
Traits: Buffalo is an imposing creature in size and brute
strength. He is a strong, hardy, fast, provider and protector
who is at peace with his place in the world. Buffalo is not a
hunter, but a grazer who accepts his place in life and exhibits
quiet strength and endurance. Buffalo loves the company of
others, is helpful, compassionate, merciful and works well in
groups of any size — a team player who thinks of others before
himself. If there is any (arguably) negative trait, it is that
Buffalo is complacent and not aggressive. He is happy to
avoid trouble and problems rather than confront them, but
when he does, he faces them head on.
No other animal holds a more important place in the hearts
or lives of the Plains Indians who give Buffalo nearly unequaled
spiritual significance. To the Native Americans, Buffalo
represents the ultimate in spiritual strength and
self-sacrifice — a powerful, yet gentle animal who is willing
to sacrifice himself so that others (humans) can prosper (traditionally
the buffalo provided the Plains Indians with food,
fur to stay warm, hides to make clothes, moccasins to cover
the feet, horn and bone to make weapons, tools and art, and
so on). The Buffalo Totem also includes bison, yaks, and
other large, thick-haired herd animals.
Skills: Wilderness survival (+10%), skin and prepare animal
hides (+5%), and land navigation.
Bonuses: +20 to S.D.C., +3 to P.S., +2 to damage.
Powers: +4 to P.E., +8 to P.S., +!D4xlO to physical M.D.C.;
gore or smash with horns does supernatural P.S. +3D6 M.D.,
running ram with horns does supernatural P.S. +4D6 M.D.
and uses two attacks. Acute hearing and good sense of smell.
Bonuses: +1 to initiative and +1 to dodge. The spiritual
power of the buffalo gives it an aura of awe for an equivalent
of a horror factor of 15!
Bull
Traits: Bull is strength, power and charisma. Even when quiet
and docile, there is something about him that seems dangerous
and powerful. When provoked, his strength and speed are
displayed without restraint. He is an excellent fighter, brave
and strong, but has a dangerous tendency to rush into battle
headlong and ignore/disregard strategy and tactics in favor of
brute strength and a straightforward fight. Bull hates duplicity
and lies because he has not the skills for them himself, thus
he prefers all things to be black and white — straightforward.
When angered beyond reason (sees red), he will fight without
consideration of the danger or odds against him and is easily
provoked into combat. Works reasonably well with others,
but will charge off on his own when angry, provoked, excited
or sad. Bull may often seem uncaring, but he is simply unconcerned.
This totem can also include the ox and other bovine
work animals.
Skills: Body Building and herding cattle (+5%).
Bonuses: +12 to S.D.C., +2 to P.S., +6 to Spd., +1 on initiative
and +2 to save vs horror factor.
Powers: +2 to P.E., +6 to P.S., +3 to save vs horror factor, and
+5D6 to physical M.D.C.; gore or smash with horns does supernatural
P.S. +2D6 M.D., while a running ram does 5D6
M.D. plus supernatural P.S. damage, but counts as two attacks.
Coyote
Traits: The spirit god Coyote has the most expansive reputation
in Native American legends. He is the ultimate trickster and
con man, but he is also often a hero and earns a unique place
as a respected leader and trickster. The antics of Coyote are
tolerated because it is believed that he understands much
about the universe, and by questioning the ways of man, even
sacred ways, he is helping them to learn.
The Coyote Totem represents both the negative and positive
(not necessarily good and evil) and is ideal for characters
of unprincipled alignment (anarchist and aberrant to a lesser
degree). Coyote is both smart and silly/buffoonish; crude and
kind; generous and greedy; friendly and treacherous; forthright
and tricky; at times he is honest, knowledgeable and
helpful, yet other times he is deceitful, secretive and tricky.
Coyote is curious and likes to know about everything and
everybody, although he is not likely to share all his secrets or
treasures. Bold, confident and charismatic (but rarely reckless
or foolish), Coyote prefers to work behind the scenes, making
a surprise appearance (with impeccable timing) to reap the reward
and accolades of others for his handiwork. He can be
manipulative but has a high regard for life and never sacri-
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fices a pawn out of cruelty or revenge. In fact, Coyote can exhibit
surprising loyalty to those he likes, respects or finds
challenging. Despite his antics, Coyote tends to do what's
right/moral and cares about people, especially Native Americans.
He enjoys all aspects of life and drinks deeply in life's
experience — the more challenging and risky, the better.
Skills: Disguise (+10%), imitate voices (+5%), ventriloquism
(+5%), and Cardsharp (+10%; loves to gamble).
Bonuses: +1 to I.Q., +1 to M.A., +1 on initiative, and +2 to
dodge.
Powers: +3 to M.A., +1 to P.P., +4 to speed; claws add 1D4
M.D. to supernatural P.S. damage, bite does 2D6 M.D.,
heightened smell enables the coyote to track by smell: 50%
+5% per level, and recognize specific scents: 40% +5% per
level.
Crawfish (Crayfish)
Traits: Crawfish wears armor the dark color of blood and is
brave, even when threatened by giants and great forces.
Crawfish is bold, deadly and asks for no quarter in combat,
and offers none in return. He is tenacious and patient, willing
to wait for his enemies to make the first or a foolish move before
striking; has a good head for tactics. These are the characteristics
of a true warrior, and this is a totem of courage and
war. The totem can also include other salt or fresh water crustaceans
like crabs and lobsters.
Skills: Fishing (+10%) and Paired Weapons
Bonuses: +10 to S.D.C., +2 to P.E., and +3 save vs Horror Factor
Powers: +3 to M.E., +3 to P.S., +3 to Spd.; +104x10+10 to
physical M.D.C. (shell), immune to Horror Factor, claws add
2D6 M.D. to supernatural P.S. damage, Antennae act as motion
detectors (see description on page 230 of Rifts® for full
details) that adds +1 to dodge and +1 to initiative, and penalties
for blindness are halved. Horror Factor (as giant animal)
is 12.
Deer
Traits: Deer is gentle, passive and friendly, yet defensive and
evasive — wary of magic and secrets. If threatened, he prefers
to run, and will rarely fight unless cornered or defending
itself or a loved one. Deer has a position of respect similar to
that of Buffalo, in that he sacrifices himself regularly for the
survival of man. This totem includes all types of deer.
Skills: Running, Detect Ambush (+5%)
Bonuses: +6 to Spd., +1 to initiative, and +2 to dodge.
Powers: +2 to P.S., +1 to P.E., +20 to Spd., gore attacks with
antlers adds 1D6 damage to supernatural P.S. damage, ramming
adds 2D6 to supernatural P.S. damage (and only uses
one attack due to the deer's agility and speed), can leap 8 feet
(2.4 m) high or 12 feet (3.6 m) across, and has keen hearing;
+4 on initiative when combined with defensive maneuvers
(dodge, duck, leap, run away, hide), +1 to parry, +2 to dodge.
Dog
Traits: Dog is the long-time companion of man; a brave and
trusted ally. He is a guardian and protector, who represents
loyalty, faithfulness and friendship (and such traits breed confidence,
trust and strength in unity). Dog is cousin to the
wolf, which gives him a touch of the wild and courage and
ferociousness in combat or when angered. To friends, Dog's
bark is worse than his bite, to enemies he can be deadly, although
merciful. He is a companion and defender to the end.
This totem includes all domesticated dogs, from Terriers to
Wolfhounds.
Skills: Running, herd cattle, and breed dogs.
Bonuses: +1 to I.Q., +2 to M.A., +2 to ME., +2 save vs horror
factor.
Powers: +2 to P.S., +2 to P.E., +2 to P.P.; bite does 2D6 M.D.,
claws add 1D6 to supernatural P.S. damage, swim at 50%,
run at 35 mph (56 km) and heightened smell allows the dog
to track by smell: 60% +5% per level, and recognize scents:
50%+5% per level.
Traits: Crow is another common trickster in Native American
legends. He uses his sharp intelligence and cunning to outwit
and trick others. Crow is not quite the joker that Coyote is,
nor as selfish and spiteful as Blue-Jay, but can be crude and
self-serving, often taking (through trickery) what he desires;
Crow/Raven loves self-gratification and has an insatiable appetite
for food and sex. Although intelligent, clever and wise,
Crow often instigates trouble for the pure fun and anarchy,
despite the fact that his antics will get him into trouble as well
(the consummate fast-talker and resourceful quick-thinker,
Crow always thinks he can weasel out of trouble). Crow is
also a scavenger and an opportunist who can survive nearly
any situation or environment. He enjoys life and its many
challenges. This totem also includes ravens and minks.
Skills: Seduction (+10%), cooking (+10%), escape artist (+10%)
and Streetwise (+5%).
Bonuses: +2 to I.Q., +2 to M.A., +2 to spd. and +3 to save vs
psionics or magical mind control.
Powers: +4 to M.E., +2 to dodge when in flight, +3 to save vs
psionics or magical mind control. Beak/peck attack does 1D6
M.D., claws add +4 M.D. to supernatural P.S., and the bird
can fly at up to 80 mph (128.7 km).
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Crow/Raven
Dolphin
Traits: Dolphin is a benevolent sea creature believed to be the
original form of some sea-faring Native American tribes. He
is a swift, playful creature who enjoys life and people of all
races. Dolphin is gentle, caring and nurturing, but strong and
brave, willing to fight to protect himself or others. Dolphin
represents intelligence, compassion, loyalty, friendship and
strength of character. Works well with groups; a reliable team
player. The totem includes all types of dolphin, porpoise and
killer whale.
Skills: Swimming (+20%) and sing.
Bonuses: +1 to I.Q., +1 to M.E., +2 to M.A., and +2 to dodge
underwater.
Powers: +1 to I.Q., +1 to M.E., +2 to M.A., +2 to P.P., +20 to
speed in the water, +12 to physical M.D.C.; bite does 1D6+4
M.D., ram does supernatural P.S. damage, they take 1/2 damage
from cold, can hold their breath for P.E.x2 minutes, and
have sonar that allows the dolphin to "see" underwater in
nearly any condition, including total darkness. Sonar will also
show the character the location of any invisible opponent, but
it will not be able to locate intangible or otherwise nonsolid
people or objects (like illusions, ghosts or holographic projections).
Eagle
Traits: Eagle is another totem that is greatly respected. He is a
large, majestic predator, noble and strong in appearance and
free to follow the wind. Eagle is a great hunter with keen eyes
and sharp talons, always striking swiftly and cleanly — offering
mercy in combat as quick death. Eagle represents
strength, pride and hunting. This totem includes all types of
eagles and condors.
Skills: Fishing (+10%) and hunting.
Bonuses: +1 to P.P., +3 to Spd, +1 to M.A., and +1 to strike.
Powers: +2 to P.P., fly at speeds up to 70 mph (112.6 km); talons
add 3D6 M.D. to supernatural P.S. damage, bite does
4D6 M.D., and their extraordinary sight allows them to see
details up to two miles (3.2 km) away. Eagle is also +2 to initiative,
+1 to strike, +1 to disarm, and +2 to dodge.
Ferret
Traits: Ferret is small and agile, inquisitive and secretive. He is
adept at finding a way into things (including people's affections),
loves to explore and play, and enjoys collecting curious
and fun items. Fun-loving Ferret argues he is not a thief,
but whatever is not claimed by another, he feels free to take
for himself. This totem also includes weasel, ermine, sable,
grison and marten.
Skills: Pick Pockets (+10%) and climb.
Bonuses: +2 P.P., +2 to Spd, and +1 to dodge.
Powers: +2 to P.P., +10 to Spd; claws add 1D4 to supernatural
P.S. damage and +10% to climbing, bite damage is 2D6, and
the increased metabolism of these animals gives them +2 to
strike and +2 additional attacks per melee round, but the incredible
metabolism means they must eat four times what a
normal person would (in human form, they only require twice
the amount).
Fox
Traits: Fox is the small cousin of Wolf and Coyote. He is not
the trickster that Coyote is, but he is a deceiver and a thief.
His size prevents him from being the masterful hunter and
warrior that Wolf is, so Fox is resourceful and sneaky. Many
equate his actions to cowardice or treachery, but that is how
Fox survives. He avoids conflicts he cannot win, and steals
from or tricks people too large and/or powerful for him to
fight. He is a thinker and cunning, thus he often represents
wisdom.
Skills: Escape artist (+5%), pick locks (5%), palming and
trap/mine detection.
Bonuses: +1 to I.Q., +2 to M.E., +3 to Spd., and +1 to dodge.
Powers: +1 to I.Q., +1 to P.P., +6 to spd; supernatural P.S., bite
does 2D6 M.D. Fox also swims at 50%, climbs at 50%, runs
at 30 mph (48 km) and heightened smell allows the fox to
track by smell: 60% +5% per level, and recognize scents:
50%+5% per level.
Goat
Traits: Goat is a tenacious survivor who is resistant to even the
harshest climates and can survive on very little food when
necessary. He is actively territorial and will challenge anyone
who violates his (physical or spiritual) domain. The goat
tends to be impetuous and stubborn. This totem also includes
sheep.
Skills: Wilderness Survival (+10%)
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Bonuses: +2 to P.E., +1 to M.E., and +1 to save vs. poison,
drugs, and magic.
Powers: +2 to I.Q., +8 to P.E., +4 to Spd, Ram with horns adds
2D4 to supernatural P.S. damage, Extraordinary resistance
gives +5 to save vs. poison, +3 vs. drugs, +3 vs. magic, and
+2 vs. psionics. Amplified Hearing (identical to the Cybernetic
Sensory Implant of the same name): +1 to parry, +2 to
dodge, and +6 on initiative.
Hawk/Falcon
Traits: Hawk is a small, feisty and tenacious predator. He is not
as powerful as Eagle, but is an excellent hunter. He is tough,
resilient, and loves nothing better than to hunt and kill. Hawk
prefers to strike at his prey swiftly and without warning, using
the element of surprise as his weapon as much as his talons
and jaws. For Hawk, the kill is what's important, not the
battle or how one faces an opponent. If an enemy can be
struck down without warning, all the better — ideal for characters
of anarchist or evil alignments. This totem includes all
types of hawks, falcons, buzzards and kites.
Skills: Prowl (+10%) and hunting.
Bonuses: +1 to P.P., +3 to Spd, and +1 to strike.
Powers: +2 on initiative, +1 to strike, +2 to dodge, flies at
speeds up to 60 mph (96.5 km); talons add 2D6 M.D. to supernatural
P.S. damage, bite does 3D6 M.D., and their extraordinary
sight allows them to see details up to two miles
(3.2 km) away.
Horse
Traits: Horses have long been a favorite of the Native Americans
and many Native American names are references to
horses. Horse is smart, swift and strong. He can be a wonderful
loyal friend and companion, gets along well with others,
and is not afraid of hard work. Horse is beautiful, powerful,
graceful and fast — with a noble spirit that always runs free.
Skills: Running and Horsemanship: Cowboy
Bonuses: +1 to P.S., +1D6 to Spd., +10 to S.D.C., and can leap
one additional foot (0.3 m) per every four points of P.S.
Powers: +5 to P.S., +24 to Spd., +12 to physical M.D.C.; kick
attacks add +2D6 M.D. to supernatural P.S. damage, and
acute hearing adds +1 to initiative and +1 to dodge.
Hummingbird
Traits: Hummingbird is a fast and agile bird. Although tiny, he
is confident, bold and aggressive, encouraging him to attack
animals much larger than himself. Hummingbird rarely turns
down a challenge, even when he appears to be badly outmatched.
Unfortunately, his bold, hot-headed spirit often
makes him rush to combat when another recourse may have
been available to avoid or settle the matter without violence.
These traits and his brilliant plumage, endear him to South
American Indians as symbols of warfare.
Skills: Running and acrobatics (+10%)
Bonuses: +6 to Spd., +2 to dodge, +1 attack per melee, and
+10% to pilot hovercycles, jets, and other small, fast vehicles.
Powers: +4 to P.P., +50 to flying Spd., +2 to strike in flight, +4
to dodge in flight, +1 attack per melee round in flight (in addition
to the extra one above), and beak or claw attacks do
1D6 damage less than normal supernatural P.S. damage
(minimum of 1D4 M.D. damage if reduced to zero dice of
damage)! Like Ferret, the Hummingbird has an incredible
metabolism and must eat four times what a normal person
would (in human form, they only require twice the amount).
Mole
Traits: Mole is quiet, observant and secretive, easily forgotten
as he travels out of sight below the surface of the earth. Because
he is so inconspicuous, Mole often hears and discovers
things others would rather keep hidden. Mole is often the
quiet helper who is always present and ready to lend a hand
without fanfare, praise or undo reward. Note: Mole is often a
key helper in the survival of The Twins, heroes of Hopi legends,
and he is a favorite companion of Spider Woman.
Skills: Intelligence (+10%) and find contraband (+6%).
Bonuses: +2 to M.A.
Powers: +5 to P.E., Claws add 1D6 damage to supernatural P.S.
damage, nightvision (300 ft/91.5 m), but has light sensitive
eyes, and can dig through earth at a rate of five feet (1.5 m)
per melee round and does not leave a tunnel or passage behind
the character (one foot/0.3 m per melee round when digging
a hole). Tunneling, which does leave a passage, is done
at a rate of two feet (0.6 m) per minute. Excavating underground
areas, like rooms, is possible, and can be used to create
hiding places or to weaken structures. Excavating is done
at 10 cubic feet (3 m) per half hour and requires reinforcing
for permanence; otherwise, the cave-like area lasts 2D4 days
before collapsing. Heightened smell allows the mole to track
by smell: 20%+5% per level, recognize scents: 30%+5% per
level, and function blind or in total darkness at half the normal
penalties.
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Moose
Traits: Moose is a large, powerful game animal that provides
much meat, but he fights fiercely and shows himself to be a
test of strength. Moose is the valiant warrior destined to serve
a higher cause or purpose, such as providing for others. He is
a strong warrior who fights valiantly and with honor, so he
wins even if he loses the battle. This totem also includes elk.
Skills: Boxing and swimming (+10%).
Bonuses: +2 P.S., +1 P.E., and +1 to strike.
Powers: +7 to P.S., +3 to P.E., +4D6 to physical M.D.C., +2 to
initiative, +1 to strike and parry; antlers add 2D6 to supernatural
P.S. damage when goring, kick with hind legs adds
2D6 M.D. to supernatural P.S. damage, and acute hearing.
Horror Factor 13.
Mouse
Traits: Mouse is small and quiet, observant and crafty. He and
his kin have been living with man for centuries (despite
man's best efforts to exterminate them). Native Americans do
not treat mice as the pests we do, and the Mouse totem signifies
adaptability, fertility and survival. This totem includes
rats, hamsters, ground hogs, and other small rodents.
Skills: Prowl (+5%), climbing and preserve food.
Bonuses: +1 to P.P., +2 to Spd., and +1 to save vs poison.
Powers: +1 to I.Q., +2 to P.P., +4 to Spd. Mouse does 1D6 less
than normal damage for their supernatural P.S., but its claws
add +10% to climbing. Their bite does 1D6 M.D. damage.
Acute hearing adds +1 to initiative and +1 to dodge, and digging
can be done at a rate of five feet (1.5 m) per melee round
and does not leave a tunnel or passage behind the character
(one foot/0.3 m per melee round when digging a hole). Tunneling,
which does leave a passage, is done at a rate of two
feet (0.6 m) per minute.
Opossum
Traits: 'Possum is quiet and unobtrusive, watching from a tree
branch overhead, waiting for an opportunity (or just watching).
When threatened or angered, he can be a vicious and
savage fighter. However, 'Possum is cunning and a fair actor,
able to feign outrage and ire to intimidate others, and, if necessary,
convincingly play dead.
Skills: Climb (+15%) and acrobatics.
Bonuses: +1 to M.E., and +2 save vs psionics or magic that
paralyze or immobilize, +3 to save vs horror factor.
Powers: +2 to M.E.; bite does 1D6 M.D. and claws add 2D4
M.D. to supernatural P.S. damage. The long prehensile tail
can support or carry the character's weight, helps to hold and
climb, maintain balance, and is +1 to parry with melee weapons.
Nightvision 400 feet (122 m), heightened smell enables
the 'possum to track by smell: 30%+5% per level and recognize
scents: 25%+5% per level. The 'possum is also able to
feign death in a manner identical to the physical psionic ability
of Death Trance, but at no I.S.P. cost.
Otter
Traits: Otter is friendly, fun-loving and playful. He avoids combat
if at all possible and will help anyone he finds in need.
Otter is a pacifist who, even when faced with self-defense,
will seek to escape, evade, or end the fight quickly. Otter can
be lazy or complacent for short periods, but life is too interesting
and fun for him to lay dormant for long.
Skills: Swimming (+15%); excellent diver.
Bonuses: +1 to I.Q., +2 to M.A., and +2 to Spd.
Powers: +2 to P.P., +6 to Spd, +2 to initiative and +1 to dodge;
can hold its breath for one minute per P.E. point, heightened
smell enables the otter to track by smell (45% +5% per level)
and recognize scents (45% +5% per level), and its whiskers
detect vibrations which means penalties for being blind are
half.
Owl
Traits: Owl is a totem of mystery and darkness. It is not an evil
totem, and the association of the owl with bad medicine is
often misunderstood. Owl often follows bad magic, but he
does not bring it. Owl is the keeper of secrets and lost knowledge
and is often thought to represent wisdom, but knowledge
and wisdom are not the same thing. Owl knows the
difference, however, and he also knows about bad medicine
and evil ways. Owl is also a hunter in the darkness who sees
into the dark of night and the darkness of a man's soul with
equal clarity. When aflight as a hunter, Owl strikes silently
and swiftly, often appearing out of the darkness like a vengeful
phantom. He tends to be a pragmatic loner. He usually
keeps his suspicions and dark thoughts to himself, but keeps a
watchful eye on those he believes to be duplicitous, evil or
harbingers of bad medicine. Owl is attracted to all things
magical, dark and dangerous but knows when to leave wellenough
alone, and does not usually covet dangerous things
that will lead to his corruption or demise.
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Skills: Streetwise (all; +10%), lore: demons and monsters (+5%)
and lore: magic/geomancy and lines of power.
Bonuses: +1 to I.Q., +1 to M.E., +1 on initiative, +1 to save vs
magic and +2 to save vs possession.
Powers: +2 to M.E., +2 to P.P., and flying speed is 45 mph (72
km); claws add 2D6 M.D. to supernatural P.S. damage, extraordinary
sight that allows details to be seen up to two miles
(3.2 km) away, but nightvision is limited to 1,000 ft (300 m).
Acute hearing and sense of smell adds +2 to initiative and +1
to dodge.
Porcupine
Traits: Porcupine is quiet and tends to rely on his natural defenses
in nearly any situation, even social ones. He tends to
keep to himself as much as he is allowed, but when he does
engage in conversation, he relies more on his own beliefs and
opinions than on fact. Arguments with Porcupine are practically
a waste of time because he is hard-headed and rarely
ever changes his views. Verbal attacks roll off his back (ignores
'em) and in combat situations, he is defensive and will
only attack if an opening presents itself.
Skills: Identify plants and fruits
Bonuses: +2 to M.E., +2 to P.E., and +2 to parry.
Powers: +15 to physical M.D.C., heightened smell enables the
porcupine to track by smell at 30%+5% per level; excellent
hearing. Quills act as a natural defense inflicting 2D6 damage
(S.D.C. in normal animal form and M.D. in giant animal
form) to anyone grabbing, grappling, punching, or hitting the
porcupine. Body slams or blocks by the character do 5D6
M.D. and forearm attacks do 2D6 M.D. plus supernatural P.S.
damage.
Puma/Mountain Lion
Traits: Also known as cougars, panthers, and mountain lions,
Puma is a large, agile hunter. He has all of the traits of large cats,
including strength, speed, cunning and deadly claws and teeth.
Puma is at the top of the food chain and has no natural enemies.
He is confident and cautious at the same time, judging his prey
against his own abilities and cool under fire.
Skills: Hunting, tracking (+5%) and climbing.
Bonuses: +2 to P.P., +1 to P.S., and +2 to Spd.
Powers: +4 to P.S., +6 to Spd., +2 to initiative, +2 to pull punch,
+1 to parry, +1 to roll with impact and +1 attack per melee
round. Claws add 3D4 to supernatural P.S. damage and bite
does 3D6 M.D. Heightened sense of smell enables the puma
to track by smell: 40%+5% per level, and recognize scents:
35%+5% per level; keen hearing and Nightvision extends to
200 ft (60 m).
Rabbit
Traits: Rabbit is swift and alert, always watching and wary. In
unfamiliar territory he is unobtrusive, quiet and cautious, but
when among friends and in a safe place, he becomes gregarious
and relaxed. Rabbit values freedom among all else. This
totem includes all types of Rabbits and Hares.
Skills: Running and detect ambush (+5%).
Bonuses: +2 to initiative, +1D6 to Spd., and +1 to dodge.
Powers: +4 to P.P., +15 to Spd., +2 on initiative, +1 to parry, +2
to dodge. Powerful leaps can propel the animal one foot per
P.S. point vertically and two feet per point horizontally!
Heightened smell and hearing. The rabbit also gets the Leap
Kick and Jump Kick; see Rifts®, page 35) and they only cost
the Rabbit two of his attacks. Kicking attacks add 2D6 to the
supernatural P.S. damage.
Raccoon
Traits: Raccoon is very intelligent and adaptable. He uses his
"hands" the same as humans to wash food and manipulate
simple tools. Raccoon is crafty, cunning and tricky. He enjoys
living by his wits and loves battles of words and wits —
few animals besides Raven and Coyote can match his smarts
and cunning. He would rather out-think an opponent than engage
in combat, and Raccoon has nearly as many humiliated
enemies as Raven. However, Raccoon tends to underestimate
his opponent and takes foolish risks. Although he can benefit
any group, his shenanigans and risk taking are just as likely to
get the group into trouble.
Skills: Intelligence (+10%) and cardsharp.
Bonuses: +2 to I.Q., +2 to M.E., +2 to M.A.
Powers: +4 to M.A., +3 to save vs illusions, +1 on initiative,
climb at 80%/60%, swim 65%, nightvision 600 feet (183 m),
and supernatural P.S. The raccoon's paws are articulated,
which allows it to perform skills in animal form, unlike most
other totem animal forms.
Rattlesnake
Traits: Rattlesnake is the harbinger of death. He is a cold, silent
hunter who is so quick and confident that he warns his foe
with the sound of his rattle just before he strikes. Cool under
fire, calculating, patient and lightning fast. Tends to be dispassionate
toward death and suffering; life is hard and people
die. This totem includes all rattlesnakes, vipers and cobras.
Also see Snake.
Skills: Paired weapons: handguns (or knife) and quickdraw: revolvers
and pistols the same as the Gunslinger O.C.C. (see
Rifts® New West, page 93). This character is a natural for
becoming a Gunslinger or Gunfighter. If one of these O.C.C.s
is selected, do not take the above skills and bonuses twice.
Bonuses: +2 to P.P. +2 to M.E. and +1 to initiative.
Powers: +1 attack per melee round, +2 to P.P., +4 to save vs
poisons, drugs and toxins, +5 to save vs horror factor, and
+10 to physical M.D.C. Prowl 68%, climb 70%/60%, swim
60%, nightvision 400 feet (122 m), thermal sense detects heat
like a thermo-imager to a range of 100 feet (30.5 m), and
once every other round, a special darting strike can be made
that adds +4 to initiative, +2 to strike, and +1D6 to bite damage,
but counts as two melee attacks. Supernatural P.S., and
poisonous bite inflicting 6D6 additional points of damage
(save vs lethal poison of 14 or higher for half damage). Horror
Factor 14.
Seal
Traits: Seal is playful, fast and agile in the water, but awkward
on land. He is a superb swimmer and fisher, but avoids enemies
larger than himself, and is aggressive and combative to
those smaller than he. Seal knows his place and rarely ventures
far from it. Characters with this totem are typically excellent
in one or two areas (or has one outstanding attribute)
103
which makes his area of expertise narrow, and him clumsy at
other endeavors. He usually recognizes his strengths and
weaknesses and works well in a team where others can compensate
for his failings and his strengths can do the most
good. This totem also includes walruses, manatees, and similar
large water mammals.
Skills: Swimming (+15%) and fishing (+5%); loves the water,
particularly oceans and seas.
Bonuses: +1 to M.E., +1 to M.A., and +1 to all combat rolls
while in the water (including strike, parry, dodge, roll, damage,
etc.)
Powers: +1 to M.E., +2 to P.P., +10 to Spd when swimming,
+10 to physical M.D.C., immune to normal cold and freezing
temperatures, and supernatural or M.D.C. cold attacks only
do half damage. The seal also has keen vision, allowing it to
see a 2 ft. (.75 m) object clearly at a distance of 2 miles (3.2
km) and can hold its breath underwater for one minute per
every two P.E. points.
Shark
Traits: Shark is the silent hunter of the sea. He is swift and
deadly, often losing all control to a blood frenzy. Shark is the
totem of a warrior. He lives for combat and wallows in blood.
Many live simply to feed and kill. Shark is a restless spirit always
on the move and always in search of new battles. He
can be a dangerous totem, even to his friends. This totem also
includes barracuda, piranha, and other predatory fish.
Skills: Swimming (+10%) and tracking (+5%).
Bonuses: +2 to P.S., +2 to P.E., +1 to strike, and +2 to save vs
horror factor.
Powers: +4 to P.S., +2 to P.E., +20 to physical M.D.C.; bite
does 6D6 M.D., tail swipe does 2D6 plus supernatural P.S.
damage. Shark can track prey by blood scent in water (70%
+5% per level), and faint blood traces can be smelled up to
two miles (3.2 km) away.
Horror Factor: 15.
When a shark totem warrior is hit by a critical strike, kills
an enemy, or for each attack that damages his hit points (not
S.D.C.), he must roll a saving throw versus insanity or fly
into a blood frenzy. The frenzy is identical to Frenzy under
the Crazies O.C.C. (page 58 of the Rifts® RPG), but the 30
S.D.C. bonus is 30 M.D.C., and +1 to strike and parry.
Snake
Traits: According to some legends, Snake carries words from
the Gods of the Deep Earth Realm to mortals and animals in
the Middle Realm. As the messenger for the gods, Snake
knows many secrets, and he keeps them well, unless it is necessary
for him to pass them on. Many a hero has fulfilled his
quest with the help of Snake's whisperings. Snake is also a
symbol of fertility and rebirth because he knows all of the
paths to the spirit caves. His vast knowledge also includes
medicine. Generally, the snake is considered to be sly and
crafty; quietly watching, learning and waiting for opportunity.
His knowledge and sly patience makes others consider
him a bit untrustworthy and potentially dangerous. This totem
includes all nonpoisonous snakes.
Skills: Holistic medicine (+5%), surveillance and prowl.
Bonuses: +1 to M.A., and +5% to all skills involving medicine
and healing.
Powers: +1 to P.P., +4 to save vs disease, +2 to save vs horror
factor, supernatural P.S. and +6 to physical M.D.C. Prowl
60%, climb 70%/60%, swim 60%, nightvision 400 feet (122
m), thermal sense detects heat like a thermo-imager to a range
of 65 ft (19.2m).
104
T\irtle
Traits: Turtle is believed to be the animal that brought the first
earth from beneath the great sea to provide land for the animals
and man (other animals given this honor include beavers,
and crayfish). Turtle is seen as a provider and a
lifegiver. His shell makes him difficult to injure and a symbol
of protection. Characters of this totem usually also have a
hard shell that insults, challenges and lies have difficulty
penetrating. This makes Turtle even tempered and tolerant.
Although slow, Turtle is also steadfast. When given a task, he
will see it though to completion, but at his own pace.
Skills: Swimming (+5%) and fishing.
Bonuses: +1 to M.A., +2 to M.E., and +2D6 to S.D.C.
Powers: +2 to P.S., +50 to M.D.C. (shell), supernatural P.S., and
the turtle can hold his breath for one minute per P.E. point.
Whale
Traits: Whale is a giant, graceful, beautiful creature. He glides
through the seas in family groups, singing his hauntingly exquisite
songs. Whale is a protector and nurturer. To sea-dependent
tribes, like the Makah of Northeast America, Whale
is an important source of food, and he is revered by them the
way Plains Indians revere Buffalo. Whale is willing to sacrifice
himself for family, friends, and those worthy of such a
gift. He is noble, brave and loyal.
Skills: Swimming (+15%) and singing (+10%)
Bonuses: +1 to I.Q., +2 to M.A., +5 to P.S. and +15 to S.D.C.
Powers: +2 to M.E., +4 to M.A., +16 to P.S., +12 to swimming
Spd., dive 1000 feet (205 m), survive depths of up to 2 miles
(3.2 km), hold breath for two minutes per P.E. point, and +80
to M.D.C. Bite does 2D6 M.D., supernatural P.S., the whale
takes half damage from magical cold (normal cold does no
damage), and once per melee, the whale spirit form can Sing.
Singing takes concentration and thus reduces the character's
number of attacks and all combat bonuses, except saving
throws, by one (-1), but the Whalesong is a powerful magic
that can duplicate a number of spell effects. As long as the
character Sings (suffering the concentration penalties), one of
the following effects can be maintained: Befuddle, calling,
fear, repel animals, thunderclap, trance, or words of truth.
Each effect functions exactly like the spell of that name, as if
it were cast by a mage of the character's level, except duration,
which is equal to the length of time the character continues
to sing (maximum Song length is one melee per P.E.
point plus one melee per level). Singing can be done four
times per day, plus one additional use per day for each level
beyond two.
Wolf
Traits: Wolf is noble and courageous, a protector, defender and
fighter for his pack. Anyone the Wolf accepts as an equal and
a companion will be protected by Wolf to the utmost. Wolf is
the symbol of the chase and war, but he does not fight alone.
The entire pack will join in a battle, but if they cannot handle
the opponent, one wolf will be the last to leave so the others
can escape. Wolf is brave and smart, with a head for group
strategy and tactics, and loyal to family and friends.
Skills: Running, hunting and tracking (+10%)
Bonuses: +1 to I.Q., +1 to M.A., and +2 vs horror factor.
Powers: +2 to M.E., +2 to M.A., +2 to P.P., +2D6 to M.D.C.;
bite does 4D6 M.D. and claws add 2D6 to supernatural P.S.
damage, swim at 50%, run at 35 mph (56 km) and heightened
smell allows the wolf to track by smell: 70% +5% per level,
and recognize scents: 65% +5% per level. Horror Factor 12.
Amphibious (Frogs. Toads. Turtles. etc.): Swimming 82% + 1% per level of experience, can hold breath for one minute per P.E. attribute point, double Spd when swimming, can see underwater even in murky water, nightvision 500 feet (152 m), leap one foot (0.3 m) high and across per P.P. attribute point and +2 to
dodge (double underwater).
Birds (excluding birds of prey):+ 1 on initiative, +3 on Perception Rolls, can see 180 degrees, + 1 attack per melee round, +1 to parry, +3 to dodge and roll with impact, and +2D6 to S.D.C. or M.D.C., plus the character can fly, glide and hover (whether he has physical wings or not) one mph (1.6 km) per P.P. attribute point up to an altitude of 30,000 feet (9,144 m).
Fish: Swimming 98%, can breathe underwater and survive at a depth of up to two miles (3.2 km; unlimited if a shark or squid), plus the following bonuses when in or underwater or out of the water for less than five minutes: Spd attribute number x10 when swimming, can see underwater even in murky water, nightvision
1,000 feet (305 m), +6 to P.S. and is equal to Robot P.S. unless the character already has greater P.S., + 1 attack per melee,+ 1 on initiative,+ 1 to strike and parry, +2 to dodge and pull punch.
Herd/Running Animals (gazelle, horse, buffalo, elephant. rhino. etc.): +1D4 to P.S. and P.E. attributes, +22 to Spd attribute, + 1D6x10+ 12 to S.D.C. or M.D.C., + 1 on initiative and +3 to dodge. Automatically gets the Dowsing, Herding, Identify Plants & Fruits, and Land Navigation skills at 78% + 1% per level of experience and the character can ride any type of herd or riding animal whether tamed or wild.
Predatory Canines: +2 to P.S. and + 1D6+6 to Spd attributes, +1 on initiative, +2 on Perception Rolls, +1 attack per melee round, + 1 to strike, parry, and dodge, +2 to pull punch, and roll with impact, and +4D6 to S.D.C. or M.D.C. Automatically gets the Hunting and Tracking (people and animals) skills at 80% +1% per level of experience.
Predatory Felines: +4 to P.S. and +2 to P.P. and P.E. attributes, +2 on initiative, + 1 on Perception Rolls, +2 attacks per melee round, +1 to strike, +2 to parry and dodge, +3 to pull punch, +4 to roll with impact, and +5D6 to S.D.C. or M.D.C. Automatically gets the Climbing, Gymnastics and Prowl skills at 84% + 1% per level of experience.
Predatory Reptiles and Birds: + 1 on initiative, + 1 attack per melee round, + 1 to strike and dodge, + 1D6 additional damage on power punch, +2 to roll with impact, and +3D6 to S.D.C. or M.D.C. Automatically gets the Acrobatics and Land Navigation skills at 80% + 1% per level of experience.
Rodents, Nocturnal and Shy Creatures: + 1 attack/action per melee round, +2 to dodge and roll with impact, and +2D6 to S.D.C. or M.D.C. Automatically gets the Climbing, Escape Artist, Gymnastics and Prowl skills at 70% + 1% per level of experience.