Savage Rifts New D-Bees
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These are some new and converted D-Bees (races) for Savage Rifts. Values in parentheses are racial costs.
Converted from Rifts Conversion Book 1
Goblins are short (3-4' tall) humanoids, with mottled skin and a reputation for being dumb "sub-humans." This isn't entirely deserved, as Goblins form fully functioning communities; in some areas, they are even the dominant species, having driven back humans and other D-Bees. Though the race is descended from magical faerie folk, only one in 20 Goblins is a "Cobbler." Cobblers can magically shape-shift into small animals and know a couple of other innate spells. (For a non-Cobbler Goblin, delete the first bullet; obviously these are too weak to be a balanced playable race.)
- Cobbler: A Cobbler Goblin begins with Arcane Background (Magic), Spellcasting d4, the shape change power, and two more powers chosen from the following: darkness†, detect arcana†, speak language, stun. If a Cobbler chooses a framework providing Arcane Background (Magic), they instead raise their Spellcasting skill by one die type and start with two additional powers, but three of their starting powers must be shape change and two choices from the list above. (+3)
- Darkvision: Goblins ignore all illumination penalties. (+2)
- Obvious D-Bee: Reactions to Goblins start at Unfriendly, or Hostile if the person is xenophobic. Rolls for Healing or cybernetics are at -1 when made on a Goblin. (-2)
- Small: Goblins are Size -1, but this does not reduce their Toughness (they're scrappy). Their stature gives them -1 on rolls to use gear designed for humans; Glitter Boys are not an option. Clothing and armor may be tailored for Goblins, for double cost. Assume Goblin starting gear is customized for them. (-1)
- Wiry, Not Brainy: Goblins start with Agility d6 (maximum d12+1). However, they suﬀer a −1 penalty to all Smarts rolls, but not Smarts linked skills. (0)
Converted from Rifts: World Book 30
Dramins resemble humans, but with ashen-gray skin and lidless, solid black eyes. They are all solipsists; each one believes that he or she is the only "real" being in an otherwise illusory existence. Rather than giving into nihlism or megalomania, however, most Dramin believe that it's their duty to honor the great Creator of this reality by discovering what their proper path in life is (through journeys, introspection, and so on) and then pursuing it. A pair of sunglasses and long sleeves (or tinted lotion) are all a Dramin needs to masquerade as human, but the race's cold and aloof manner makes it hard to win friends -- not that they usually care about such things. They see most other beings (even other Dramins!) as useful tools or entertainment at best, pointless distractions at worst; the Loyal Hindrance is very rare among their race.
- Confidence: A Dramin starts with Spirit d6 and can raise Spirit as high as d12+1. (+2)
- Spiritual: Thanks to a lifetime of accepting the unusual and learning to suspend disbelief, any Dramin with an Arcane Background of any sort naturally has the Power Points Edge. Those who choose not to follow a supernatural path instead have 10 PPE that are only usable to power TW devices; as always, use Spirit to activate any TW powers. (+2)
- Discerning: Dramins get +4 on all rolls to penetrate illusions. This includes resisting the Illusion power, seeing through disguises (including the Disguise power), and spotting holographic projections -- but it does nothing against lies and hidden motives, or things hiding in plain sight (like most traps), and never offsets vision or general Notice penalties. (+1)
- Minor D-Bee: A Dramin's exposed skin or eyes will give their nature away, causing reactions to start at Uncooperative (or Unfriendly for human supremacists). (-1)
- Solipsist: Dramins believe that this reality is an illusion, perpetrated by a brilliant Creator. Although this is an all-encompassing belief, most Dramins don't see the need to expound on it constantly, making it a minor Delusion. (-1)
- Aloof: A Dramin can't really relate to other people, seeing them as virtual constructs or "scenery." This gives the race -1 on all Persuasion rolls. (-1)
Converted from Rifts: Conversion Book 1
For details on the various types of Faerie Folk, see A&M, p. 177. This racial build includes Faeries, Pixies, and Sprites. If a fae takes a framework featuring magic, add their racial spell list to the framework's list; they gain four additional powers and five of their starting spells must be racial powers (except for Frost Pixies, below).
- Little Spirits: Faerie Folk have -2 to all Strength rolls (including damage) and cannot raise their Strength above a d4. [-3]
- Obvious D-Bee: Reactions to Faerie Folk start at Unfriendly (Hostile for xenophobes), which will usually take the form of people attempting to kidnap them; many in the Federation and Atlantis will pay a premium price! [-2] Any Healing rolls on them are at -4, and they cannot have cybernetics (including Crazy/Juicer mods). [-4]
- Very Small: Faerie Folk are Size -3 and thus Toughness -3, ranging from 4" (Sprites) to 12" (Pixies); the Sprites count as Very Small instead of Tiny due solely to their wingspan. As such, non-area attacks are at -4 to hit them and they have +4 to hit normal-sized foes. They are at -3 to use human-sized gear and cannot wear normal armor or clothing. Faerie-sized gear costs 4× as much and weighs 1/4 as much. [+5]
- Pretty But Vacant: Faerie Folk are Very Attractive but also Clueless and Impulsive. 
- Flighty: Faerie Folk can fly at 12" (even the wingless Pixies). However, on the ground they have just Pace 5" and a d4 running die. [+3]
- Beings of Magic: Faerie Folk start with the Edges Arcane Background (Magic) and Power Points, 15 PPE total, and five powers chosen from the list on A&M, p. 178. [+6] (Note that their version of puppet has the Aspect limitation due to its narrow scope.) However, with the exception of spells cast on themselves, they cannot cast the same spell on the same target within 24 hours! This applies to any power they use, even from TW devices. [-1]
- Spiritual Complications: Faerie Folk take +4 damage from any attack involving salt; even having salt thrown on them does 1d4+4 damage. [-1] As well, they are tied too closely to magic to ever learn psionics. [-1]
Frost Pixies: These blue-skinned fae start with just four racial powers, one of which must be bolt. However, they have +4 to resist cold in any form, and cold-based attacks do -4 damage to them. A Frost Pixie with a magical framework starts with three extra powers, but one must be bolt and three more must be racial.
Converted from Rifts: World Book 30
These vaguely deer-like humanoids come from a chaotic world, where weather and tectonic activity were extreme and constantly shifting. Because of this, they've evolved to anticipate and deal with unexpected dangers. Their "flight or fight" reflex is incredibly strong; they see nothing shameful about retreating (either to regroup for a necessary fight or to simply run from an unwinnable or unnecessary one) but are also dangerous warriors when pressed. They have sleek bodies covered in short fur, hooved feet, and arms ending in a strange "half-hoof, half-hand" design (but no antlers). Fortunately, their form is close enough to humans to use most Earth equipment. Feni are vegetarians but are otherwise not picky, happily eating berries and fungi that would poison others; by the time the toxins are an issue, their Equilibrium ability (below) will kick in.
- Hardy: Feni start with Vigor d6 and can raise Vigor as high as d12+1. (+2)
- Flight or Fight: Feni are somewhat skittish and avoid violence whenever possible; treat as the Cautious and Pacifist minor Hindrances. (-2) But when forced to fight, Feni can be terrifying opponents; they all have an improved version of the Berserk Edge that gives +4 Toughness instead of +2. (+3)
- Loyal: All Feni are Loyal, which (combined with their enhanced Berserk) means they must roll to avoid berserking if one of their friends is injured by a hostile foe as well. (-1)
- Sensitive Nose: A Feni's sense of smell is as good as a Dog Boy's, just without the ability to sniff out the supernatural. Feni have +2 on Notice rolls involving smell and on Survival rolls to track; they can track by scent alone. (+2)
- Chameleon Fur: As long as a Feni is wearing no more than Light armor and is moving at no more than half Pace, she has +2 on all Stealth rolls. (+1)
- Equilibrium*: When exposed to a new, hostile environment, a Feni can quickly adapt to it, temporarily gaining a 1-point racial trait to best deal with the situation (GM's call). Examples include Aquatic if underwater, Environmental Resistance to heat/fire if in the desert, Low-Light Vision if in a pitch-black cave, or Immune to Poison if exposed to toxic gas. This triggers automatically when the Feni is exposed; his next turn is spent sneezing, coughing, and in pain as his body adjusts. During this turn, he can only take free actions; he must also deal with being exposed for one turn. At the end of this turn, his equilibrium is in place and remains until this ability activates again for a new threat. A Feni may only have one equilibrium trait at a time; if more than one adaptive trait would make sense, it's up to the GM which he gets. (+3)
- Alien: A Feni is an obvious, if unthreatening D-Bee. Most people start at Uncooperative, though the intolerant will be Unfriendly. Any Healing checks are at -2 involving a Feni, medical supplies cost double, and they cannot have cybernetics installed (including crazy/juicer mods). (-4)
- Prosaic: The Feni's home world is chaotic and dangerous, but not supernatural in any way. They have no capability for magic or psionics and cannot use TW devices. (-2)
Converted from Rifts: World Book 30
Full name "Iktektumiks," these massive (7-9') D-Bees come from a world where, ironically, they were the smallest prey. Their large, dark, widely spaced eyes and upright (horse-like) ears give them excellent senses and their pebbly skin offers good protection. Their upper bodies are disproportionately large, with overly broad shoulders and long, thick arms, and their legs are digitigrade. Despite being physically formidable, they retain prey instincts, and thus tend to be a bit skittish and nervous until they become used to new people, situations, etc.
- Powerful: Ikteks start with Strength d8 (maximum d12+2) and Vigor d6 (maximum d12+1). (+6)
- Massive: Ikteks are Size +2 (comparable to Grackle Tooths), which gives them +2 Toughness, and their armored hide also provides +6 Armor. (+5)
- Cavers: On their home world, they learned to hide in caves and use mountainous terrain to their advantage. They get +2 to Athletics for climbing rolls and +2 to Common Knowledge or Survival rolls for answering questions related to caves, mines and mining, cliffs, etc. (+1*)
- Alien Outside: An Iktek requires custom armor, is at -2 to operate human vehicles and robot armor, and reactions to them start at Unfriendly, or Hostile for xenophobes. (-4)
- Alien Inside: Any Iktek-related Healing checks are at -2, medical supplies cost double, and they cannot have cybernetics installed (including crazy/juicer mods). (-3)
- Huge Eyes: Ikteks have +2 to all vision-based Notice rolls. (+1) But their -2 penalty to use human gear extends to optics (including scopes), due to different color vision and eye spacing. (-0*)
- Heavy Footsteps: While the Iktek were considered "stealthy" by the standards of the gargantuan predators back on their home world, here on Earth their natural footfalls are easy to hear. They can learn to overcome this, but start without Stealth as a core skill. (-1)
- Skittish: Itkek tend to be timid and need time to acclimate to new things. They have the Cautious and Yellow hindrances. (-3)
Lannics are flying humanoids with feathered wings, clawed hands and feet, and digitigrade legs, but very human-like heads and torsos. They come from a mountainous world, in which most communities never grow beyond the size of a town and are set some distance apart from another. They were somewhat insular there, only interacting with other settlements while out scavenging. Here on Rifts Earth, they tend to keep to mountains and foothills as well, though several have set out to explore the world.
Elle of Owls (from the Tomorrow Legion) is a Lannic.
- Maneuverable: Lannics start with Agility d6 and may raise Agility as high as d12+1. (+2)
- Flight: Feathered wings allow Lannics to fly at Pace 12". As with all winged races, they cannot fly if their wings are fouled or bound. (+4)
- Talons: A Lannic can claw, with either feet or hands, for Str+d4 damage. They are never considered unarmed. (+2)
- Perceptive: Lannics get +2 to all Notice rolls. (+2)
- Distinctive D-Bee: There's no way for Lannics to hide their racial identity. Reactions to them typically start at Unfriendly, or Hostile for human supremacists. (-2)
- Non-Standard Physiology: A Lannic can only wear custom armor (triple cost) and is at -2 to operate vehicles, robot armor, etc. All Healing and cybernetics checks are at -1. (-3)
- Warm-Weather Flier: Lannics resist cold at -4, and any cold-based attacks do +4 damage. (-1)
- Hollow Bones: Lannics have -1 Toughness. (-1)
- Magpies: A Lannic can't help being attracted to shiny things -- money, new weapons, Glitter Boys, etc. This is a Quirk. (-1)
Converted from Rifts: World Book 30
These massive humanoids are 10-12' tall, weigh 600-1,000 lbs., and are covered in a layer of blubber underneath thick, shaggy fur. Picture an elephant's head (only furry) atop a grizzly bear's body, and you're close. But despite their tusks and long, sharp claws, Mastadonoids are not a violent people. They tend to be quiet loners, living a simple life out in the wilderness, though a few have entered civilization. They have a modest affinity for magic, but not for psionics; in fact, only Mastadonoid Mystics and Rose Knights can learn any psi, and even then it's weak.
- Raw Muscle: Mastadonoids start with Strength d10 (maximum d12+3) and Vigor d6 (maximum d12+1). (+8) However, they also suffer -1 to all Smarts rolls (but not Smarts-linked skills). (-2)
- Massive: Mastadonoids are Size +3, which gives them +3 Toughness. (+3) However, this means they require custom armor and are at -2 to operate human vehicles and robot armor (-2). Though mammalian, their slightly different biochemistry imposes -1 to all Healing checks on them. (-1)
- Blubber and Fur: Mastadonoids ignore normal cold weather. Against cold-based attacks, they resist at +4 and take -4 damage. (+1) They are incredibly uncomfortable in hot environments, however. If the ambient temperature is hot enough to inflict Fatigue, Mastadonoids resist at -4 and, even if they succeed, are at -1 to all trait rolls and Pace until they can get out of the heat. (-1)
- Tusks and Claws: Mastadonoids are always considered armed, and strike for Str+d6 damage. (+3)
- Honorable: A Mastadonoid keeps her word, treats others with respect until given a reason not to, and otherwise acts as per the Code of Honor Hindrance. (-2)
- Scary D-Bee: Only the few people who have lived among Mastadonoids or had a similar degree of experience with them are likely to react positively to these huge, powerful, and misunderstood D-Bees. Most people start at Unfriendly, with xenophobes being outright Hostile. (-2)
- Primitive: Mastadonoids don't deal with technology well. They have the All Thumbs Hindrance (which can be removed via an advance) and cannot have cybernetics, including the crazy/juicer mods. (-2) Despite the risk, a few have come to love wielding vibroblades.
- Restricted Path: Mastadonoids lack psionic potential. One cannot have Arcane Background (Psionics) except as part of an iconic framework that includes two Arcane Backgrounds, and even then the hero starts with one fewer psionic power than normal. (-1)
From Savage Rifts: Arcana & Mysticism, but adjusted here for balance and theme
Inter-dimensionally ubiquitous, orcs hail from an untold number of worlds. They proliferated on Rifts Earth, inhabiting everywhere in North America from the New West and Pecos Empire (where they make up nearly a third of all bandits) to southern Canada and Calgary. The burly green-skinned humanoids are also known to inhabit the wilds of Europe and other parts of the globe in great numbers. Impressed by might and delighting in martial competition, orcs often become the minions of power-hungry individuals who give them a chance at the destruction and chaos they crave. Many orcs are naturally drawn to the tyranny of Lord Dunscon and the chance for constant battle against the “fairer species,” skulking and robbing in the shadows of civilized territory, a plague in the remote regions of the Coalition States and the borderlands of Free Quebec.
- Hated D-Bees...: Orcs have a rightly deserved reputation as raiders, killers, and worse, who prey on everyone around them. Their Reactions start at Hostile even among the openminded. Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services such as healing, repairs, etc. Blunt and aggressive, orcs also take -1 on all Persuasion rolls, even among other orcs! (-4)
- ...For a Reason: Orcs have the Driven (Major, prove myself through battle and conquest) and Ruthless (Minor) Hindrances. They constantly seek battle and show no quarter to those who fight them, though most will take prisoners when there is benefit in doing so. (-3) (Bloodthirsty and Ruthless (Major) are very common, but not ubiquitous enough to be racial traits.)
- Big and Tough: Orcs start at Size 1 (which gives +1 Toughness), with Strength d6 (maximum d12+2) and Vigor d6 (maximum d12+1). (+5)
- Instinct Over Intellect: Orcs act on their instincts, intellectual pursuits are not common for them. They suﬀer a −1 penalty to all Smarts rolls, but not Smarts linked skills. (-2)
- Big Eyes, Big Teeth: Orcs have Low-Light Vision, ignoring penalties for Dim or Dark lighting. And they can bite for Strength+d4 damage, even while grappling; they are never considered unarmed. (+2)
- Near-Human Physiology: Those unfamiliar with orcish physiology suﬀer only a −1 penalty to Healing skill rolls and cybernetics checks. (-1)
- Warrior Instinct: Orcs start with Fighting d6, Intimidation d4, and (depending on how your tribe fights) either the Brute or Soldier Edge. If a roll or their framework would give them the same Edge (again), add the other. (+5)
These are mutated humans, usually hailing from Madhaven or the Dinosaur Swamp. See Blood and Banes for details; rules for creating mutants are on p. 118. Most fall into the "Madhaven Pseudo Men" concept simply because that's got the most room to play in.
These mutants' nervous systems are overloaded with so much energy that they can direct it outward as an attack. While this makes them insanely fast, it also makes it hard for them to show patience, concentrate, pull themselves together, and even speak. They would look like normal humans if not for the fact that every physical feature (even skin) is constantly twitching, and their staccato-burst speech patterns give them away even when fully covered.
- Insanely Fast: Neurofreaks start with Agility d8 (maximum d12+2), have +2 Pace (and their running die improved one step), and ignore -2 in multi-action penalties each turn. (+9)
- Projected Neural Energy: A Neurofreak has Arcane Background (Gifted) with the Stun power, 15 Power Points, and Focus skill at d4. They can use Stun's mega-modifiers. Gifted Power Points cannot fuel TW devices. (+3)
- Twitchy: A Neurofreak's brain simply cannot focus. They have the Major Hindrances of Impulsive and Tongue-Tied (-1 to all verbal interactions), and take -1 to all Spirit rolls (including to recover from being Shaken) and to all Notice rolls. (-7)
- Uncivilized Mutant: Mutants have the Minor Hindrances of Outsider (-2 Persuasion with non-mutants, a total of -3 with Tongue-Tied) and Illiterate (which can be removed via an advance). As well, Reactions to them start at Uncooperative, and those who don't dislike them tend to pity them. (-3)
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