I was always interested in the Diggers, but I’ve never made one until now. Their culture and lifestyle is similar to that of the Native American people, and thus they are similar to the Mastodonoid race (who are like the Inuit tribes), which I have enjoyed playing in the past. I do my best to avoid cultural stereotypes and appropriation, so let me know if anything is off!
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, and Rifts World Book 30: D-Bees of North America.
Recommended Setting: Best suited to New West, Mexico, or other hot, desert regions. Ill-suited for high tech campaigns, better made for a wandering adventure that likens to his nomadic or Native tribal culture, or one that involves lots of tunnels and climbing.
Exp. Level: One
R.C.C.: Iktektumik Digger
O.C.C.: Iktek Hunter-Gatherer
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 30 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 55 (+1D8 M.D.C./lvl)
P.P.E.: 12 (+0/lvl)
I.S.P.: 40 (+1D6/lvl)
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 32 (Augmented, Lift/Carry: 1280/640lbs)
SPD: 21 (Run: 15 mph)
Hand to Hand: Expert
+Restrain Punch: 2
Fist Punch 1D6
Power Punch 2D4 M.D. (counts as 2 attacks)
Snap Kick 2D4 M.D. (counts as 2 attacks)
Racial Natural Abilities
Enhanced Vision 280º peripheral arc, polarized daylight vision (is unaffected by bright light and glare), and Nightvision equal to daylight vision.
Enhanced Hearing Can hear frequencies 20% higher than that of a human with incredible clarity and at twice the range.
Occupational Natural Abilities
+Ritual Magic: None.
+Harmful Drugs: None.
+Horror Factor: None.
+Mind Control: None.
Excavation 60% +5%/lvl
Mining 45% +5%/lvl
Rope Works 45% +5%/lvl (characters bound by Wid are at a -10% to slip their bonds)
Wilderness Survival 65% +5%/lvl
R.C.C. Related Skills:
Language: Native: Iktek 98% (max)
Language: Other: Native American 60% +3%/lvl
Camoflage 35% +5%/lvl
Identify Plants and Fruits 55% +5%/lvl
Land Navigation 46% +4%/lvl
Lore: Demons and Monsters 25% +5%/lvl
Mathematics: Basic 45% +5%/lvl
Track and Trap Animals 25%/35% +5%/lvl (+20% for large animals, +20% to trap construction)
O.C.C. Related Skills: (+1 skill at levels 2, 4, 6, 9, 12, 15.)
Language: Other: Simvan 55% +3%/lvl
Language: Other: Spanish 55% +3%/lvl
Fasting 65% +3%/lvl
Climbing 40%/30% +5%/lvl
Spelunking 60% +5%/lvl
Skin and Prepare Animal Hides 50% +5%/lvl
Secondary Skills: (+1 skill at levels 3, 5, 8, 11, 15.)
Cook 35% +5%/lvl (+10% to cook game animals)
Dowsing 35% +5%/lvl (+5% if looking for an underground spring or river)
Spear (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 6, 10, 14.)
Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Large, Animal Bone Knife 1D6 S.D. (in belt sheath.)
Spear ×2 2D6 S.D. (in hand or on back.)
Hunting Rifle (×144 ammo) Damage: 6D6 S.D.. Range: 1800ft. Payload: 10 shots, loaded by hand, spring clips. (Slung around back.)
Wilk’s 447 LASER Rifle (×2 clips) Damage: 3D6 M.D.. Range: 2000ft. Payload: 20 per e-clip, cannot use long e-clip. (Slung around back).
Dinosaur Leather Armour (modeled on Huntsman armour type, minus helmet) Main Body: 45 M.D.C., Arms: 15 M.D.C. each, Legs: 22 M.D.C. each. -10% to movement.
Large Pack (all gear here unless stated otherwise)
Trail Rations ×5 days (dried meats and fruits)
Set of Clothing ×3 (can only wear shorts due to being a digitigrad)
Large Sack ×3
Small Sack ×4
Large Waterskin ×3 (×1 always out of the pack)
Rope x500ft (super strong and cord like)
Collapsible Shovel ×2
Radio (short range)
Personal Items (a small, carved animal totem made of bone, a rolled up embroidery of his clan’s symbol, etc.)
Salary Not applicable.
Credits Not applicable.
Black Market Items 3000 credits.
Other Currency 6000 credits worth of precious gems and metals.
See the Invisible Range: 120ft, double on a ley line. Duration: 1min/level. Cost: 2 I.S.P.. Saving Throws: None. Can see entities, beings, forces, objects, and creatures which have turned invisible or are naturally invisible. Even if the creature has no form per se, the can discern the vaporous shape or energy sphere that is the being. This includes ghosts, Entities, Elementals, and Astral Beings.
Sense Evil Range: 140ft. Duration: 2mins/lvl. Cost: 1 I.S.P.. Saving Throws: None. Can sense the presence of evil (all supernatural beings radiate their alinment, good or evil and can be vaguely sensed without expending any I.S.P., but for a clearer picture, Sense Evil must be used.) Will indicate the general number of supernatural beings in range, and can also register the intensity of the evil and pinpoint the general location of the sources to a particular room, possessed object, character, and distance. Can track supernatural evil by sensing how close/far it is within range. Evil emanations from humans are much less distinct and can only be sensed if they have an immediate evil intention and have psionics or is psychotic (can be masked with a Mind Block.)
Sense Magic Range: 120ft. Duration: 2mins/lvl. Cost: 2 I.S.P.. Saving Throws: None. User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
Sixth Sense Range: 90ft. Duration: Until the danger passes or happens (bonuses apply only to the first round of combat from the source of the danger.) Cost: 1 I.S.P.. Saving Throws: None. Bonuses: +6 inititive, +2 parry, +3 dodge, and they cannot be caught by a sneak attack from behind. The psychic gets a pre cognizant flash of danger to their self or people near them, though they will not know what the danger is, where it is coming from, or who it is specifically targeting in a group. All they know is that something dangerous will happen in the next 60secs (4 melees.) It is triggered automatically and without the use of the psychic, cannot be called at will, and is rendered temporarily ineffective if the psychic does not have the cost necessary.
Empathy Range: 100ft. Duration: 2mins/lvl. Cost: 2 I.S.P.. Saving Throws: Standard, a successful save means they cannot get a clear sense of emotions (saving throws must be made once per round that Empathy is being used.) Used to feel specific and general emotions of a target or muliple individuals within range.
True Name: Widlown Thickclaw
Occupation: Hunter and cave diver.
Description: Rust red skin, baritone voice, cream coloured eyes, huge pupils. Typically wearing a cloak and only light clothing, often khaki, green, or light blue in colour, often goes shirtless. Only wears armour when traveling.
Insanity(s): Phobia: Magic that summons or controls Demons.
Sentiments Toward Coalition State: Fear, stays well clear of their occupied states and towns and will hide or flee at the first sign of them.
Sentiments Toward D-Bees: Indifferent, though he is generally friendly.
Sentiments Toward Humans: Indifferent, though he is generally friendly.
Mutations: Not applicable.
Limited Vision While their sight is excellent and their peripheral vision is incredible, they have limited colour vision; they can only see in shades of blue, green, and grey. Their eyes are also very wideset, making most optical equipment (colour displays, binoculars, weapon sights, etc.) impossible to use unless specifically modified to fit their eyes. Skill Penalties: -30% to Computer (all), Optics Systems, Photography, Sensory Equipment, Surveillance (no penalty to Tailing), and T.V./Video, and sniping is not possible.
Body Structure and Size Though they were considered stealthy on their home planet, where they were the smallest species, they are at a -3% to Prowl on Rifts Earth. They also have to wear either shorts, kilts or other open bottoms, or specially tailored pants to fit their digitigrad structure.
Background: Raised in a large clan of New Mexico, near the territories of a large Simvan tribe, Widlown learned much of the life of a hunter and a tribesman. His clan traded regularly with the Simvan, as well as nearby Native Human tribes. Wid gained a great respect of their culture and their power, as well as their values and peaceful ways. He grew to adore the heft of a spear and the work of the hunt, and due to his great size, was quite adept at tracking and hunting without the aid of a party. He also loves working with the ground and tunnels, and became quite skilled at climbing and spelunking. However, there came a great sickness to the clan and other races’ tribes, and as their population dwindled and no cure was found in the plants they’d longtime used for medicinal purposes, the elders sent their most capable, least sickly members toward civilization to search one out while they settled the remaining members as safely as they could sharing land with the Simvan tribe. Widlown was one such member, and he was sent with a wealth of precious gems and metals to serve as trade for the medicine.
Family Tree: Mother, Father, and three siblings, though only his Mother and older Sister survived the sickness. Both stayed with the clan as protection, as both were capable warriors but less suited for travel than Wid.
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