Happy Veterans Day to any of our dice rolling veterans that may be reading this!
I really like the Kwarla; not because the basic R.C.C. is relatively easy to write up, but because the whole “gruff, wandering demon slayer” vibe just grabbed a hold of me, and I really like his signature weapon. Fun fact: “Banjo” is considered a traditional Australian name after the bush poet/journalist Andrew “Banjo” Patterson.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book19: Australia.
Recommended Setting: Best suited to Australia, though they could have traveled to other continents somehow (but would prove difficult to understand as they only speak Aboriginal and Australian English, which is heavy with slang and accent). Kwarla are a moderately primitive race (they know of technology, but don’t understand its use and most find it to be too removed from nature to bother with), and are noted as possibly difficult to play; they should be approved by the DM to be utilized as a PC. They also make good NPCs as guides, or as surprising allies when fighting a supernatural creature or demon in the Outback. Can be played in any good aligned group, though the primitive nature of the race makes technology and interaction in cities uncomfortable for role playing. Good for any skilled role player who wants a challenge.
Exp. Level: One
Experience Table: Kwarla Demon Hunter
R.C.C.: Kwarla Demon Hunter
O.C.C.: Not applicable.
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 21 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 27 (+1D6/lvl)
P.P.E.: 44 (+1D6/lvl)
I.S.P.: 20 (+1D6/lvl)
Chi: Not applicable.
Horror Factor: 8 alone, 11 if 3 or more Kwarla are present (only applicable to evil sorcerers/supernatural beings.)
PS: 29 (Supernatural, Lift/Carry: 2900/1450 lbs.)
PE: 21 (Supernatural)
SPD: 19 (Run: 14 mph.)
Hand to Hand: Expert
+Restrain Punch: 5
Attacks (Claws add 1D6 M.D. to all physical attacks where they would strike the opponent.)
Fist Punch 3D6 M.D.
Power Punch 6D6 M.D. (counts as 2 attacks)
Restrained Punch 5D6
Kick 3D8 M.D.
Power Kick 6D8 M.D. (counts as 2 attacks)
Racial Natural Abilities
Night Vision Can see clearly in the dark for up to 200ft.
Strong Athlete Kwarla can leap 8ft high and 12ft across, and are natural climbers, swimmers, as well as stalkers.
Accelerated Regeneration Recovers M.D.C. at a rate of 2D4 per 24 hours, which is doubled if they engage in no physical activity, spend the whole time resting or relaxing, or in meditation.
Supernatural Resistance Kwarla are natural enemies of the undead and are completely immune to the slow bite of a vampire and their mind control, as well the mind control of other supernatural creatures and demons. They are still affected by spells cast by more mundane races, such as Humans or Elves, but they are instinctual hunters and killers of supernatural evil.
Increase M.D.C. (5 P.P.E.) Kwarla can triple their M.D.C.! When they do so, they appear to grow slightly in size, but this is a presence more than a physical enlargement. They will also take on a slightly greenish hue that flickers around them like a magical aura. The M.D.C. gained from this action (takes one melee to initiate) lasts until the extra M.D.C. is depleted or 20 minutes per level of experience has passed, whichever comes first. After this time the aura fades and the Kwarla is left with whatever natural M.D.C. they had to start with.
Claws of Vengeance (1 P.P.E.) They also have a special power which they call upon to fight supernatural foes and other creatures of magic; they call this their “Vengeance.” Whenever faced with a magical or supernatural foe, they can magically extend their claws into blades as long as short swords and crackling with energy. One swipe with these vengeful claws does 4D6 M.D. added to the M.D. normally inflicted by their supernatural strength. Does Hit Point damage to vampires and were-creatures, and ×2 damage to alien intelligences and their avatars/essence fragments. The Claws of Vengeance can also be used against magical armor and to parry magical weapons. However, they do normal, small claw damage when up against mortals clad in M.D.C. body armor or when up against cyborgs, ‘bots, and such (normal claw damage is 1D6 M.D.+supernatural P.S. damage). This ability is instant and lasts as long as the user wants.
Aboriginal Sense Supernatural Evil A special, instinctive ability gained through an Aboriginal person’s connection to their ancestry and spirits granted through the Lore: Dreamtime skill. Identical to Sense Psychic/Magic Energy, but they are incredibly sensitive to the distinct psychic scent of the supernatural. Base Skill: 62% +2%/lvl to identify the specific race/type of supernatural beings, such as alien intelligences, gods, demigods, demons and vampires, as well as creatures of magic such as Faeries and Dragons. They can recognize practitioners and creatures of magic by the large amounts of P.P.E. they have, regardless of any disguise. Likewise, they can sense the magical power supplies/energy reserves in most magic items (including amulets, talismans, and Techno-Wizard items,) the location of invisible wizards, and if they’re nearing a ley line. Can also be used to detect if a supernatural being is possessing a mortal. Base Skill for Tracking by Psychic Scent: 35%+ 15%/lvl when the being is not using its abilities or has little/no magic/psionics (like a Brodkill, Gargoyle, and most sub-demons.) If they are using magic/psionics or the being is a Demon Lord/God/Alien Intelligence/Dragon (because they possess so much magic/psionic power they can be tracked easily even without using their abilities,) the Base Skill is raised to 70% +3%/lvl. Range: 100ft/lvl, which increases to 1000ft +100ft/lvl when magic/psionics are being used, and increases to 1000ft/lvl to track a Demon Lord/God/Alien Intelligence/Dragon (even not using their abilities.) Duration: Constant. Cost: None, skill is automatic. Note: Close proximity of ley lines disrupts and blurs the senses (reduce skills by half) and completely obliterates them when on/within a ley line. (Roll every 1000ft to stay the trail, a failed roll means the scent is temporarily lost, 2 out of 3 successful rolls means finding the trail again, 2 out of 3 failed rolls means it is lost completely.)
Occupational Natural Abilities
+Ritual Magic: 4
+Harmful Drugs: None
+Horror Factor: 5
+Mind Control: None (see Racial Abilities.)
Climbing 95%/85% +5%/lvl
Swimming 60% +5%/lvl
Prowl 52% +5%/lvl
Lore: Demons and Monsters 50% +5%/lvl
Lore: Dreamtime Culture 60% +5%/lvl
Detect Ambush 40% +5%/lvl
Intelligence 37% +4%/lvl
Track Humanoids 40% +5%/lvl
Track the Supernatural 40% +5%/lvl (See Racial Abilities.)
Language: Native: Aboriginal 98% (maximum)
Language: Other: Australian English 60% +3%/lvl
Outback Survival 88% +2%/lvl
Blend 43% +4%/lvl (+4% at night or in the dark)
Boat Building 50% +5%/lvl
Carpentry 40% +5%/lvl
Dowsing 35% +5%/lvl
Fasting 55% +3%/lvl
Identify Plants and Fruit 40% +5%/lvl
Land Navigation 51% +4%/lvl
Preserve Food 45% +5%/lvl
Skin and Prepare Animal Hides 50% +5%/lvl
Spelunking 55% +5%/lvl
Track and Trap Animals 40%/55% +5%/lvl
Wilderness Survival 45% +5%/lvl
R.C.C. Related Skills:
O.C.C. Related Skills:
Weapon Proficiencies 2 ancient
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Axe (+1 strike/parry 2, 5, 8, 12, 15. +1 strike when thrown 5, 8, 12, not designed for throwing. )
Boomerang (+1 strike at lvls 1, 2, 5, 9, 11, 15. +1 damage at lvls 2, 5, 9, 11, 15. In all cases, opponents are at -2 to parry/dodge. See page 161 of Rifts: Australia for full combat options regarding boomerangs.)
Spear (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 6, 10, 14.)
War Boomerang 3D6 M.D., can be made to return. Carved from the bones of a supernatural monster and massive (4ft long, 1ft at widest point, weighing 8lbs), with leather ties at the ends for easy handling and specialized tribal carvings inlaid. Imbued by Kwarla magic, making it M.D..
Toothed Spear 2D6 M.D., the point is the tooth of a supernatural creature. Imbued by Kwarla magic, making it M.D..
Bone Axe 2D6 M.D., carved from the bone of a supernatural creature. Imbued by Kwarla magic, making it M.D..
Gear (All located in backpack unless stated otherwise.)
Animal Hide Cloak
Beaded Necklace (turquoise beads with a large talon in the center, always worn.)
Sack, Small ×2
Sack, Large ×1
Leather Belt (worn)
Native Clothing (worn)
Salary Not applicable.
Credits Not applicable.
Black Market Items Precious stones and hides or bones of supernatural creatures have possible trade value totaling 8000 AU/credits.
Other Currency 600 AU (Australian dollars)
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Alter Aura (2) Range: Self. Duration: 1 hour per level. All living beings possess an aura; a colorful energy field that is invisible to the naked eye and most forms of photography and conventional sensors. This does not allow the psychic to see auras, merely alter their own. They can manipulate their physical energy field to appear differently in order to send out the wrong message to any humanoids or supernatural beings capable of seeing auras. Alterations Include:
*Experience level can be made to seem lower (level 1 or 2) or much higher (1D4+3 level) than it really is.
*Concealment of one’s true alignment with any other (false) one.
*Concealment of the presence of psychic ability, either normal for their race or possessing little to no psionic abilities (this cannotbe made to seem higher.)
*Conceal base P.P.E. (appears as only 1-2 points.)
*Conceal the presence of magic.
*Conceal true physical attributes, either making them seem half their true score or 30% higher.
*Alter aura to appear weak, fatigued, or sickly.
*Alter aura to appear mentally/emotionally agitated or depressed (not aggressive or alert.)
*For 6 I.S.P., the psychic can make themselves appear to be possessed or terminally ill.
Impervious to Cold (2) Range: Self. Duration: 20 minutes per level. Length of Trance: 1D4 melees of prepatory meditation. A mind over matter discipline which enables the psychic to feel absolutely no ill effects or discomfort from exposure to even subzero freezing conditions.
Impervious to Fire (4) Range: Self. Duration: 3 minutes per level. Length of Trance: 2D4 melees of prepatory meditation. A mind over matter discipline which enables the psychic to withstand extreme heat, fire, boiling water, hot coals, and so on, without suffering pain, damage, injury, or scarring. Magic flame does only half damage.
Summon Inner Strength (4) Range: Self. Duration: 10 minutes per level. This enables the psychic to draw upon their inner reserves of strength to ward off fatigue or pain. Every time they call upon this ability, the following bonuses apply:
*+10 S.D.C. (or 1 point of M.D.C. if they are an M.D.C. creature.)
*Add +2 to Save Vs. Poisons and Toxins.
*Add +5% to Save Vs. Coma/Death.
*Any fatigue is temporarily forgotten and the character can function as if they were fully rested for the full duration of this ability.
Not applicable, in fact, an overwhelming majority of Kwarla would rather die than receive an implant.
Power Armour/Robot Vehicles
True Name: Kuparr (means “burnt earth”) Wenk
Occupation: Wandering Demon Hunter
Height: 4′ 3″
Weight: 255 lbs (all muscle and fur)
Description: Reddish brown fur (tribal markings dyed into it), brown eyes, mane pulled back into a braided tail, bone piercings through his fluffy ears, a nose ring, and piercings through his nipples. Large and muscular, his left ear has a chunk missing, he almost never wears armour or anything but the most primitive of coverings (openly baring a few large scars on his torso). He is always seen with his weapons attached at his thick belt and on his back; his weapon of choice is his monstrous war boomerang, and he is never seen without it. He is a very reserved, pessimistic individual who thinks he should be doing more to rid the world of the evil and destructive forces plaguing it.
Insanity(s): Death Wish.
Sentiments Toward Coalition State: Indifference or wariness, they have no presence in the Outback, but were he in their territories he would be very concerned.
Sentiments Toward D-Bees: Indifference, so long as they are not evil or destructive. He enjoys the company of peaceful and primitive races, or heroes who combat demons/supernatural beings.
Sentiments Toward Humans: Indifference, so long as they are not evil or destructive, though he is less likely to trust white-skinned humans because of their history of destroying the environment and inciting violence. He enjoys the company of peaceful and primitive people, or heroes who combat demons/supernatural beings.
Mutations: Not applicable.
Background: Raised in a peaceful Northern Australian tribe of Kwarla (one of the few with a female Kwarla Mystic at its head), young Kuparr was almost thought to be a Mystic himself after birth. It was not to be, though he does have significant psychic ability for his gender. He took these abilities and applied them to his fervor of demon hunting. In adolescence, Kuparr was quite friendly and very curious of the nature of humans and the advanced technology they utilized; his tribe worried at first that he may go rogue as his Father had, choosing to live among the humans and adopt some of their ways. Kuparr, too, entertained such notions until early adulthood, when a group of Providers and Demon Hunters (himself included) were overwhelmed by a pack of supernatural monsters; the youngest members of the group did not survive, though the creatures were slain, and the patrol returned home to grieve and recover. Kuparr blamed himself for getting injured and being unable to continue fighting, for thinking more of fanciful human magic and technology rather than his job as a protector to his clan, and sank into a depression. He lost much of his self worth, became very withdrawn and gruff, and focused entirely on his hunting abilities for several years, before finally, at the behest of the tribe’s Elder Mystic, venturing out into the world – much like he would have had he been chosen as a Mystic himself. Dubbed “Banjo” by the Bushman, the traditional Aussie nickname stuck as he associated with other human tribes and communities, and he eventually accepted it as his own name with a grimace; he didn’t feel like Kuparr anymore. He is still searching for himself as he wanders, fighting evil where he can find it with a disregard for his self, figuring it’s his destiny to die in the belly of some supernatural beast or another for his past failings.
Family Tree: Mother is Alinta Wenk, a tribal healer and Provider, Father is Yarramundi, a Demon Hunter gone rogue shortly after Kuparr’s birth. He has a younger Brother named Daku (of different paternal blood), who was adopted by the Elder Mystic as he was chosen after birth to be a Mystic. He retains a strong love for his Mother and birth Brother, who he had a close relationship with before Daku had to leave on his own Mystic journey. He has never met his Father, and treats any rogue Kwarla with disdain because of his past and his own Parent’s abandonment of the tribe.
Banjo the Kwarla Demon Hunter (Principled, 1st level R.C.C.)
IQ: 10 ME: 20 MA: 12 PS: 29 PP: 19 PE: 21 PB: 14 Spd: 19 HP: 21 MDC: 27 PPE/ISP: 44/20 Attacks: 5
Arms: War Boomerang: 3D6 MD, Bone Axe: 2D6 MD, Toothed Spear: 2D6 MD.
Abilities: Horror Factor 8 (11 if with 3+ Kwarla) to evil sorcerers/supernatural beings.
Spells: Increase MDC (5), Sense Supernatural Beings, Claws of Vengeance (1).
Psionics: Alter Aura (2), Impervious to Cold (2), Impervious to Fire (4), Summon Inner Strength (4).
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