Ah, Obsedai, the hulking rock monsters who fill the “warrior poet” type trope. Not complaining, I love that archetype! This character was a joy to type up (and not just because I didn’t even have to glance through equipment), and I can see him tending the flowers growing on his shoulders in my minds eye. The change from Robot equivalent to Supernatural strength during a rage was a pain to include, but well worth it in the long run, and an interesting mechanic combat wise, too.
Altogether, Obsedai aren’t terribly complicated to level or outfit and are an absolute beast in combat, but they present some great challenges in the role playing aspect of RPGs due to their nature. Hope you enjoy this peaceful monster as much as I did (heck, I may even play him myself!)
EDIT 03/13/2015: I forgot to add in some of the specific skill bonuses. The totals have been changed to reflect the correction.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America.
Recommended Setting: Good aligned, M.D.C. campaigns are highly recommended; this character works especially well in groups with Cyber-Knights, Psi-Warriors, Blucies, and Lyn-Srrial, but can function well with any justice-seeking or goodly group. Obsedai are philosophers and warriors, and though they can be very violent in battle, they are most often peaceful – even under pressure. Remember that it is impossible to conceal their inhuman appearance, and also, due to their size and power, they are likely to be attacked first in combat. It is recommended that they start the campaign already familiar with a party member who can help them learn the ways of humankind.
Nickname: “Fisher” which is a mispronounciation of their actual name, “Fissure”.
Exp. Level: One
Experience Table: Combat Cyborg (equivalent)
O.C.C.: Not applicable.
Invoke Trust/Intimidate: 10% (Intimidate only.)
Charm/Impress: Not applicable.
Health Points: 100 (+3D6/lvl)
S.D.C.: 426 (+3D6/lvl, only applicable in S.D.C. environments; Natural A.R. of 16.)
M.D.C.: 260 (+3D6/lvl)
P.P.E.: 50 (Permanent; not a creature of magic, though they may be mistaken for an Earth Elemental.)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: 12 normally; 16 when enraged or using Stone Armour.
PS: 40 (Robot equivalent, Supernatural when enraged, Lift/Carry: 2,000/1,000 lbs, ×2 when enraged. Throwing/Archery Range: +60ft)
PB: 4 (By human standards, see Vulnerabilities.)
SPD: 11 (Run: 7.5 mph.)
Hand to Hand: Expert
+Damage: 25 (+3D6 M.D. to punch damage during a berserker rage if they currently possess a Stone Weapon.)
+Restrain Punch: 5
+Spell Strength: None.
Attacks (See +Damage for extra bonuses when enraged in addition to those seen here.)
Restrained Fist Punch: 1D4 M.D. (6D6 S.D. when enraged.)
Fist Punch: 2D6 M.D. (5D6 M.D. when enraged.)
Power Punch: 4D6 M.D. (1D6×10 M.D. when enraged; both count as 2 attacks.)
Backhand: 1D4 M.D. (6D6 S.D. when enraged.)
Elbow: 2D6 M.D. (5D6 M.D. when enraged.)
Kick: 3D8 M.D. (6D8 M.D. when enraged.)
Power Kick: 6D8 M.D. (1D8×10 when enraged, both count as 2 attacks.)
Knee: 2D6 M.D. (5D6 M.D. when enraged.)
Body Flip/Throw: 2D6 M.D., the victim loses initiative and 1 melee attack (5D6 M.D. when enraged, though not likely to use this attack.)
Racial Natural Abilities
M.D.C. Regeneration: Bio-regenerates 2D6 M.D.C. per hour; double that for one hour of meditation.
Hardy: Completely impervious to pain and S.D.C. weapons, and invulnerable to heat and cold; M.D. fire and cold inflict half damage. Fatigues at 10% the rate of humans, also completely immune to poisons and toxins.
Stone Armour: When the Obsedai become enraged or enter into combat, their bodies seem to magically generate a sort of armour that appears out of thin air and clamps to their bodies. Stone Armour adds 120 M.D.C. per level of experience, doubles their weight, and increases their size by 50%. Their naturally Robot P.S. and P.E. become Supernatural, and the character gets the following bonuses as a result of their fury; +1 attack per melee, +3 to strike, +2 to parry, and +5 to Save Vs. Horror Factor (these are in addition to any other bonuses). This armour appears as extra layers of rock, glowing “lava” shining through any cracks.
Duration: 20 minutes per level of experience or until the fighting stops and the rage cools.
Occupational Natural Abilities
+Poison/Toxins: Typically immune, +5 otherwise (+7 to Save Vs. Airborne Toxins.)
+Ritual Magic: 5
+Harmful Drugs: None.
+Pain: Cannot feel physical pain (They instinctively know when their health is low, however.)
+Horror Factor: 1 (+1 at levels 3, 5, 7, 9, 13, and 15.)
+Fatigue: None (Fatigues at 10% the rate of humans.)
+Mind Control: None.
Language: Native: Obsedai 98% (Maximum; note that Obsedai do not have a written language.)
Language: Other: American 80% +3%/lvl
Language: Other: Faerie Speak 65% +3%/lvl
Literacy: Other: American 30% +5%/lvl
Mathematics: Basic 70% +5%/lvl
Lore: Demons and Monsters 45% +5%/lvl
Land Navigation 46% +4%/lvl
Sing 45% +5%/lvl
Law: General 45% +5%/lvl
Philosophy 50% +5%/lvl
Calligraphy 45% +5%/lvl
Camouflage 35% +5%/lvl
Excavation 45% +5%/lvl
Gemology 45% +5%/lvl
Mining 55% +5%/lvl
R.C.C. Related Skills: (+1 skill at levels 3, 6, 9, 12, and 15.)
Literacy: Other: Faerie Speak 30% +5%/lvl
Detect Ambush 40% +5%/lvl
Interrogation 50% +5%/lvl
Climbing 40% +5%/lvl
Lore: Faeries and Creatures of Magic 40% +5%/lvl
Gardening 41% +4%/lvl
O.C.C. Related Skills:
Not applicable; none to start, neither are any gained via experience level.
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.)
Sword (+1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Stone Weapon: Maul: All Obsedai have a stone weapon which they create during their coming of age ceremonies. This weapon can be an axe, sword, or maul, and is supernaturally hard, making it able to parry M.D. attacks. Only one stone weapon can exist for each Obsedai at any one time, which makes them extremely valuable to the Obsedai, who protect them viciously. This character has a natural “clasp” rock formation on their back which holds the weapon when it is not in use.
Standard Damage: 6D6.
Bonuses: Adds 3D6 M.D. to the Obsedai’s punch damage during a berserker rage.
M.D.C.: 200 M.D.C.; this weapon can only be destroyed if specifically targeted. If destroyed, the Obsedai must spend 6D6+48 hours in complete concentration, meditation, and fasting, after which time a replacement will be formed from their own stone hide.
None; see the Stone Armour racial ability.
Gear (All located in backpack unless stated otherwise.)
Backpack, Large (see Other Currency for contents.)
Black Market Items: None.
Other Currency/Accounts: 5,000 credits worth of precious gems and pre-Rifts artifacts.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Not applicable; they are incompatible with the race’s physiology.
Power Armour/Robot Vehicles
True Name: Fissure Moltenfist III
Occupation: Mountain Sentinel/Statue/Fae Friend
Height: 10 feet (+50% when using Stone Armour.)
Weight: 1,200 lbs (×2 when using Stone Armour.)
Description: Dark brown stone like that of the rocky mountains, orange glowing eyes (like lava). Fissure wears no clothing, not even a harness for his weapon (there is a rock formation on his back which acts essentially as a “clasp” for the handle), just a backpack (which only fits well over one shoulder) for carrying the things he unearths in it. He does have a thick layer of flowering moss covering his shoulders and part of his arms/chest, which he obtained through extensive meditation (15 years worth) unmoving. He tends to this growth and sometimes has birds and other critters rummaging around in it.
Insanity(s): Obsession: Destroying Techno-Wizard devices (especially those using a Faerie battery; will destroy them, and likely the wielder, if possible.)
Sentiments Toward Coalition State: Hatred; will avoid CS territory if at all possible, but relishes in the opportunity to take out CS troops/platoons in self defense.
Sentiments Toward D-Bees: Indifferent, though he is partial to Faerie Folk. (Obsedai have a racial memory that enables them to recognize their enemy races by sight.)
Sentiments Toward Humans: Indifferent.
Sentiments Toward Magic/Psionics: Distaste and mistrust; magic is dangerous and confusing. Elementals, however, are treated with a wariness and respect which is also returned to the Obsedai. This character also has a close connection with the Faerie Folk, and as such does not fear their magic.
Mutations: Not applicable.
Sustenance: Special: Needs to breathe and rest as normal, but also requires a certain form of sustenance for nutrition. This character must eat wood, coal, limestone, or granite to survive (though any stone offers some nutritional value.)
Low Physical Beauty Face is so scarred, deformed, frightening or ugly by Human standards that the character suffers penalties of -10% to skills like Gambling, Intelligence (Gathering), Performance, Public Speaking, and Undercover Ops, -30% to the Seduction skill, and a +10% bonus to the Intimidate and Interrogation skills. Any penalties/bonuses are included in the total percentage in the skills sections.
Healing and Magic Resistant: Any healing magic or psionics have no effect on the stone hide of the Obsedai. The Stone to Flesh spell also does not work on the Obsedai, but it inflicts 1D6 M.D. per level of the spell caster.
Background: From a family group of Rocky Mountain Obsedai, Fissure was trained as all of his race are: to be strong and fearsome in battle, but otherwise calm and peaceful in life. Like the mountain, they were raised to be unmoving and sturdy in the face of adversity and a safe haven for the deserving; like the volcano, explosive and destructive when the need arises. As the Mountains were littered with Fairy homes and enchanted groves and caves, the Moltenfist clan were fast friends of the Faerie Folk, in fact Fissure’s Mother worked with Faeries from all reaches of the Mountains. Fissure loved spending time with the mischevous, but usually well-meaning creatures and learned much from them growing up. After his Cooling Day (~40 years of age) and besting the harsh tests and gauntlets of warriorhood, he spent many years helping to guard the mountain and go on lengthy climbs and patrols with his family; they worked to shape the mountain, create homes for animals and Faeries, and protect it from invaders. He met many different kinds of D-Bees and Faeries, even some Elementals (as unsettling as it was at times), along on his travels. Fissure decided to cultivate his philosophical side more when he was in his late 190’s, dedicating his time to meditation and reflection while also standing guard over his mountain home and Faerie friends. He took to the lower mountains, seating himself along a pathway nearby a hidden Faerie grove, where he would meditate in silence for 15 years, only awakening to take sustenance from his Fae Folk friends or to protect the grove from intruders. During his time as a mountain statue, Fissure only moved to attack twice, and neither time left any surviving opposition to run off and tell the tale; during one encounter, he discovered the horrific use of Faeries as living batteries in some evil TW devices, and as such hates them with a passion. Eventually, the great stone sentinel would move on, though (sporting a lovely bed of moss like a cloak upon his shoulders). Having spent so long meditating on philosophy and stoically observing human passerbys, Fissure wanted to set out into the world and learn more of the ways of humans and fight against shared injustices, perhaps even to meet and help more Fae folk along the way.
Family Tree: Mother is Fissure Moltenfist II (Obsedai have mostly unisex names having to do with rocks and minerals, and they are granted their names after their Cooling Day tests, sometimes the name of a great ancestor), who is an Ambassador of sorts for the Faerie Folk of the Rocky Mountain ranges. His Father is Gravel Cragshaper (originally of the snowy peaks of Canada), who once adventured with a group of Cyber-Knights before growing weary enough to live a peaceful life as a gardener and grove shaper in the Rocky Mountains. He has a Sister, Shale Moltenfist, who is a strong warrior that still patrols their home with Mother. He does not maintain frequent contact with his family, but they are all very close and affectionate when in the same place.
Fisher the Obsedai (Scrupulous, 1st level R.C.C.)
IQ: 12 ME: 11 MA: 9 PS: 40 PP: 13 PE: 25 PB: 4 Spd: 11 HP: 100 S/MDC: 426/260 PPE: 50 Attacks: 4
Arms: Stone Weapon: 6D6 (200 M.D.C., must be specifically targeted). Stone Armour: 120 M.D.C. per level (plus other bonuses).
Abilities: Stone Armour, berserker rage (changes P.S. to Supernatural). Immune to poisons/toxins, heat, cold, S.D.C. weapons, and pain, and takes M.D. cold/fire damage at half. Bio-regenerates 2D6 M.D. per hour (×2 meditating). Horror Factor of 12 normally, and 16 when enraged.
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