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.)