Erbaccia RCC
(Version 1.00 - Last Modified: 04/03/2005)
The Erbacce are very strange creatures and can vary greatly in their appearance. Originally, Erbacce
evolved from several plants on Green World and through millions of years of evolution, these plants
merged into a single intelligent species. All Erbacce are greenish in color and have two arms and two
legs, but beyond that, each Erbaccia is different. Their bodies come in many shapes and sizes, from
very small and perfectly smooth to very large, lumpy, and furry. An Erbaccia has facial features, but
their positions and appearance vary widely from one Erbaccia to another. They all have between one
and four eyes and a mouth of some sort. Their mouths do not have any teeth; instead Erbacce dissolve
their food with their mildly corrosive saliva. Erbacce have a very good sense of smell, but they do
not have an obvious nose.
The Erbacce hail from Green World, a lush planet once completely covered with a never-ending jungle.
Must like the Jungle Elves that also come from Green World, the Erbacce lived as one with nature and
sought to protect the environment from damage. The Erbacce are also masters of Biomancy magic, and
many consider them more adept then the Jungle Elves. However, unlike the pacifistic Jungle Elves,
the Erbacce can be very aggressive. While they usually reserve their aggressiveness for hunting,
they also enjoy wrestling and other highly physical sports.
Unlike most normal plants, Erbacce do need to eat and get no nutrition from sunlight. They are
omnivores and eat both plants and meat. Although most Erbacce live off of the Gifts of Nature, there
are some that prefer to eat wild fruits and vegetables and animals that they hunt. Erbacce need
roughly the same amount of food as an average adult Human. In addition, the Erbacce require carbon
dioxide to breathe and produce oxygen as a byproduct, the opposite of most humanoids. This creates a
strange situation in that a Human and an Erbaccia could be trapped in an airtight chamber and not
suffocate.
Racial Statistics
- Alignment: Any
- Attributes:
- I.Q.: 3D6
- M.E.: 3D6
- M.A.: 2D6
- P.S.: 3D6+4
- P.P.: 4D6
- P.E.: 4D6
- P.B.: 2D6
- Spd: 2D6+4
- Size: 4’ to 8' (1.2 m to 2.4 m)
- Weight: 80 lbs to 400 lbs (36.3 kg to 181.4 kg)
- S.D.C.: 2D4x10+60
- Hit Points: PE attribute +1D6 and +1D6 per level of experience.
- Natural Armor Rating: 10
- Average Life Span: 120 years
- Horror Factor: 8
- P.P.E.: PE attribute +1D4x10 and +1D6 per level of experience. This is in addition
to any PPE from classes or special abilities.
- Magic Powers: Most Erbacce have some Biomancy magic spell knowledge, even among
those that do not select a magical class. Starting at first level, Erbacce mystically
know two Biomancy spells from the level one category and every level of experience after
the first, they learn one additional Biomancy spell from any spell level equal to or
lower than the Erbaccia's current level of experience.
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Plant Origin:
As the Erbacce originated from plants, they retain some special properties from
their plant ancestors. Erbacce do not have the same type of nervous system as
animals have and they have a bonus of +10 to save vs. pain without any loss of
feeling. Erbacce heal three times faster than normal humans and can regenerate
lost limbs and body parts within 2D4x10 days. Due to their nature, Erbacce are
cold creatures and are completely invisible to heat sensors and they blend in
very easily in wilderness situations, gaining +10% to prowl in light forests,
+20% to prowl in heavy forests, and +30% to prowl in jungles and rain forests.
Erbacce also breathe through their skin and it is nearly impossible to suffocate
them, while they can wear things that cover as much as 95% of their skin and
still breathe. However, they suffer a penalty of -5 to save vs. airborne toxins
and gases. Finally, since the Erbacce evolved from plants, their physiology is
very different from most animals, making them immune to normal poisons.
- Heightened Senses:
- Track and maneuver by smell alone: 72% +2% per level of experience and
roll once for every 2000' (610 m). A failed roll means the sense trail is
temporarily lost; two successful rolls out of three means that the trail
has been rediscovered.
- Identify common, known smells, and airborne aromas: 90% with a range of
2000' (610 m).
- Remember and identify a specific unusual scent: 80% +1% per level of
experience with a range of 1000' (305 m).
- Smell / Sense the coming of rain, smoke, and large fires: 50% +2% per
level of experience with 2 mile (3.2 km) range.
- Accurately sense the wind direction: 68% +2% per level of experience.
- Accurately sense the time of day and compass direction: 80% +1% per level
of experience, can work at any time, day or night.
- Accurately identify temperature: 70% +2% per level of experience and
includes air and ground temperature.
- Feel the vibrations: Erbacce can feel an approaching vehicle, giant
robot, herd of animals, giant animals, explosions, or earthquakes up to
6 miles (9.7 km) away, running or walking humans up to 1000' (305 m) away,
and flying vehicles or animals up to 500' (152.4 m). Combat bonuses are
already calculated into bonuses listed below.
- Hear ultrasonic sounds: Has super keen hearing, with an average range of
2000' (610 m).
- Communicate with Plants and Animals:
See natural ability #1 of the Jungle Elf RCC on page 57 of Rifts World Book 6:
South America.
- The Gift of Nature:
See natural ability #2 of the Jungle Elf RCC on page 57 of Rifts World Book 6:
South America.
- Erbaccia Sub-Races:
Although the Erbacce are considered to be a single race, there are several
sub-races within the species. The stats and abilities presented above represent
a basic Erbaccia and 60% of the total Erbaccia population, another 25% come
from the Red sub-race, 10% come from Grey sub-race, and 5% come from the Brown
sub-race. However, while these sub-races gain additional special abilities,
they lose the ability to cast Biomancy magic spells unless they have the
Biomancer OCC.
- Red Erbaccia: A full quarter of the Erbaccia race has the ability to
produce, store, and fire powerful thorns. These Erbaccia get their name from
the bright red flowers and vines that spread across their bodies. The thorns
the Red Erbacce produce have a maximum range of 400' (121.9 m), cause a base
damage of 2D6 S.D.C. and have a +1 bonus to strike. At the cost of 3 P.P.E.
when a thorn is fired, the Erbaccia cam magically enchant the thorn and have
it cause 2D6 M.D. instead of its normal damage. Red Erbaccia can hold a base
of 15 thorns +1 for every five years of age, starting at age 5, and +2 per
level of experience, starting at level 1. The thorns regenerate at a rate of
1 per hour per ten years of age, starting at age 0, and +1 every three levels
of experience, starting at level 3. Red Erbaccia can fire 1 thorn per melee
attack for every 20 years of age, starting at age 0, and +1 every five levels
of experience, starting at level 5. For example, a Red Erbacce that is 28
years old and a 5th level Biomancer could hold 26 thorns, regenerates them at
a rate of 4 per hour, and could fire them in volleys of any size up to 3
thorns per melee attack. When fired in a volley, all thorns must either be
enchanted at a cost of 3 PPE per thorn, or none of them can be enchanted. For
example, a volley of four thorns would cost 12 P.P.E. to enchant.
- Grey Erbaccia: One out of every ten Erbacce is part of the Grey Erbaccia
sub-race and has the ability to create a short-lived creature known as a
Semenzale. What distinguishes a Grey Erbaccia from other Erbacce is its
pale grey color and large number of lumps that cover its body. The Semenzales
created by a Grey Erbaccia are used in combat, for labor, and for menial tasks,
and operate under the direct instruction of a Erbaccia that created them. Each
Semenzale has 50 S.D.C., 35 Hit Points, a PS of 18, a PE of 14, and a Spd of 16,
making them formidable combatants when used against normal opponents. In combat,
Semenzales have three attacks per melee and +3 to strike and dodge, and they
inflict 1D6+3 points of damage per claw strike. Semenzales are light green in
color, have a high animal intelligence, stand 4' (1.2 m) high, weigh 60 lbs (27.2
kg), and can understand telepathic commands from their creator if he is within
100' (30.5 m) of a Semenzale. Due to their magical nature, all Biomancy spells
cast on a Semenzale costs only a quarter of its normal PPE and will last twice
as long. Semenzales last for 2 minutes per year of the creating Erbaccia's age
increasing by +10 minutes per level of experience. An Erbaccia can create one
Semenzale per ten years of the creating Erbaccia's age, starting at age 10, and
+1 every three levels of experience, starting at level 3. For example, an
Erbaccia that is 28 years old and a 5th level Biomancer could create 3
Semenzales that would last for 106 minutes each. Creating each Semenzale
requires 1 melee round and each one can only be created once per day, and if
the Semenzale is not absorbed into the Erbaccia's body at the end of the
duration, which occurs automatically if they are beside each other, that
Semenzale cannot be recreated for 1 week. Most Grey Erbaccia become very
attached to their Semenzales and would never sacrifice them unless it was
absolutely necessary.
- Brown Erbaccia: The dark companion of the Green Erbaccia, the Brown
Erbaccia has no ability to produce the Semenzales, but instead use them as a
source of power. These Erbacce are named for their wilted brown coloring and
they dry texture of their bodies'. The special ability of the Brown Erbacce
is their ability to absorb Semenzales to increase their strength and power.
The first Semenzale consumed in this manner provides the Erbaccia becomes a
minor supernatural creature with 60 M.D.C., a supernatural PS of 12, and a
supernatural PE of 16. Each additional Semenzale absorbed provides a bonus
of +20 M.D.C., +2 to PS, and +1 to PE, every three Semenzales absorbed,
starting with the third, provides +5 to Spd and +1 to strike, parry, and
dodge, and every five Semenzales absorbed, starting with the fifth, provides
+1 attack per melee and +1 to initiative. These bonuses have a duration of 1
minute for every year of age and +2 minutes per level of experience.
Consuming a Semenzale requires 1 melee action and the Erbaccia must touch the
Semenzale.
- Experience Level: Average experience level is 1D4+1.
- Combat Skills: Starts with 1 attack per melee (this is in addition to Hand to Hand
combat skills).
- Damage: Same as Humans.
- Bonuses: +2 to initiative, +1 to dodge, +1 to save vs. all types of magic, +1 to
save vs. psionics, and +2 to save vs. Horror Factor.
- Penalties: An Erbaccia loses its ability to perform Biomancy magic under the same
circumstances as Jungle Elves. See page 58 in Rifts World Book 6: South America for more
details.
- R.C.C. Skills:
- Language: Erbacce (98%)
- Language: Faerie (+25%)
- Language: Dragonese / Elven (+15%)
- Math: Basic (98%)
- Wilderness Survival (starts at 60% and at 5% per level of experience)
- O.C.C. Selection: An Erbaccia can select any OCC, including Psychic O.C.C.s with no
penalties. The following is a list of the most typical O.C.C.s among the Erbacce since
coming to Rifts Earth:
- Biomancer: 20% (Rifts World Book 6: South America)
- Wilderness Scout: 15% (Rifts Main Book, ignore high-tech skills / equipment)
- Totem Warrior: 15% (Rifts World Book 6: South America)
- Mystic: 15% (Rifts Main Book)
- Herbalist or Druid: 10% (Rifts World Book 3: England)
- Warlock (any, except fire): 10% (Rifts Conversion Book)
- Ley Line Walker: 5% (Rifts Main Book)
- Jungle Shaman: 3% (Rifts World Book 6: South America)
- Stone Master: 3% (Rifts World Book 2: Atlantis)
- African Rain Maker / Medicine Man: 2% (Rifts World Book 4: Africa)
- Mind Melter: 2% (Rifts Main Book)
- Allies: Jungle Elves, Faeries, and Wurms from Green World are the natural allies
of the Erbacce, but they have formed an alliance with the Kingdom of Bahia and the city
of Manoa.
- Enemies: The Splugorth and their allies are the primary enemies of the Erbacce,
more specifically, the Kingdom of Lagarto and Kharkon, the ruler of Kryang's Land and
Nightmare Island.