Time Demon R.C.C.

Created by HellHound
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Heya, guys and gals. This is the HellHound. I've been silent for a while, working away. Since I recently discovered that Palladium already has plans for an Old Ones/Ancient Races sourcebook, I've decided to cannibalize the ideas I had for that particular area, and put them in different places. I thought some of you may find this useful, amusing, and/or entertaining. The Uhr R.C.C. makes several references to my setting for the Old Ones, so some of the comments and references may be confusing. I know they're munchkin as all Hell, but to tell the truth, I like munchkin. ;) Let me know what you think, and I'm terribly sorry about the length of this one, but I couldn't bring myself to slash any of it.

By the way, S.D.C.tm, M.D.C., Megaverse®, Rifts®, Mystic Chinatm, Ley Line Walkertm, Wormwoodtm, Phase Worldtm, P.P.E.tm & I.S.P.tm (I think), and alot of the other goodies here are copyrights or trademarks owned by Palladium Books, Inc, and Kevin Siembieda.

Editor's Note: And if I, the editor, missed one or two in my HTMLizing, please don't get angry. This is a tough job. No, really, it is. This document remains largely intact from its post. I have done little bits of tweaking and cleaning, but this still the same piece of data.

Uhr, Time Demon, Overtime, The Dark Crusade, In-Betweeners, High Humanity, Veraxi, Vlinders, Clockwork Warriors, and other terms herein are trademark 1995 Nathaniel Whitten. 'Grimalkin' is trademark 1994-95 Joel Votaw and Nathaniel Whitten.


The Uhr

The Uhr, among the most infamous beings to ever walk the Megaverse®, have returned.

Called time demons by some, the wretched by others, they have lived with a horribly accurate reputation throughout their entire history. As enforcers of the Old Ones, they were truly ruthless; an estimated fifty races faced extinction at the hands of the Uhr, and countless others were devastated by their 'lessons in humility.' The swath of destruction they cut in the Dark Crusade will never be wiped from the Megaverse®'s mind, and a vast number of races still speak in abject terror of the monsters from beyond Time and Space.

As enemies of the Old Ones, they were no less brutal. It was through the assistance and arcane influence of the time demons that the ancient masters of gods and men were finally sealed away into the Netherdark. And only the Uhr were able to hunt down and annihilate their most hated enemies, Netosa's nosferatu.

The home world (if 'world' is an accurate term) of the Uhr is an insane place known as Overtime. This dimension seems to exist somewhere beyond the influence of normal time, and even space is severely warped there. It is not uncommon for a single time demon to be born dozens of times, or to be in several places and/or ages simultaneously there. It is possible to meet versions of oneself from other planes of reality, to travel into the past, or far into the future, to relive entire days, years, or even lifetimes, and suffer other equally disconcerting effects.

At the age of around 137 Earth years (which can pass in the blink of an eye, or a geologic age, in Overtime), all Uhr undergo a metamorphosis into what the demons call 'Labryne' form. It is in this stage that the demons' powers begin to truly manifest. Prior to the Labryne stage, the Uhr possess only minor magical and psionic powers, and are unable to change shape (half P.P.E.tm and I.S.P.tm, minor psionics and non-temporal spells only).

With the Labryne stage comes an intense, totally irresistible sense of wanderlust. Virtually no force can prevent the Labryne from going out to explore the Megaverse®. This period of wanderlust lasts until the demon has reached the tenth Plane of Enlightenment (experience level eleven). At this point, most Uhr will desire to return to Overtime, to take their places as Armidores, members of the overlord class. However, some time demons may wish to travel the Megaverse® for even longer, seeing more of the ways of the beings who live in linear time.

A powerful artifact, known as the Ain-Amarth by the Uhr, prevents intruders from entering the Overtime dimension. Any attempts by a non-Uhr to dimensionally teleport to Overtime will result in imprisonment in the Ain-Amarth's pocket dimension, a realm where time does not flow. Then, the Uhr overlords, called Armidores, decide what to do with the intruder. This will most likely include brutal torture and interrogation, and intense psionic probing. If the intruder requests the presence of a specific Uhr, or claims to be an ally of the race, he or she will be given more leeway, and will probably be dimensionally teleported to another world, away from Overtime, to discuss his/her reason for entering Overtime.

The Ain-Amarth was designed and created by the Old Ones, to protect their enforcer race, and to keep them in line. The Old One Erva's last act, as she was placed in the cold of the Netherdark, was to seal the Uhr into their dimension, by forbidding the Ain-Amarth to allow any beings to leave Overtime. Only within the last thousand years have the Uhr determined how to control the Ain-Amarth themselves, and thus, how to free their race.

The return of the Uhr to the Megaverse® will surely have some profound repercussions on the infinite worlds. They will attempt to regain a foothold in the games of power, and will attempt to make allies of other time/space twisting species (Temporal Raiders, Prometheans, and the In-Betweeners, specifically) as quickly as possible. Rifts® Earth and Phase World will be especially attractive to them, being incredible energy nexuses, and the large numbers of Temporal Raiders will eventually draw them to Wormwood as well.


Culture and Personality

Uhr culture is literally choked with rituals and formality. A simple greeting may take as long as five minutes, while the conversing Uhr exchange names, titles, brief family histories, and schools of training. More complicated ceremonies, such as weddings or naming rites can stretch on for days, with an alarming complexity and smoothness. Many non-Uhr have commented that Uhr culture resembles a play or a dance; everyone has a part, and nobody ever screws up or gets the words wrong.

There are nearly 150 different social 'ranks' or castes in Uhr culture, each rigidly defined and based on achievement, family history, age, and to a lesser degree, wealth. Despite the ranking system, high ranking demons do not speak down to or degrade those of lower rank. It is seen as rather crass to insult ones lessers, and monstrously stupid to insult those of higher rank.

The Uhran language has 72 separate cases, used depending on the station of the speaker, and the station of the audience. It is one of the most difficult skills in the Megaverse® to master (non-Uhr may study Uhran, but base skill is 15%, plus 3% per level of experience; use of the tongues spell is recommended). However, a non-Uhr capable of speaking the language without magical or technological assistance will command the highest respect from even Armidore-level Uhr, providing the speaker is not actively hostile or insulting.

As for personality, the Uhr are the very embodiment of 'cool.' They are nearly unshakable, believing (often quite correctly) that nothing in 'Undertime,' their term for the rest of the Megaverse®, can compare to the awe and majesty of their home world. It is impossible to cow an Uhr, as they will die sooner than degrade themselves. Gods and alien intelligences will rarely even attempt to impress a time demon, unless the deity does not know the reputation of the Uhr. Those who are ignorant of the Uhr may become truly infuriated at the indomitable time demon's willpower and self-control.

Another peculiar aspect of the Uhr personality is that all Uhr, even villainous scoundrels, are nice guys. They will be unfailingly polite, jovial, social, fun-loving, and helpful, even to their enemies. This is a personality trait many beings find insufferable, has earned them the ire of more dark and brooding species, and is likely the reason for their animosity with the nosferatu. For the same reason, the Uhr get along amazingly well with the necromancer demons known as the Veraxi (see Rifts® Hades).

However, when extremely somber situations arise, the Uhr can become more grim than one would think possible. The destruction of beauty causes them great sadness, no matter the nature of the beauty. A group of Uhran paladins will vanquish an evil dragon with the same heavy heart of an Uhran assassin strangling a lovely elven maiden. Thus, the Uhr will always try to avoid unnecessary destruction, especially of works of art or great beauty. For this reason, many of the races lost to the Dark Crusade were able to leave behind their cities, monuments, and artworks as reminders of their existence. If beauty must be destroyed, a short ritual of apology will be performed, to atone for the act.

All Uhr, even those not of the Labryne stage, are natural wanderers, and their time- and space-twisting powers perfectly compliment these tendencies. However, the wanderlust of the Labrynes far outstrips that of any other race seen yet. A Labryne will become anxious and unruly if he or she remains in the same place for more than a day or two. Forcing the Labryne to stay any longer than three days will drive the demon crazy. If fact, the Uhr's normally unshakable cool will begin to fade, to quickly be replaced with open hostility and anger.

Imprisonment will prompt a Labryne to take literally any means necessary to escape. If imprisonment persists, permanent insanity may result (Game Master's discretion), and the Labryne will eventually begin to ignore even the restraints of his/her alignment in the need for escape. Friends may be abused or slain, loved ones may be sacrificed, and possessions may be given up or destroyed. The player of a Labryne may make a saving throw versus psionics every six hours to avoid losing his/her sanity to wanderlust. A successful save means that the urge to escape has been quelled for six more hours. But it can't go on forever...

The Uhr Labryne R.C.C.

Formerly Minions of the Old Ones

Also Known As: Time Demons, Beyonders, the Red Ones, the Wretched, and the Traitors, among other insulting terms.

Alignments: Anarchist, unprincipled, Taoist, or miscreant only.

Attributes: The number of dice to roll is indicated. I.Q.: 4D6, M.E.: 3D6+10, M.A.: 4D6+4, P.S.: 4D6+6, P.P.: 4D6, P.E.: 4D6+4, P.B.: 3D6+4, Speed: 4D6+10. Armidore-stage Uhr will see each of their attributes increased by 5 (five) points.

Hit Points (in S.D.C.tm environments): Equal to three (3) times the character's P.E., plus 2D6 per level of experience. Armidores will have twice as many hit points.

Physical S.D.C.tm Points (in S.D.C.tm environments): 4D6x10, in addition to any from skills and other training. Armidores have an additional 400 S.D.C.tm points.

Physical M.D.C.tm Points: Equal to the character's P.E. attribute multiplied by ten, plus 1D4x10 points per level of the demon's experience. Armidores have 2D6x100 plus 50 per level of experience.

Horror Factor: None in a human or semi-human guise, 14 in true, monstrous form. Once the Uhr have had a chance to re-establish their former reputation in Undertime (the Megaverse®), their average horror factor will become 16.

Weight in Demon Form: 3D6x10+120 pounds (68 to 136 kg).

Size in Demon Form: Six feet, plus 4D6 inches tall (1.9 to 2.4 meters)

Average Experience Level: Labrynes vary widely in experience (roll 2D6 for level). Player characters should start at level one, and advance slowly from there. Armidores are always at least eleventh level, and can achieve incredible levels of experience (roll 8+3D6).

Special R.C.C. Abilities Unique to the Uhr

  1. Slow Others: This can be thought of as a modified form of the time warp: slow motion temporal magic spell, and is a natural ability of the Uhr. By concentrating the Uhr is able to "bubble" the time stream around a specific target, which has the effect of causing the target to slow down. This attack requires one melee action, and can only be used once per melee round. Duration is 1D4 melee rounds. Victims of the time distortion will see the world around them accelerate, and cannot catch up no matter how hard they try. Attacks per melee, speed, bonuses, and all damage from slowed vehicles or individuals are reduced by half. Range is 50 feet (15.2 meters) per level of experience, and can affect 400 lbs (181.4 kg) per level of the demon. Only temporally sensitive beings (Prometheans, Temporal Raiders, Phase Mystics, Temporal Warriors/Wizards, Shifters, Travelers, Time Worms, etc.) are able to resist this attack, by making a magic saving throw versus the Uhr's spell strength. Each use of this power costs the Uhr 8 P.P.E.tm points, or 10 I.S.P.tm
  2. Instant Acceleration: This power pushes the Uhr slightly ahead in time, causing him/her to speed up for a second. Use of this power allows the Uhr to determine the movement of a rolling die or the path of a punch, or to hit an opponent with an ultra-fast punch or kick. This means the Uhr can dodge even volleys or energy blasts, or parry single projectiles/energy blasts. Counts as one melee action, and affects only the Uhr himself. Using this power in conjunction with a dodge or parry still counts as only one melee action, and adds +2 to the dodge or parry roll.

    Used in combination with an attack, it takes up one additional melee action (a normal punch would take two melee actions, a leap kick would take three), and the roll to strike is made at +3 to strike. Such an attack inflicts critical damage on a roll of a natural 14 or higher! Cost of this effect is 3 P.P.E.tm or 5 I.S.P.tm per use.
  3. Ley Line Phasing: This power is identical to that of a Ley Line Walkertm or Temporal Wizard. See the Rifts® Role-Playing Game, page 83, or Rifts® England, page 67, for exact details of Ley Line Phasing.
  4. Dimensional Flicker: The Uhr is able to push him/herself forward in time for an instant. The result is that the demon disappears from the universe for just a second or two, to reappear in exactly the same place he/she vanished from. Used to dodge, this power provides a bonus of +6 to the dodge roll. Each time this power is used, the Uhr must pay 8 P.P.E.tm or 10 I.S.P.tm
  5. Sense Dimensional Distortions: As temporal beings, the Uhr are extremely in touch with the fabric of space and time. All major spatial disturbances, such as dimensional rifts, astral bridges, and ley line storms, can be sensed as long as they are within one mile (1.6 km) per level of experience of the Uhr.

    Smaller-scale anomalies, such as four-dimensional beings, dimensional envelopes, and time holes can be sensed within 100 feet (30.5 m) per level of experience. The demon will know the general direction and approximate distance of the distortion. This is a constant power, and costs the Uhr no I.S.P.tm or P.P.E.tm to use.
  6. Time and Space Binding: This power is similar to the temporal magic spell attune object to owner. The Uhr may fuse any object to his/her life essence and dimensional energy pattern. The bound objects may be summoned to the Uhr with the fast draw phase power, and any special abilities of the object cannot be used by any except the Uhr attuned to it, just as with the attune object spell. The attuned objects cannot be object read, and no other beings may attune themselves to any object attuned to an Uhr.

    Another effect of the binding is the physical link between the Uhr and the object. A sword or energy rifle bound to the Uhr changes shape along with the Uhr if he/she uses metamorphosis, or any shape changing magic; a katana blade will lengthen and change to a red color, becoming large and jagged when the Uhr assumes his/her natural form, cybernetic limbs and implants bound to the Uhr will grow and toughen with the demon, healing as if they were normal body parts. All bound weapons do an additional 2D6 M.D. while the Uhr is in demonic form, and any bound weapons are considered to be magical weapons.

    The cost for using this power is special. Each item bound permanently reduces the character's P.P.E.tm base by 12, or I.S.P.tm by 15 points. The only way to regain the lost I.S.P.tm and P.P.E.tm is by canceling the link to the object or by destroying it. Either way, the invested I.S.P.tm and/or P.P.E.tm instantly returns to the Uhr. Attuned objects may not weigh more than 75 pounds (34 kg), and living creatures cannot be bound.
  7. Cancel Magical Energy: This is identical to the power of a Phase Mystic, allowing the Uhr to shift his/her dimensional energy signature to prevent a magical spell from affecting the Uhr. Any spell that directly targets a time demon can be negated! Spells that create energies which attack the target (fire bolt, energy fist, etc.) are not affected by this power and inflict full damage, as do rune weapons and other types of magic weapons and beings. 5 I.S.P.tm or P.P.E.tm must be spent each time this power is activated, per spell to be negated.
  8. Phase Form: By concentrating for one melee round, the Uhr is able to shift himself out of dimensional phase temporarily. In this state, the Uhr automatically reverts to his/her natural demonic form, instantly recovers all I.S.P.tm and P.P.E.tm (and, incidentally, chi), and heals half of the damage he/she has taken at the time of transformation. In energy form, the demon is surrounded in a cloud of sparks, and becomes semi-transparent. As an energy being the Uhr takes no damage from physical attacks, and takes half damage from energy attacks. Psionics, magic, and phase attacks do full damage to the time demon. In this state of phase, the Uhr cannot touch anything in the physical world, although magic and psionics may still be used to attack solid beings. The phase transformation lasts one minute per level of the Uhr, twice as long for Armidores. Use of this power costs the Uhr 50 I.S.P.tm or P.P.E.tm points. Additionally, once the Uhr has transformed back into corporeal form, all of his/her I.S.P.tm and P.P.E.tm is expended for 1D4 hours. After that time, the demon's personal energy slowly recovers as normal.
Natural Abilities: See the invisible, night vision 200 feet (60.9 meters, can see in total darkness), bio-regenerates 5D6 M.D.C.tm every minute (2D6x10 per minute for Armidores), completely regrows limbs within 1D4+2 hours. Metamorphosis into a humanoid shape (always the same form; the time demon must choose one humanoid shape and stick with it), unlimited duration. The features of the human-like form will resemble the natural features of the Uhr. Unconsciousness or coma will not cancel the metamorphosis; only death can reveal the true form of the Uhr.

Powers Granted by the Old One Master: When the Uhr were in the service of the Old Ones, they possessed the ability to slip between dimensions, to pass through solid matter at will, and to dimensionally teleport to or from any Old One. The S.D.C.tm and hit points of the demons were also 25% higher than the current levels. Note: These powers were possessed only by those who served the dread Old Ones. No Uhr who are alive today have the powers granted by a link to the Old Ones.

Combat Skills: The Uhr are all trained in a form of martial arts as Labrynes, which is equivalent to Hand to Hand: Martial Arts. Each magic or psionic action counts as one physical melee action. Prefer to use natural abilities, but will use weapons when the need arises.

Damage: Varies by supernatural physical strength, psionic power, or magic attack. The hand attacks of Uhr demons affect vampires, werebeasts, and all creatures of magic.

Bonuses: In addition to attribute bonuses, +3 to strike and dodge, +1 to parry and roll with a punch, fall, or impact. +6 on initiative, +3 to save versus magic, +8 to save versus horror factor, +2 to save versus mind control. Armidores have an additional +2 on all combat rolls, and +3 on all saving throws.

Penalties: The Uhr have no bonuses to resist/save versus the attacks of Old Ones, their Spirits, or Avatars, and are vulnerable to all things which have adverse effects on true demons. Exposure to true daylight reduces the Uhr's spell strength by two, and attacks per melee by one. The demon is not affected by the globe of daylight spell, or other artificially created sunlight.

Magic: Innately knows the basics of magic, and can use techno-wizard devices and scrolls without instruction. Starts with knowledge of the following spells: time maelstrom, sense dimensional anomaly, time warp: fast forward, time warp: slow motion, time warp: age, time warp: send, four dimensional transformation (suffers no insanity from using this spell), close rift, impervious to energy, fire bolt, energy fist, tongues, time slip, teleport: lesser, teleport: greater, dimensional portal, and armor of Ithan. Armidores typically know all spells from levels one to level 2D4+2, and 2D4 spells from each additional spell level, will know all temporal magic spells, and will have 2D4x100+100 P.P.E.tm. Note: If using the Mystic China Sourcebook, all Uhr can also begin the game with the following chi magic spells: enter tung tien, reverse chi, and any three animus-creating spells.

P.P.E.tm: 3D6x10, plus 4D6 points per level of experience. Additional spells may be learned at any time, regardless of experience or skill.

Psionics: Considered a master psionic, with the following psionics and phase psionic powers: d-shift: distance, fast draw, multi-phase, dimensional leap, mind block, sixth sense, astral projection, and super-telekinesis. Armidores have all sensitive and physical psionic powers, super telekinesis, six other super psionic powers, and all phase powers.

I.S.P.tm: 3D6x10, in addition to 10 points per level of experience. Armidores have 1D4x100 I.S.Ptm.

Weapons: Labrynes start equipped with one greater rune weapon or one psionic crystal weapon. The demon may also begin play equipped with one medium powered suit of magical armor (minor techno-wizard modifications, or Millennium Tree bark armor, etc. Experienced demons (most N.P.C.s) will have access to several magical or technological weapons of medium to great power. Rune weapons and phase-tech weapons are prized greatly.

Bio-Technology Devices: None! Most will never consider any sort of artificial modification, although implants may be Time/Space Bound in the normal manner, preventing the item from being rejected, or displaced when the Uhr shape shifts.

Appearance: Most appear in the form of an attractive human or elf. However, use of their time/space twisting powers causes them to lose control of their disguise. Every melee round in which time or space altering powers are used, the being's horror factor is increased by 2 points (beginning at H.F. 0), until the natural H.F. is reached. At horror factor 5, the demon is noticeably deformed, and above 10, looks more like the character's true form than a human. Concentrating for one melee round (and not using time or space warping powers) restores the Uhr to fully human form. Alternately, the Uhr can assume his/her true demonic form in only half a melee round.

The natural appearance of the Uhr reflects what they are called in legends: the time demons. A large (height of 6 feet plus 4D6 inches, powerfully built humanoid frame, with extremely dark red skin. The hands and feet sport huge black claws, and the eyes are pitch black. The demon's facial features are sharp, but still very attractive. The ears, nose, and chin come to noticeable points, and the teeth are long, curved, and pure white. The hair of the being is extremely black, and frequently (but not always) grown very long.

Average Life Span: At least 100,000 years, maybe effectively immortal.

Habitat: A transdimensional being which can be found, periodically, anywhere. Overtime, to most normal beings, is an incredibly distorted plane, shifting constantly in both time and space.

Enemies: The Old Ones, and many of the races assaulted in the Dark Crusade. The Uhr have always had a strong hatred for Netosa's nosferatu minions, and will therefor not care for vampires or ellal much, either.

Allies: The Uhr feel a strong kinship with the beings who call themselves High Humanity, and have a great respect for the Grimalkin, and their creations, the Clockwork Warriors. Wurm Dragons are also respected and feared by the Uhr. Once they reenter the games of the Megaverse®, Uhr will definitely try to befriend Temporal Raiders, Prometheans, and In-Betweeners.

Slave Market Value: None. Uhr are nearly impossible to restrain, and due to their intense wanderlust, useless even when restrained.

R.C.C Skills: R.C.C. Related Skills: The character may select five skills as limited by the following skill list. Secondary Skills: The character may select five skills as limited by the list above. Secondary skills do not get the bonuses listed in parenthesis.

Standard Equipment: Modern adventurers and newly-awakened ancients will usually be equipped with two suits of clothing, 1D4 minor magical items (herbs, amulets, etc.), sketch/note pad and pencils, as well as personal items.

Money: 1D6x10,000 credits worth of precious metals, gems, and other objects of value. Armidores typically have access to vast wealth and resources.

Experience Levels and Advancement of the Uhr

  • 0-4000 Level One: All powers and information are as described above.
  • 4001-8000 Level Two: +1 spell strength, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 8001-12,000 Level Three: +1 to save versus magic, the character gains one additional phase psionic power, and one traditional magic spell from any level. The character gains two additional R.C.C. related skills, which begin at level one proficiency.
  • 12,001-24,000 Level Four: +2 to save versus horror factor, inflicts critical damage on a roll of a natural 19 or 20, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 24,001-36,000 Level Five: +1 spell strength, the character gains one additional phase psionic power, and one traditional magic spell from any level.
  • 36,001-50,000 Level Six: +1 to save versus magic, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 50,001-80,000 Level Seven: The character gains one additional phase psionic power, and one traditional magic spell from any level. The character gains two additional R.C.C. related skills, which begin at level one proficiency.
  • 80,001-120,000 Level Eight: +2 to save versus horror factor, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 120,001-170,000 Level Nine: Critical damage on a roll of a natural 18 or better, +1 spell strength, +1 to save versus magic, select one additional phase psionic power, and one traditional magic spell from any level.
  • 170,001-230,000 Level Ten: Add one attack per melee round, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 230,001-300,000 Level Eleven: +1 to save versus magic, select one additional phase psionic power, and one traditional magic spell from any level. The character gains two additional R.C.C. related skills, which begin at level one proficiency. At this experience level, Labrynes will begin to feel the call of Overtime, and will desire to return to the homeland. Most (98%) do so. Player characters who choose to do so become N.P.C. Armidores, and are not under the control of the player any longer. Time to roll up a new character! Characters who do not return to Overtime continue to advance as follows, instead of becoming Armidores.
  • 300,001-380,000 Level Twelve: +2 to save versus horror factor, +1 attack per melee round, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 380,001-470,000 Level Thirteen: +1 to save versus magic, the character gains one additional phase psionic power, and one traditional magic spell from any level.
  • 470,001-570,000 Level Fourteen: +1 to save versus magic, select one additional psionic power from super, healing, sensitive, or physical, and select one additional temporal spell.
  • 570,001-700,000 Level Fifteen: Select one additional phase psionic power, and one traditional magic spell from any level. The character gains two additional R.C.C. related skills, which begin at level one proficiency.