Larmac

    Larmacs are big beefy d-bees who resemble giant lizards. Despite their reptilian features they are mammals. A study in contrasts, Larmac are generally lazy despite their strength and toughness. They often rely on intimidation and strong arm tactics. They love leisure, enjoy getting drunk and eating. They have no issue sleeping where they fall down, whether its a bed in a nice hotel, a couch in an office, the back seat of a hover vehicle, or the nearest alleyway or gutter. They are a classic underachiever, doing only enough to get by. They often find work as crooks, bodyguards, enforcers, and bouncers. When not working, you'll find them doing their four favorite things: eating, boozing, partying and sleeping. Even the most highly motivated Larmac will still relax and eat at every opportunity. They are thick skinned, however, immune to the insults of others - until they aren't. The most terrifying words a Larmac can say are "Don't make me get up." Because once they do, things are going to be broken.


    • Big and Beefy (Racial): Larmacs are powerful, big, and tough. They start with a d8 in Strength (increasing their maximum strength to d12+2), are Size 1, and increase their Toughness by 3 (Including the increase from Size).
    • Big, Awkward, and Hungry (Racial): Larmacs have odd porportions, with thick stubby limbs, lizard shaped heads. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Equipment and food cost double the listed price. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option. Further, they are slow, having a Pace of 5 and a Running Die of d4.
    • D-Bee (Racial): Larmacs are quite inhuman. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence
    • Larmac Resilience (Racial): Larmac are incredibly resilient, with Environmental Resistance to both Heat and Cold and can go longer than humans without food or water - not that they will do so willingly. Larmacs also heal damage quickly. They may make a natural healing roll once per day (rather than once per week).
    • Lazy Party Animals (Racial): Larmacs are famously lazy and prone to excess when it comes to a party, gambling, eating, and drinking. This counts as the Quirks Lazy and Compulsion to Party and Consume.
    • Low Light Vision (Racial): Larmacs, like the lizards they resemble, ignore penalties for Dim or Dark lighting (but not Pitch Darkness).
    • Made Different (Racial): Larmacs have a unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. This gives a –2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them either. Compatible medical supplies/services and cybernetics cost double the listed price.
    • Unsuited to Magic (Racial): Larmacs are not able to really learn magic, because of the difficulty and focus it takes. Because of this they can't take an Arcane Background which uses PPE or an Iconic Framework including such an Arcane Background.
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