O.C.C./R.C.C. Updates

The Wormwood™ Dimension Book was the first of its kind, and as such was limited to the source material and game system of its time, most of which has since been updated. With the additions of new skills and skill categories in later books, such as the military skills from Coalition War Campaign™ or the cowboy skill category from New West™, the knowledge available to Wormwood’s O.C.C.s must likewise be brought up to date.

For example, none of the O.C.C.s in the Wormwood™ Dimension Book may select a Military skill This is because at the time of Wormwood's publishing the two demolitions skills were the only military skills available and neither is appropriate for a Wormwood campaign. With the introduction of new and appropriate skills into the Military skill category, the limitations presented in Dimension Book One no longer make much sense. And while an apok may now take "Any" military skill thanks to the update (as opposed to "None", as in Dimension Book One), these skill selections should be limited to those listed as appropriate for Wormwood. For instance, the demolitions and demolitions disposal skills, the original reason why the apok was not allowed to take any skills from this category, would remain wholly inappropriate for this O.C.C.

Some O.C.C.s also gain some new skills for free as a part of their O.C.C. package because that skill is so ideally suited to them. Similarly, some of the skills originally presented in the various O.C.C. packages might be altered to reflect changes brought about by the many updates to the Rifts® system. For instance, all Priests of Light get the Lore: Religion skill at no cost and their unique Lore: Wormwood skill becomes the generally available skill but with a bonus

The Forces of Light

Priest of Light O.C.C. (update)


Gains: Lore: Religion (+15%), Lore: Wormwood (+10%)
Changes: Can opt for Language: Baebel (+20%) instead of Demongogian
Military Skill Category: Heraldry only

Apok O.C.C. (update)


Gains: Lore: Wormwood (+5%)
Military Skill Category: Any (+10%)
Cowboy Skill Category: Any

Monk O.C.C. (update)


Gains: Lore: Wormwood (no bonus)
Changes: Can opt for Language: Baebel (+20%) instead of Demongogian
Medical Skill Category: Animal Husbandry
Military Skill Category: Camouflage, Trap/Mine Detection, and Heraldry only
Cowboy Skill Category: Whittling and Sculpting only
Bonuses: +1 to Perception

Wormspeaker O.C.C. (update)


Gains: Lore: Wormwood (+20%), Language: American (98%)
Medical Skill Category: Animal Husbandry
Military Skill Category: Any(-5%)
Cowboy Skill Category: Any (-5%)
Bonuses: +2 to Perception


Symbiotic Warrior O.C.C. (update)


Medical Skill Category: Animal Husbandry
Military Skill Category: Any (+5%)
Rogue Skill Category: Cardsharp, Seduction, Gambling (standard), Gambling (dirty tricks) only
Cowboy Skill Category: Any (+5%)

Holy Terrors R.C.C. (update)


Military Skill Category: Any
Rogue Skill Category: Any except for Gambling (both types), Cardsharp and Seduction
Changes when 20 feet (6 m) tall: +25% to M.D.C., P.S. becomes a supernatural 60, +2 to strike and parry, speed is doubled, -4 to dodge, -4 to P.P.
Damage when 20 feet (6 m) tall (M.D.): Restrained Punch 1D6, 1D6x10 (+12 from claws), Power Punch 2D6x10, Judo Style Body Throw 3D6.

Freelancer O.C.C. (update)


Medical Skill Category: Animal Husbandry
Military Skill Category: Any (+5%)
Cowboy Skill Category: Any (+10%).
Note: The amount of P.P.E.for this O.C.C. was mistakenly left out of the original Wormwood book and should be 5D6, plus 1D4 per additional level of experience.
Special Freelancer’s Weapons or Abilities Table B
01-50% Roll on the original table, Wormwood page 68
51-00% Roll on the following table
01-14% Prowess with flintlock TW firearms. When using one of these weapons, whether it is a pistol or rifle, but not cannons or mortars, the freelancer has an added +1 to initiative, +2 to strike and gains an additional attack/action per melee. With other types of pistols and rifles the character only gains an additional +1 strike with no other additional benefits.
15-28% Widespread contacts. He has a friend in every city and knows a person who knows someone in every bar, tavern, dive and underground guild on Wormwood. The character is so well connected that he gains the Streetwise skill for free with an astounding +40% bonus. Additionally, the GM should be generous with the contacts that this character has already acquired in his background, if not personally then as the friend of a friend of a friend (etc.). Lastly, any time the character fails his initial streetwise skill roll he is allowed a second try to make it.
29-42% Magic resistance. For whatever reason the character is particularly resistant to the effects of magic and prayers of communion. Gains an additional +4 to save against all types of magic but must make a saving throw against beneficial magic even if he wants it to work; thankfully, the bonus to save is half normal in the latter case. The character must also fail a save versus ritual magic in order for a symbiote to bond with him.
43-55% Special Vehicle/Mount: The freelancer starts with an impressive mount or vehicle. This could be anything from a tweaked-out TW motorcycle to a cybernetic horse or Battlewagon parasite, depending upon how generous the GM is feeling. The vehicle or mount should be fairly above and beyond the quality of anything else being used by the other character’s in the group.
56-69% Prowess with melee weapons. When using a melee weapon of any type the freelancer gains an additional +1 to all combat rolls whether or not he has the appropriate W.P. Also, the character chooses one melee W.P. to specialize with and whenever using a weapon of that type he gains an additional +2 to combat rolls instead of the +1 bonus as well as an extra melee attack/action. Lastly, if the melee weapon is of the one-handed variety then the freelancer automatically gets the Paired Weapons ability with this specialization.<
70-83% Minor Spell Knowledge. The character has managed to pick up some minor magical ability somewhere. +3D6 P.P.E. Starts with two level one and one level two spells. At levels 3, 7, 11 and 15 the character may select a new spell which is at least half the level of the character’s experience, with a minimum of one. New spells may also be learned by the traditional means but costs a permanent loss of P.P.E. equal to 10% of the P.P.E. required to cast the spell, with a minimum permanent loss of 1 P.P.E.
84-95% Affinity with Parasites. For some reason the character gets along with parasites naturally, even those that have been corrupted by Krikton. Any parasite must save versus magic to attempt to attack the character using the freelancer’s M.E. attribute bonus (if any) as a penalty; corrupt parasites gain a +2 bonus to their roll and all parasites are +4 if the freelancer is attacking them. The freelancer also gets the Ride Giant Parasites prayer for free and may use it with no P.P.E. cost whatsoever.
96-00% Gains Two Abilities. Re-roll twice total using Tables A and/or B. Ignore all further rolls of 96 or higher on Table B.

Knight of the Order of the Temple O.C.C. (update)


Gains: Heraldry(+10%)
Changes: Horsemanship becomes Horsemanship: Templar (no bonus)
Military Skill Category: Any (+5%)
Rogue Skill Category: Seduction only (+10%)

Knight of the Order of the Hospital O.C.C. (update)


Gains: Heraldry (+5%)
Changes: Horsemanship becomes Horsemanship: Hospitaller (no bonus)
Military Skill Category: Any (+5%)
Rogue Skill Category: Streetwise, Palming, Concealment, Gambling (standard) and Seduction only
Cowboy Skill Category: Any (+5%)
The Forces of Darkness

Air Fish R.C.C. (update)


Bonuses: Perception +2

Dark Priest NPC O.C.C. (update)


Military Skill Category: Any

Demon Goblin R.C.C. (update)


Gains: Camouflage (+5%)
Bonuses: Perception +1

Demon Hound - Animal


Bonuses: Perception +3

Demon Hound Rider R.C.C. (update)


Changes: Horsemanship: Demon Hound becomes Horsemanship: Exotic (+26% and +10% with feathered serpents)
Military Skill Category: Any
Cowboy Skill Category: Any (+10%)
Bonuses: Perception +1
Body armor is updated.

Ram-Rat R.C.C. (update)


Gains: One appropriate Military skill of choice.
Body armor is updated.

Shade R.C.C. (update)


Gains: Two appropriate Military skills of choice
Body armor is updated.

Sky Rider R.C.C. (update)


Gains: Trick Riding, W.P. Sky Rider Hook (do not forget the Sky Rider's additional +1 bonus at level 1).
Changes: Horsemanship: Skelter Bat & Feathered Serpent becomes Horsemanship: Exotic (+26% with the formerly specified beasts and +18% with other flying creatures)
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