M.D.C.: P.E. number +2D4x l O, double during midday (on
S.D.C. worlds the Polevoi has I D4x l O +P.E. number for Hit
Points and I D4x l O S.D.C.; double during midday. AR. 1 2).
Horror Factor: 9
Size: Males are four feet ( 1 .2 m) tall, females are four to four
feet, six inches ( 1 .2 to 1 .3 m) tall.
Weight: 70- 1 00 pounds (32-45 kg).
Average Life Span: Uncertain, 1 000+ years; may be immortal.
P.P.E.: 2D4xl O +50
Natural Abilities: Fast and can run or play without pause or ex
haustion for eight hours. The impish spirit can also leap up to
1 2 feet (3 .6 m) high and 1 8 feet (5 .4 m) lengthwise (increase
by 30% with a running start). Other natural abilities include
prowl 55%, climb 70%/65%, swim 70%, can hold its breath
for 2+ 1 D6 minutes, survive depths of up to 3 00 feet (6 1 .5
m), track humanoids 50% (+ 1 5% in animal form), track ani
mals 70% (+ 1 5% in animal form), nightvision 1 00 feet (30.5
m), see the invisible, impervious to normal cold, takes half
c damage from cold based magic, and bio-regenerates 3D6
M.D. per hour.
/
(.
Knows all Languages: Magically understands and speaks all
languages 70%, but cannot read.
Limited Metamorphosis (special): The Polevoi can turn into
a hare/rabbit or squirrel, and during noon to 3 p.m. he can turn
into a magpie/raven. The animal metamorphosis can be per
formed four times per 24 hours and maintained for as long as
the spirit desires.
Also see magic.
rr-.1 O.C.C.: Not applicable.
R.C.C. Skills: Horsemanship (knight and exotic animal), land
J.
navigation 90%, wilderness survival 95%, all animal, farm
and plant lore, plus select three skills from each of the fol
lowing skill categories: W.P. (4th level equivalent), Rogue
and Wilderness; all selected skills get a +25% bonus, but
these skills do not advance. Also see Natural Abilities, above.
R.C.C. Combat: Attacks Per Melee: Five
Damage: Bite 2D4 S.D.C., head-butt, punch and kick M.D. var
ies with supernatural P.S., or by weapon or magic.
R.C.C. Bonuses: +4 on initiative, +3 to strike, +2 to parry, +4
to dodge, +3 to pull punch, +2 to roll with impact or fall, +3
to save vs poison, +6 to save vs disease, +5 to save vs Horror
Factor. R.C.C. bonuses are all in addition to any possible at
tribute bonuses.
Magic: All Polevoi can cast the following spells, provided they
have sufficient P.P.E. : Globe of Daylight, Befuddle, Conceal
ment, Detect Concealment, Fingers of the Wind, Chameleon,
Reduce Self (down to six inches), Repel Animals, and all
level one Earth Warlock spells, Wither Plants, Grow Plants,
Mend Stone, and Travel Through Walls, starting on page 68
of Rifts® Conversion Book One. Spell potency is equal to a
3rd level sorcerer most of the day, but 6th level potency be
tween the hours of noon and 3 p.m.
Psionics: M.E. x2 for I.S.P. Psi-powers include: Mind Block,
Presence Sense, Impervious to Fire, Impervious to Poison,
and Telekinetic Push.
Enemies: Anybody who threatens them or the area they con
sider their home. Actually, anybody who annoys them. The
Warlords and their War Camps are seen as troublesome, dis
ruptive, noisy brutes who are fun to torment and tease, as are
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