Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America
Recommended Setting: Great Barrier in North America, a campaign that involves a lot of travel and camping. Also good as an NPC guide through mountainous regions.

Bone armour represents 80% of the fearsome Tokanii's M.D.C., due to their appearance, they are often regarded as monstrous demons.
General Information
Name: Rok
Exp. Level: One
R.C.C.: Tokanii (Ronii Tribe)
O.C.C.: Wilderness Scout
Alignment: Unprincipled
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 30 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 217 (+4D6 M.D.C./lvl, +10 M.D.C. for each 20 years of age)
P.P.E.: 17
Chi: Not applicable.
Horror Factor: 13
Stats
IQ: 12
MA: 9
ME: 13
PS: Supernatural 26 (Lift/Carry: 2600/1300lbs)
PP: 15
PE: Supernatural 24
PB: 6 (by human standards)
SPD: 32 (Run: 22 mph)
Combat/Bonuses
Hand to Hand: Expert
Attacks: 5
+Damage: 11 (applies to Restrained Punch, Claw Strike, and Horn Stab only)
+Strike: 2
+Dodge: 1
+Parry: 5
+Roll: 5
+Restrain Punch: 4
+Initiative: 2
+Perception: 3
Attacks
Claw Strikes: 2D6+2 M.D. +damage
Horn Headbutt: 2D6 M.D.
Horn Stab/Gore: 2D6 +damage
Bite: 2D4 M.D.
Restrained Punch: 5D6 +damage
Punch: 2D6 M.D.
Power Punch: 4D6 M.D. (counts as 2 attacks)
Kick: 2D8 M.D.
Power Kick: 4D8 M.D. (counts as 2 attacks)
Racial Natural Abilities
Night Vision Range: 300ft, hawk-like colour vision.
Bone Regeneration (special) 80% of their natural M.D.C. is in bone plating that serves as armour. If any of this horn or bone is broken or damaged in any way, it regenerates at a rate of 2D6+4 M.D.C. per day.
Regenerate Hands and Feet (special) The only part of their body not covered in bone armour are their hands and feet. When these are severed, they regenerate completely within 1D4+2 weeks! About 10 M.D.C. per foot, 28 M.D.C. per hand, and 20 M.D.C. per individual claw.
Fire/Heat Resistance Even M.D. flame does half damage.
Occupational Natural Abilities
Trail Blazing Can cut and mark trails through the wilderness for others to follow. Base skill: 20% +5%/lvl. A failed skill roll means the trail cannot be followed by others as intended.
Cross Country Pacing Can pace themselves physically and mentally as well as pace their rations for long distance (if familiar with mode of travel.) Combined with the Land Navigation skill, this also enables them to accurately predict how long the trip will take to within 2D6×10 minutes, 6D6 if unfamiliar with the area (which takes twice as long for a trip with a group.) See Rifts: Ultimate Edition, page 99, for more details on this skill. Base skill: 35% +5%/lvl.
Cartography Can create accurate maps with a wide variety of tools (though if digital, has to roll under Computer Operation skill as well,) and also includes the knowledge of Mathematics: Basic at 50%. Base skill: 45% +5%/lvl. A successful roll indicates an accurate and beautiful map, while a failed roll indicates missed detail and scaling/locations being off by 1D10 miles.
+Save Vs.
+Coma/Death: 28%
+Disease: 5
+Insanity: None
+Poison/Toxins: 10
+Magic: 5
+Ritual Magic: None
+Psionics: None
+Harmful Drugs: 3
+Possession: None
+Pain: None
+Horror Factor: 8 (+1 at levels 2, 4, 6, 9, 12, 15)
Skills
R.C.C. Skills:
Barter 40% +4%/lvl
Language: Native: Tokanii 94+1%/lvl
Language: Other: American 70% +3%/lvl
Identify Plants and Fruits 45% +5%/lvl
Land Navigation 56% +4%/lvl
Radio: Basic 55% +5%/lvl
Recognize Weapon Quality 45% +5%/lvl
Climbing 98%/98% (max)
Running
Swim 60% +5%/lvl
Skin and Prepare Animal Hides 50% +5%/lvl
Track and Trap Animals 40/50% +5%/lvl (+5% on Trap Construction)
Wilderness Survival 50% +5%/lvl
Horsemanship 70/50% +4%/lvl (+1 parry/dodge while riding, +1D4 S.D.C. to kicks/melee attacks while riding, +1D6 S./M.D.C. with spear/polearm while riding)
Horsemanship Exotic 60/50% +5%/lvl
R.C.C. Related Skills: (+ skills at levels)
Not applicable.
O.C.C. Skills:
Language: Other: Spanish 65% +5%/lvl
Language: Other: Fae/Faerie Speak 65% +5%/lvl
Athletics (General)
Cooking 50% +5%/lvl (+10% when cooking game animals)
Fishing 55% +5%/lvl
Hunting
Prowl 45% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 2, 5, 8, 11, and 14.)
Outdoorsmanship
Body Building
Preserve Food 50% +5%/lvl
Carpentry 45% +5%/lvl
Dowsing 45% +5%/lvl
Fasting 65% +3%/lvl
Detect Ambush 40% +5%/lvl
Detect Concealment 10
Track People 10
Secondary Skills: (+1 skill at levels 3, 6, 9, and 12.)
Literacy: Other: American 30% +5%/lvl
Gardening 36% +4%/lvl
Lore: D-Bees 25% +5%
Lore: Faeries and Creatures of Magic 25% + 5%/lvl
Weapon Proficiencies
Axe (+1 strike/parry 2, 5, 8, 12, 15. +1 strike when thrown 5, 8, 12, not designed for throwing. )
Archery (+1 strike 1, 2, 4, 6, 8, 10, 12, 14. +1 parry with a bow weapon at level 1. +1 disarm 2, 5, 10, 15. Rate of fire is 2 shots per melee round, +1 extra shot 2, 4, 5, 8, 10, 12, 14. May fire at 50% further distance with no bonuses.)
Chain (+1 1, 3, 7, 10, 13. +1 parry 4, 8, 12, must use both hands. -3 strike when thrown.)
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Staff (+1 strike 1, 3, 7, 10, 13. +1 parry 2, 5, 8, 11, 14. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Spear (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 6, 10, 14.)
Polearm (+2 damage 2, 8. +1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 8, 12, not designed for throwing.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Shotgun (+1 strike 1, 3, 6, 10, 14.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Equipment
Weapons
NG-P7 Northern Gun Particle Beam Rifle, 1200ft, 1D4x10 M.D., payload 8, 3 E-Clips
Survival Knife, 1D6
Hand Axe, 1D6
Vibro Knife, 1D6x10
Ironwood Bo Staff, 2D6
Long Spear, 2D6
Polearm, 3D6
Goupillon Chain Flail, 3D6
Spiked Mace, 2D6
Compound Bow, 700ft, 2D6+1
Battle Axe, 2D8
Armour and Clothing
Wilderness clothing set x3 (brown, black, and camouflage)
Utility/Ammo Belt
Vehicles/Riding Animals
Large Draft Horse: Named Goddit, dappled white and grey on rusty brown, dark brown mane and tail, male. A friend to his master but aggressive to most others, will not readily accept a different rider or extra passenger. Is used to saddle and carrying packs and traveling through mountains and caves. Stats: Carry 600lbs, Pull 5 tonnes, Speed 35 mph, P.P.E. 25 (sensitive to ley lines, magic, and the supernatural), Age 4, Lifespan: 14, H.P. 35, S.D.C. 51, Attacks 3, Front Kick 2D6+6 S.D.C., Hind Kick 4D6+6 S.D.C..
Gear
Air Filter (special fit)
First Aid Kit
Knapsack
Backpack
Sacks x2
Short Lengths of Cord (for tying) x10
Lightweight Rope x100ft
Iron Spikes x6
Wooden Spikes x6
Hammer
Mallet
Utility Knife
Animal Skinning Knife
Fishing Line x1000ft
Steel Fishing Hooks x30
Fishing Pole
Animal Snares x6
Canteens x2
Flares x6
Infared Binoculars (with distancing readout)
Telescopic Scope (for a gun)
Money
1100 Credits, 8000 Credits inanimal pelts and furs.
Magic
Not applicable.
Psionics
Not applicable.
Familiars
Not applicable.
Cybernetics/Bionics
Not applicable.
Power Armour
Not applicable.
Personal Information
True Name: Rokamok Ron-Yerdak
Gender: Female
Occupation: Mountain Guide and Protector
Age: 298 years
Lifespan: 680 years
Height: 8′ 3″
Weight: 483 lbs.
Insanity(s): Phobia: Large Crowds
Sentiments Toward Coalition State: Hatered and fear, will avoid territories at all costs, but will happily kill them if not overpowered.
Sentiments Toward D-Bees: Indifferent, friendly enough with the right reactions.
Sentiments Toward Humans: Wary, with her fearsome appearance she is often unwelcome in human towns, even reported to mercenary groups or patrols.
Background:
Born in the Ronii Tribe, Rok had more opportunities to experience the peaceful and civilized life than other Tribes (or at least as peaceful as Tokanii get, considering the intense competition, violent pastimes, and rowdy lifestyle they all loved.) Though she was raised in a smallish community of Ronii and had contact with a nearby human settlement, the wilds and mountains called to Rok. Quite self sufficient from a young age, she ventured into the nearby forests, caves, and mine systems, learning the ways of nature and the various creatures and D-Bees who lived in them. She became friend to the mountain-dwelling Fae Folk and other D-Bees, and made the craggy cliffs and peaks her home when she reached adulthood. A younger, more wild Ronii named Dugglotch braved the mountain trek to ferry supplies to the town on the other side, and after a number of years as his guide and friend, they were mated and enjoyed raising 4 rambunctious children. The children were grown and moved on when Dugg died in a raid, defending his wares and fighting to keep the bandits away from their mountain home. The few that survived the encounter were tracked, trapped, and killed in the cave systems by a vengeful Rok. She traveled for a couple of decades, eventually meeting another Tonkanii and entering in a romance with him, though the relationship was brief as the Tokae and Ronii would always share a rivalry. This resulted in her second litter, which she was happy to raise alone in the mountains. She now lives contentedly in a cabin she and Dugg built, wrestling other D-Bees, assisting the Fae Folk, and guiding travellers through its winding paths and tunnels.
Family Tree: Ronii-born, thus the “Ron-” in her clan name. 2 litters, each of 4 children, litters set 52 years apart. First litter comprised of 3 sons (Madrilt, Berylox, Zagrat) and 1 daughter (Akinkara), second litter with all 4 daughters (Tuthrit, Myyrwin, Yirreg, Aadryt.) Still in occasional contact with children. First mate died, second mate left. Parents old and living a nomadic lifestyle. Siblings not in contact, may even be some she doesn’t know (she was in their first litter, only child to survive past adolescence.)
Happy Gaming,
TheDungeonRat
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