I think that Vagabonds are drastically underestimated as an O.C.C.; with the variety of skills they can learn and their natural Eyeball a Fella technique, they open up a lot of role playing opportunities. Sadly, many players go for the M.D.C. creatures and the super skilled classes, but I can’t count how many times a Vagabond would have proven useful to my groups. I also decided to give this character a pretty hefty vulnerability: congenital heart problems. This runs in my own family, so I do actually know the symptoms and such, it can be very debilitating, even fatal, and should not be taken lightly (I certainly don’t.)
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition.
Recommended Setting: Any average adventuring party, also well suited to a gang lifestyle or unsavory quests involving theft.
Exp. Level: One
Experience Table: Vagabond
Invoke Trust/Intimidate: 65%
Charm/Impress: 40% (45% with Wardrobe and Grooming.)
Health Points: 9 (+1D6/lvl)
S.D.C.: 23 (+1D6/lvl)
M.D.C.: Not applicable.
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 12 (Lift/Carry: 240/120lbs)
SPD: 14 (Run: 6.5 mph)
Hand to Hand: Expert
+Restrain Punch: 2
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Racial Natural Abilities
Occupational Natural Abilities
Eyeball a Fella They typically know the average person so well that they can size them up and deduce certain things about them through observation lasting only a few minutes. Qualities they can often discern include; educated or unschooled, poor or wealthy, manual laborer or a desk worker, from what part of the country they originate, artist or skilled laborer/management (scientist, accountant, etc.), flush with money or operating on a strict budget, if they are being honest and trustworthy or hiding something and lying, happy or discontented, friendly or looking to get something out of the exchange (information, food, a good deal, etc.)
Base Skill: 56% +3%/lvl
Bonuses: +10% bonus to the Barter, Cardsharp, Gambling, I.D. Undercover Agent, Research (by talking to people), and Seduction skills (bonuses included in skills, bonus is applied to all applicable future skills not already obtained.)
Wardrobe and Grooming When dressed and groomed to impress, +1 to P.B. and +2% bonus to the Disguise, Impersonation, Performance, Undercover Ops, and Seduction skills.
+Ritual Magic: None
+Harmful Drugs: -3
+Horror Factor: 2
+Fatigue: Fatigues 25% faster than average without breaks.
+Mind Control: None
R.C.C. Related Skills:
Language: Native: American 88% +1%/lvl
Language: Other: Spanish 65% +3%/lvl
Language: Other: Dragonese/Elven 65% +3%/lvl
Barter 56% +4%/lvl
Begging 40% +5%/lvl
Cook 50% +5%/lvl
Play Musical Instrument: Guitar 50% +5%/lvl (Professional level.)
Sing 55% +5%/lvl (Professional level.)
I.D. Undercover Agent 60% +4%/lvl
Pilot: Motorcycles and Snowmobiles 72% +4%/lvl
General Repair and Maintenance 45% +5%/lvl
Radio: Basic 50% +5%/lvl
Streetwise 30% +4%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Pick Locks 34% +5%/lvl
Pick Pockets 34% +5%/lvl
Seduction 36% +3%/lvl
Secondary Skills: (+1 skill at levels3, 5, 7, 9, 11, and 13.)
Prowl 25% +5%/lvl
Gambling: Standard 40% +5%/lvl
Gambling: Dirty Tricks 30% +4%/lvl
Climbing 40%/30% +5%/lvl
Swimming 50% +5%/lvl
Wardrobe and Grooming 50% +4%/lvl (See Occupational Abilities.)
Research 40% +5%/lvl (+10% if asking a person)
Wilderness Survival 30% +5%/lvl
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.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Throwing Knife 1D6, x12 (x3 hidden on body, x3 on each thigh, x3 in pack.)
Wilk’s 320 LASER Pistol Damage: 1D6 M.D. Range: 1000ft. Payload: 20 individual shots. Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun. x1 extra e-clip.
Plastic Man Full environmental armour, made of lightweight polycarbonate materials; looks very battered and used. Main Body: 35 M.D.C. Helmet: 30 M.D.C. Arms: 15 M.D.C. each. Legs: 22 M.D.C. each. -10% movement penalty, fair mobility.
Wastelander Motorcycle A rusty junker of a machine with a large storage area on the back, it has very clearly seen better days, but it still runs (albeit very loudly.) Speed: 120 mph. Engine: Electric. Maximum Range: 400 miles. Size: 9ft long, 800 lbs. Main Body: 60 M.D.C. Tires: 2 M.D.C. each. Weapons: None.
Gear (All located in backpack unless stated otherwise.)
Traveling Clothing x2 (x1 extra, x1 worn)
Small Duffel Bag
Wallet (with I.D.) (hidden on body)
Bottle of Aspirin x22 pills
Candy Bar x2
Sturdy Plastic Bag
Salary Not applicable.
Black Market Items 1000 credits worth (stolen badges and ident cards from affluential persons).
Other Currency Not applicable.
True Name: Helena Dawnsky
Occupation: Nomadic Entertainer/Thief
Height: 5′ 8″
Description: Tan skin, black hair, blue eyes, very tall, typically wearing traveling clothes and light armour unless looking to perform for money, and then she dons finer garb and makeup (in a stage type setting, if begging and on the street, she is unconcerned woth grooming and lets her voice and skill with the guitar do the work.)
Sentiments Toward Coalition State: Wary, but generally unconcerned. Being human has its perks and she knows where she can’t perform or beg.
Sentiments Toward D-Bees: Friendly, anyone can be a customer or mark.
Sentiments Toward Humans: Friendly, anyone can be a customer or mark.
Mutations: Not applicable.
Heart Problems Shown via low P.E., which will lower more as condition worsens. Eventually (35-45 years) will suffer from issues of high blood pressure, poor circulation, and chronic chest pain, as well as possible fatal symptoms (may experience chest pain and dizziness during especially strenuous activity.)
Low Physical Endurance -2 save vs disease, -3 save vs poisons, magic, and harmful drugs, -5% save vs coma/death and they fatigue 25% faster than normal without frequent breaks (all penalties are reflected in the proper sections.)
Background: Grew up in a traveling entertainment troupe, her family and upbringing raised her to naturally love a nomadic, performing lifestyle. With theinfluence of less scrupulous members of the troupe, she learned gambling, the many arts of theft, and how to size up a mark early on; as a child, she was easily overlooked and trusted by strangers in the audience, so her teachers would have her walk through the crowd carefully pulling valuables here and there (though never enough to raise significant suspicions against the troupe.) As she grew older, she realized she had other ways to get exactly what she wanted, and utilized her seductive beauty and musical talent to captivate and woo the crowd. This earned her enough to part ways from the troupe, seeking to try her hand at fortune and fame in a city setting, though she is always welcome back. She intends to collect enough credits to buy her Father a bionic heart.
Family Tree: Parents continue to travel with the troupe, Mother works security as a Mercenary and Father works as another entertainer, thrilling the audience with throwing knives and acrobatic ability. Congenital heart problems run rampant through her paternal bloodline, in his age, her Father actually requires medication and a strict diet to manage his condition. She is in regular written contact with her parents and the troupe, and cares about their fates deeply.
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