My first completed write up for a Rifts NPC villain (I had been working on an ancient dragon, but scrapped it); I wanted to add a little flavour to it with a unique race/class combination. I’ve seen plenty of Pirate O.C.C.s, but River Pirates (or as they are coined in the text, “brown water brigands”) are an overlooked niche – one I plan to fill in with a full write up for the crew and operation that this one runs. This particular pirate is named after two amazing lady pirates of history, too! A bit of a note, this character’s skills were leveled normally according to the text as opposed to my specialized House Rules, for ease of use and possible conversion, and I took some liberties with level increases for S.D.C., as there wasn’t one listed for this race (given their high starting S.D.C. and higher hit die, I had to assume this would be higher than average.)
EDIT 10/2014: I have decided to start adding Quick Stats at the bottom of the workup, they are modeled on stats given for NPCs throughout the books. This will be included for each Rifts character from this point forward (I may go back and add it to all previous characters, but that would take awhile.)
EDIT 11/2014: I wrote up her crew and operations (along with some gear, adventure ideas, and general setup), but neglected to add it in here: Groups, Troupes, and Crews: Harpoon’s Folly.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America, Rifts Sourcebook 04: Coalition Navy, and also some items borrowed from Kitsune’s Palladium Web Page (fan made, Palladium Books O.C.C.s/items/spells/etc.)
Recommended Setting: Best suited as an NPC villain or contact, but also a possible PC in a higher level, evil aligned campaign (especially if the other party members are a part of her crew.) Could be converted to the Captain of a more sea-faring venture, though more suited to long river raiding.
Nickname: Captain Reed
Exp. Level: Ten
Experience Table: River Pirate
R.C.C.: Bayou Ursine
O.C.C.: River Pirate
Invoke Trust/Intimidate: 40%
Charm/Impress: Not applicable.
Health Points: 87 (+1D10/lvl)
S.D.C.: 945 (+3D10/lvl)
M.D.C.: Not applicable.
P.P.E.: 56 (+1D6/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
IQ: 17 (+3% bonus to all new skills.)
PS: 24 (Augmented, Lift/Carry: 1200/600 lbs.)
SPD: 15 (Run: 10 mph, ×2 when swimming in or under water.)
Hand to Hand: Expert
+Strike: 3 (A Critical Strike occurs on a natural 18, 19, or 20.)
+Restrain Punch: 4
Fist Punch 1D4
Power Punch 1D4x2 S.D. +1 M.D. (counts as 2 attacks)
Power Kick 1D8x2 S.D. +1 M.D. (counts as 2 attacks)
Karate Punch 2D4
Karate Kick 2D6
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Enhanced Vision With six eyes, a Bayou Ursine can see in a much wider spectrum of light than humans. They have clear colour vision, full Night Vision for up to 180ft, as well as being able to see in the Infared and Ultraviolet spectrums. Each vision type is automatic, as easily switched as blinking, and encompasses all six eyes.
Enhanced Hearing With four fully functional ears, a Bayou Ursine can hear clearly within the normal range of human hearing, as well as any ultrasonic noises.
Natural Water Dweller Can breathe both in air and underwater indefinitely, are natural born swimmers, and have oily fur that insulates against cold, repels water, and works as a cooling method when out of the water.
Occupational Natural Abilities
+Ritual Magic: None
+Harmful Drugs: None
+Horror Factor: 3
+Mind Control: None
Swimming 98% (maximum)
R.C.C. Related Skills:
Language: Native: American 98% (maximum)
Language: Other: Gobbely 98% (maximum)
Radio: Basic 98% (maximum)
Pilot: Motorcycles and Snowmobiles 98% (maximum)
Pilot: Boat: Motor, Race, and Hydrofoil 98% (maximum)
Climbing 98%/98% (maximum)
Riverwise 73% +4%/lvl
Camoflage 93% +5%/lvl
Trap Construction 98% (maximum)
Trap/Mine Detection 88% +5%/lvl
Detect Ambush 93% +5%/lvl
Detect Concealment 88% +5%/lvl
Find Contraband, Weapons, and Cybernetics 83% +4%/lvl
Prospecting/Recognize Gems 83% +5%/lvl
O.C.C. Related Skills: (+2 skills at levels 3, 6, 9, and 12.)
ID Undercover Agent 98% (maximum)
Prowl 88% +5%/lvl
Pilot: Related: Navigation 98% (maximum)
Pilot: Boat: Sail Types 98% (maximum)
Literacy: Native: American 98% (maximum)
Naval Tactics 88% +5%/lvl
Demolitions 94% +3%/lvl
Pilot: Boat: Ships 98%/98% (maximum)
Demolitions: Underwater 85% +4%/lvl
Demolitions: Disposal 85% +3%/lvl
Naval History 48% +5%/lvl
Secondary Skills: (+1 skill at levels 2, 4, 6, 10, and 14.)
Wilderness Survival 83% +5%/lvl
Mathematics: Basic 98% (maximum)
Astronomy and Navigation 83% +5%/lvl
Appraise Goods 93% +5%/lvl (Taken twice, includes magic item appraisal.)
Rope Works 63% +5%/lvl
Sword (+1 to strike/parry and +1D6 S.D. for all sword types from Fencing skill. +1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Handgun (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Grappling Hook (+1 strike/entangle when thrown at levels 3, 6, 9, 12. Cannot be used to parry.)
Survival Knife 1D6 S.D., ×2.
Vibro-Knife 1D6 M.D., ×2.
Pirate’s Cutlass 3D6 S.D.
Damage: 6D6 S.D.
Effective Range: 140ft.
Payload: 6, ×24 extra ammo.
NG-P7 Northern Gun Particle Beam Rifle
Effective Range: 1200ft.
Damage: 1D4x10 M.D.
Rate of Fire: Each blast counts as one melee.
Payload: 8, ×6 extra e-clips
Grappling Hook +5% to Climbing skill when used. 1D4 S.D. if used in hand to hand combat, 1D6 S.D. if swung and impaled into a target. Cannot be used to parry.
Fragmentation Grenade 2D6, 20ft area of effect, ×4
Smoke Grenade Releases a thick cloud of dark smoke over a 20-40ft radius, this smoke obscures the vision of those inside the area of effect and those outside of the effect cannot see in. Infared cannot penetrate a smoke cloud or be used inside it. Those inside the cloud are blinded and will have trouble breathing. Those unprotected by environmental armour or gas masks and goggles are at -5 to strike, parry, and dodge, and -1 to initiative. Those firing into the cloud will be shooting wild, and note that passive night vision and scopes do not work within the cloud. ×4
Kisentite Sword Made of an ultra-dense and virtually indestructible metal from another dimension, it is named for the Kisents aliens who first discovered the secrets of forging this metal into weapons.
Damage: 2D6+3 M.D.+1D6 S.D.; characters with a supernatural P.S. add their regular strength punch damage.
M.D.C. (special): It is possible to destroy Kisentite weapons but very difficult. They can only be hit by making a called shot, with a -1 penalty to hit (-5 for guns/projectile weapons). The weapons have an A.R. of 16 (in applicable worlds) and 500 M.D.C.
Bonus: +1 to strike and +2 to parry.
Firebolt Musket Reminiscent of the pre-Rifts century Brown Bess flintlock musket, it fires a version of the Firebolt spell. It’s very different than most Techno-Wizard weapons in that it can be used by normal people, not just by magic practitioners and psychics! The only drawback is that normal folks cannot reload the weapon – once the weapon is fired, the musket’s internal needs to be recharged at pyramids or by magic.
Mega-Damage: 6D6 M.D.
Rate of Fire: Aimed shots only.
Effective Range: 1600 feet (488 Payload: 50 shots. Any magic practitioner can recharge the payload of the musket by spending 40 P.P.E.)
Bonus: +1 to strike.
Gladiator Full EnvironmentalM.D.C. By Location: Main Body: 70. Helmet: 45. Arms (2): 25 each. Legs (2): 25 each. Weight: 21 lbs., fair mobility, -10% movement penalty.
Improved Speedster Hovercycle Expensive modifications include lower weight, improved M.D.C. capacity, fast speed, and better range.
Crew: 1, 2 is possible, but uncomfortable.
Speed: 242 mph.
Maximum Range: 880 miles.
Size: 9ft long, 640 lbs.
M.D.C. By Location: Main Body: 94. Hover Jets (3): 33 each.
Weapons System: LASER: 1D6 M.D., range of 1200ft, payload of 20 bolts.
Weapons System: Machine-Gun: 1D4 M.D. burst of 50 rounds, range of 2000ft, payload of 600 bullets total.
Gear (All located in backpack unless stated otherwise.)
Lucky Belt Buckle (metal likeness of a Jolly Roger flag, always worn or kept near person)
Flashlight (hooked to belt)
Cigarette Lighter (in pocket)
Rope, Lightweight ×100ft
Binoculars (hooked to belt)
Sack, Small ×3
Pocket Notepad (in pocket)
Pen ×2 (in pocket)
Ring of Mending (homebrew, see Kitsune) This ring allows the wearer of the ring to repair inanimate objects by touch. The enchantment will only work on physcal damage (not software in high tech setting, nor living creatures), and cannot restore shattered, mangled, flattened or completely destroyed items (must have at least 20% of its original S.D.C. or M.D.C.) However, it can seamlessly adhere the broken arm, nose, or other appendage of a statue back together without a crack, fill cracks and chips, repair cuts and holes in metal (including body armour), remove dents, restore metal from rust and tarnish, restore worn or torn fabric or leather, repair ceramics, fix cracks and chips in glass, and even remove stains from fabrics. The ring can be activated up to three times per day. On each activation, the ring allows the wearer to repair up to 60 S.D.C. on a single touch on a single object. Mending the object completely (restore all S.D.C.) will make it look like new. Any leftover S.D.C. from an activation is wasted. As that it will only repair a single M.D.C. per activation, its usefulness in Rifts is limited although extremely useful for fantasy settings. S.D.C. materials cannot be changed into M.D.C. materials or improved in any other way, other than restoring it to like new condition.
Environmental Sleeping Bag (homebrew, see Kitsune) These sleeping bags are extremely popular with adventures especially since they protect from both heat and cold. Sometimes on the trail it is not practical to set up a tent so there are also environmental sleeping bag and bedrolls. Similar to magical tents, the sleeping backs are enchanted with various mystic symbols sewn into the fabric. Magically endowed, the inside of the sleeping bag/bedroll will be a constant pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The sleeping bag/bedroll cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes and so on. Nor can it protect against similar, magically induced elemental forces above fourth level strength (world appropriate.)
Salary Not applicable, does take in a cut of any spoils from raiding.
Black Market Items ~2,000,000 credits worth.
Other Currency Gold coins by the bagful, precious gems, even some paper currency accepted in far off lands have been procured through less than honest means.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Depth Guage and Alarm Internal implant that can calculate depth. Has a digital counter to indicate exact depth via internal audio or HUD system and makes warning signals when within 100ft of the character’s maximum depth tolerance.
Gyro-Compass Can be implanted almost anywhere on the body. Enables the user to always locate North (and other directions) as well as up and down. Data can be transmitted as an audio report through an ear implant or to a wristwatch like reciever, cybernetic eye, or computer screen (though the latter requires either a Fingerjack or a Headjack.)
Built-In Radio Reciever and Headjack Transmitter A fully operational radio is built inside the head, channels are switched by working the jaw and transmissions are received directly in the ear, similar to the Headjack. They can send transmissions via mental command or speaking quietly; a microphone is built into the jaw. Also included are radio scrambling and decoding features. Range: 20 miles.
Internal Comp/Calculator A tiny, computerized calculator typically connected to a Headjack, ear implant, or artificial eye. The program responds to spoken, radio, or computer transmitted mathematical equations, and then transmits the solution through the Headjack/ear implant/artificial eye.
Radiation Sensor Detects and measures the amounts of harmful radiation in the air and warns the user; including nuclear, atomic, and microwave radiation. Data is transmitted into either an ear implant, artificial eye, or a wristwatch style monitor. Most sound an audio warning as well as a visual transmission display, some even tick like a Geiger counter, getting louder and faster as the radiation level increases.
Power Armour/Robot Vehicles
True Name: Maryanne Bonnie Reed
Occupation: Pirate Captain
Height: 5′ 6″
Weight: 251 lbs.
Description: Tortoise shell black/white/brown patchy shaggy fur, two fox-like tails, 4 ears, 6 reflective green eyes. She is of above average height with toned muscles and the confident demeanor of a ship captain. Almost always wearing typical pirate garb – thick leather coat with large buttons and a high collar, a tri-point hat, weapons and jewelry are common adornments – otherwise wearing her armour (though she always wears or carries her lucky belt buckle as a reminder of her parents and beginnings.)
Insanity(s): Obsession: Magic Items (loves to collect them), and Psycho-Reliance (Luck Fixation on a particular belt buckle).
Sentiments Toward Coalition State: Wariness, they are powerful and tend to kill D-Bees on sight as far as she’s concerned, and being a pirate has to make it worse. Will not attack CS ships, doesn’t want that kind of attention (may attack small patrols, however.)
Sentiments Toward D-Bees: Friendliness, she strongly believes that D-Bees deserve the same lot in life as humans, and there are plenty she employs strictly due to their natural abilities (70% of her crew is comprised of D-Bees.)
Sentiments Toward Humans: Friendliness, so long as they aren’t threatening or being raided, they’re a likable lot, though things quickly take a sour turn if they’re hung up about D-Bees.
Mutations: Not applicable.
Racial Prejudices Bayou Ursines have a notorious reputation for banditry, pirating, and other nefarious careers, and are often given a (sometimes unfair for those good aligned Ursines) markup when purchasing wares (though never from the Naruni), especially in the Deep South of North America or any areas frequented by pirates. This reputation is well deserved, as 80% of Bayou Ursines are bandits or thieves and at least a couple of them can be accounted for among a pirate ship’s crew, though most of them are of a friendly and easy going disposition. They remain relatively unknown outside pirated areas, the Deep South, or the Caribbean, however.
Background: As is common amongst Bayou Ursines, Maryanne was born into the pirating and banditry way of life, along with two younger Brothers, out on the open sea. It was a huge operation with a mighty, magically imbued ship, run by a crafty Horune Slaver; this was a bad bunch that were good at their jobs, but also good at earning unwanted attention through kidnapping and by attacking higher profile targets. They ruled the Western coasts for a couple of decades, Maryanne learning much about running a ship, manipulating a crew, and fancy sword tricks, until they finally attracted the powerful attentions of Lemurian warriors. Their fleet, even magically advanced and well equipped, were no match for the water dwellers and their great magics and beasts, and the ship was sunk, taking the Captain, most of the crew, and her parents along with it. Maryanne learned much from this defeat, and offered employment to the surviving crew as they sailed for shore, in a smaller (but still profitable) operation raiding along the great rivers instead of on the unforgiving and treacherous seas. Most accepted, and after pooling together their resources (and stealing what they didn’t have, as they did best), they formed a small, mobile encampment, traveling along the twisting rivers and taking advantage of the lesser equipped passersby. This group steadily grew larger, though still remained unseen by the eyes of the Coalition and other law enforcement. Maryanne and her crew followed a strict code; keep the killing and torture to a minimum, absolutely no kidnapping or ransoming, on and off as quickly and silently as possible, jam their signals, hawk your wares far from home, and (nearly) always avoid CS patrols – any dissenters walk the proverbial plank. This has kept her and her operation (now called “Harpoon’s Folly“) alive and steadily thriving throughout the years, her crew now wants for little and she has the means to seek further expansion, as well as to fuel her lust for magic items.
Family Tree: Parents both deceased pirates. Younger Brothers, Rackham and Abernathy (identical twins), are high ranking crew members, loyal to their Sister and quick to do her dirty work (they are perhaps the only people she geniunely cares for, and vice versa.) No other known family to speak of, and though her crew works well for her, she is not naive enough to assume them as family without expecting a dagger between her shoulders.
Captain Maryanne Reed, Bayou Ursine (Miscreant, 10th level River Pirate O.C.C.)
IQ: 17 ME: 14 MA: 16 (40% trust/intimidate) PS: 24 PP: 16 PE: 17 PB: 12 Spd: 15 (×2 swimming) HP: 87 SDC: 945 PPE: 56 Attacks: 6
Arms: Kisentite Sword: 2D6+3 M.D. +1D6 S.D. Firebolt Musket: 6D6 M.D., 1600ft range. Gladiator Full Environmental Armour: 215 M.D.C.
Spells/Abilities: Underwater breathing, ultrasonic hearing, and night/infared/ultraviolet vision.
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