Apologies for not posting last week, first I was ill with an upper respiratory infection and then (just when I thought we were free and clear) my toddler caught it. And a toddler that can’t breathe or nurse is not a happy bedmate, let me tell you, which made editing impossible. Thankfully, the kiddo is starting to perk up, and so I was able to finish my editing to post this week.
Given this character’s background and family, I felt it appropriate to give her a bit extra starting cash and some extra resources. Obviously, this is open to DM approval, so if you just want the basic package, take away the wagon, cut the credits by half or so, and it should be good. The wagon is actually modeled after the “Gypsy Wagon” in Rifts World Book 18: Mystic Russia, but lacks the magical protection and much of the cultural furnishings – it is a simple wagon based on that design,
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America.
Recommended Setting: Any good-selfish aligned campaign that is not pro-CS would be suitable, and any environment as entertainers are welsome anywhere. Not recommended for M.D.C. campaigns, more suited to starting, S.D.C. groups who could use their skill set. Very well suited to travelling entertainment troupes, circuses, and such. Skill character not a kill character.
Nickname: Adrianne Kennedy or “the Playwright”
Exp. Level: One
Experience Table: Vagabond
Invoke Trust/Intimidate: 98% (maximum)
Charm/Impress: 45% (+5% with Wardrobe and Grooming applied.)
Health Points: 13 (+1D6/lvl)
S.D.C.: 45 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 13 (permanent)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
PS: 12 (Lift/Carry: 240/120 lbs.)
PB: 19 (+1 with Wardrobe and Grooming applied.)
SPD: 10 (Run: 7 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Basic
+Strike: None. (+1 with thrown weapons.)
+Restrain Punch: 2
+Initiative: None. (-5 when performing, see Vulnerabilities.)
+Perception: 4 (-5 when performing, see Vulnerabilities.)
+Spell Strength: None.
Fist Punch: 1D4
Power Punch: 1D4x2 (counts as 2 attacks)
Power Kick: 1D8x2 (counts as 2 attacks)
Body Flip/Throw: 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Limited Shapeshifting (Special): Phlebus can completely change their facial features as well as skin and hair colors with only one full melee round (15 seconds) of concentration. By the age of 25, a Phlebus can change their features or color on the fly (counts as one melee attack/action) and while talking or engaging in other activities. Changed features/colors can be maintained individually or collectively for as long as desired with no effort.
Ambidextrous: All Phlebus can use their left and right hand with equal proficiency, and so have some advantages in certain skills (already applied).
Bonuses: +10% bonus to the Climbing, Concealment, Forgery, Juggling, Palming, Pick Locks, Pick Pockets, and Rope Works skills (bonuses included in current skills, bonus is applied to all applicable future skills not already obtained).
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 current 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.
Horsemanship: General Knows basic riding skill as well as general care of a horse, is not trained for combat.
Combat Bonuses: +1 parry/dodge, +1D4 S.D. from attacks from melee weapons or kicks, a charge attack with polearm/spear +1D6 S.D./M.D. (depending upon the weapon damage, rider must roll successfully under the second percentile to prevent being knocked from horseback upon impact, counts as 2 melees), and horse attack is possible with no bonuses. All bonuses are in addition to applicable combat bonuses and only apply to the rider while on horseback, not the horse.
+Ritual Magic: None.
+Harmful Drugs: None.
+Horror Factor: 8 (Does not apply to dealing with Ghosts, Entities, haunted places/beings, or if the character thinks these things are about. See Insanities and Vulnerabilities.)
+Mind Control: None.
Disguise 40% +5%/lvl (+2% with Wardrobe and Grooming applied.)
Impersonation 59%/45% +4%/lvl (+2% with Wardrobe and Grooming applied.)
Performance 50% +5%/lvl (+2% with Wardrobe and Grooming applied.)
Public Speaking 55% +5%/lvl
Seduction 46% +3%/lvl (+2% with Wardrobe and Grooming applied. +5% when used against drunk/drugged characters. +5% to pick the pockets of, palm items unnoticed, or plant things on victim. +5% to Cardsharp, Sing, and Dance when in use.)
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 58% +4%/lvl
Begging 40% +3%/lvl
Cook 50% +5%/lvl
Sing 50% +5%/lvl (At the professional level.)
Play Musical Instrument: Guitar 50% +5%/lvl (At the professional level.)
I.D. Undercover Agent 60% +4%/lvl
Pilot: Motorcycles and Snowmobiles 72% +4%/lvl
Horsemanship: General 45%/25% +4%/lvl (See Occupational Abilities.)
Radio: Basic 50% +5%/lvl
Streetwise 30% +4%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Literacy: Native: American 40% +5%/lvl
Imitate Voices and Sounds 46%/40% +4%/lvl
Dance 40% +5%/lvl
Secondary Skills: (+1 skill at levels 3, 5, 7, 9, 11, and 13.)
Wardrobe and Grooming 50% +4%/lvl (See Occupational Abilities for bonuses.)
Creative Writing 35% +5%/lvl (Selected twice, at the professional level.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
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.)
Survival Knife: 1D6.
Throwing Knife: 1D4, 60 foot range, ×12.
Wilk’s 320 LASER Pistol
Damage: 1D6 M.D.
Payload: 20 individual shots. ×1 extra e-clip.
Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun.
Plastic Man: Full environmental armour, made of lightweight polycarbonate materials. Appears battered and worn from use, obviously a hand me down.
M.D.C. By Location: Main Body: 35. Helmet: 30. Arms (2): 15 each. Legs (2): 22 each.
Mobility: -10% movement penalty, fair mobility.
Riding Horse: Willy Shakes A chestnut male horse of stock breeding, Willy is friendly and compassionate, and loves children and being ridden, by his master or otherwise (with her approval/supervision, of course.) He has been taught basic performances, and can be signaled to rise on his hind feet, kick indicated objects/persons, hold a sword in his mouth, neigh, and even to sit upon people or to sit and dump his rider. Due to his lifelong acclimation to theatre and performing, loud noises rarely scare him.
P.P.E.: 5D6, sensitive to ley lines, the supernatural, or strong magic.
Damage: Front Kick 2D6 S.D., Hind Kick 4D6 S.D.
Wagon (Small): Based on the “Gypsy Wagon”, this sturdy box is roughly the size of a camper and can be hitched to a vehicle or to a pulling animal. Not as ornate as its inspiration (or often as furnished), most appear to be made from wood and shingles but are actually composed of M.D.C. materials.
M.D.C. By Location: Main Body: 225. Roof: 100. Wheels (4): 20 each. Windows (2): 10 each. Doors (2): 50 each. Chimney (1): 10. Hitch (Both Rear and Front): 90.
Speed: Varies with the type of locomotion. Animal drawn speed is 10-15 mph, with a maximum speed of 30-40 mph (depending on the animals). Motorized conveyances can go as fast as 80 mph, but seldom faster for fear of the wagon tipping and rolling.
Size: 12 feet long.
Width: 8 feet.
Height: 10 feet.
Cargo: The stout and sturdy wagons can typically carry 20 tons without fear of breaking wheel or axel, and pull twice that weight (only limited if pulled via animal.)
Amenities: 2 folding bunk-beds (space on the floor for 1 more person), storage/sleeping area in hung ceiling (1-2 people), wall cabinets with locking doors, a wood-burning stove (pipe leads through ceiling), a modern sink and water dispenser, a 3 person bench in the front and back, a small separate room for sofas/table/etc), a front and rear exterior M.D.C. door with strong locks and a sliding bolt, and a front and rear hitch for pulling/being pulled.
Gear (All located in Wagon unless stated otherwise.)
Travel Clothing ×2 (Primarily worn.)
Fine Clothing ×2 (Mostly used for acting/entertainment.)
Show Costumes ×4 (Different outfits that can be mixed and matched piece by piece to fill different roles when performing.)
Flashlight (In backpack.)
Backpack (Typically worn.)
Blanket, Heavy ×4 (×1 kept under saddle.)
Duffle Bag, Small
Wallet (with I.D.)
Bandages ×2 (In backpack.)
Aspirin ×18 (individual pills in bottle, kept in backpack.)
Comb (In backpack.)
Toothbrush (In backpack.)
Toothpaste ×2 (In backpack.)
Soap ×2 (In backpack.)
Makeup Kit, Large
Candy, Small ×12 (In backpack.)
Plastic Bag (sturdy)
Canteen (In backpack.)
Fishing Line ×100 ft (In backpack.)
Sunglasses (In backpack.)
Cigarette Lighter (In backpack.)
Notebook ×3 (×2 filled with notes on acting and self-written stories/songs, ×1 kept in backpack.)
Pen ×5 (×2 in pockets at all times.)
Pocket Digital Disk Recorder (×10 blank disks, ×3 disks recorded with performances, kept in backpack.)
Travel Rations ×24 days
Saddlebags (On horse if riding.)
Saddle (On horse.)
Acoustic Guitar (Decent quality, in hard case.)
Acting Props (False weapons [some of which are very realistic], blank books, styrofoam statuettes/food, collapsible “door”, etc., stored in a large container and kept with the horse/cart.)
Wagon Key ×2 (×1 kept in hidden pocket, ×1 kept inside Wagon.)
Salary: Varies by performance (plus tips).
Black Market Items: 1,200 credits worth of pre-Rifts written plays/works.
Other Currency/Accounts: None.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Not applicable; though the race is not opposed to implants, it is very uncommon for any to be installed on their face or head. If they are, their shapeshfting ability has to work around the implants.
Power Armour/Robot Vehicles
True Name: Rochelle Phillips
Occupation: Traveling Performer/Musician
Height: 6′ 3″
Weight: 179 lbs.
Description: Dark skinned with long black hair (kept in a tight bun) and brown eyes, she is rather beautiful in her natural form, but may spend extended periods of time with a different face (either because she had forgotten to shift back or because it’s nice to remain unrecognizable sometimes). Unless traveling, she makes it a point to be well dressed and presentable – an important factor in her line of work – she also makes sure her steed is cleaned and cared for. She is naturally friendly and agreeable, with a bright smile and a quick joke on her lips.
Insanity(s): Phobia: Ghosts, Entities, and Haunted Places/People/Things (see Vulnerabilities). Phobia: Dead bodies, corpses, and skeletons of any type.
Sentiments Toward Coalition State: Fear; as shapeshifters, Phlebus are naturally hunted by the CS, and so she will avoid their territory whenever possible and keeps a low profile in the presence of CS supporters/soldiers.
Sentiments Toward D-Bees: Friendly; anyone could be a customer or a patron of the arts, and even the aggressive or “unfriendly” types enjoy entertainment.
Sentiments Toward Humans: Friendly; anyone can be a customer or a patron of the arts.
Sentiments Toward Magic/Psionics: Indifferent; while her powers are not magical/psychic in origin, she can see the usefulness of such things. Some of her family have such abilities and use it to enhance their performances. She enjoys seeing flashy spells.
Mutations: Not applicable (though they could change their facial features to resemble some mutations).
Dedicated to the Art: When performing, the character is oblivious to anything else going on around them and is at a -5 penalty to both Initiative and Perception rolls.
Extreme Fear of Ghosts: Due to the race’s inherent fear of Ghosts, Entities, haunted places/people, and so on, this character is at a -5 penalty to Save Vs. Horror Factor when dealing with them – their natural bonus to Save Vs. Horror Factor does not apply in these cases. Also see Insanities.
Background: Raised in a traveling circus by her Mother and adoptive Father, Rochelle is no stranger to the stage. Her Father taught her to read and introduced her to acting, while her Mother taught her the wonders of song and music. Rochelle liked to combine the two in performance with her family, but ultimately enjoyed acting and reading and writing plays more. Until adulthood, she traveled the wide circuit with her family, but soon wanted to set out and find more obscure plays and to find inspiration for her own writing. She took with her the well wishes of her family and troupe, her sturdy and well-trained horse, a Wagon to live in and perform out of, and a good supply of saved wages and fancy costumes/props to assist her on her journey. She adopted the name of a female, pre-Rifts playwright to protect her anonymity and also so that she could build her own career separate from the well-known circuit that her family’s employers run.
Family Tree: Mother is Arabell Phillips (formerly Smith), a very skilled performer who once worked with a very large traveling circus. This is how she met Rochelle’s Father, Jason Belfonte, who had been looking for a place he could fit in all his life (and where better for a Phlebus than the circus). Unfortunately, Jason had a tendency toward gambling and alcohol (he was a brewer and Saloon Bum of sorts) that got him in deep trouble fairly frequently, and so her parents never married; after a couple of years of dodging his bookies and loan sharks on the ciruit, it caught up to him and what was originally supposed to be a beatdown resulted in his accidental death. Arabell was pregnant at the time, and after a few years of mourning, found companionship in a human man who’d traveled with the circus from time to time: a Rogue Scholar named Lee Phillips. Lee and Arabell were married (and mated for life through Phlebus custom, though it is unusual to have an interspecies mating), and he happily adopted young Rochelle. Phlebus normally have large families, and though they could produce no biological children together, the Phillips ended up adopting 8 other children of various ages and races. Arabell keeps in regular contact with her parents and younger/older siblings.
Adrienne the Phlebus (Anarchist, 1st level Vagabond O.C.C.)
IQ: 14 ME: 12 MA: 28 (98% Trust/Intimidate) PS: 12 PP: 14 PE: 13 PB: 19 (45% Charm/Impress) Spd: 10 HP: 13 SDC: 45 PPE: 13 Attacks: 5
Arms: Plastic Man Armour: 139 M.D.C. Wilk’s 320 LASER Pistol: 1D6 M.D., 1000ft, +2 aimed shot. Throwing Knife: 1D4, 60ft. Survival Knife: 1D6.
Abilities: Limited Shapeshifting, Ambidextrous, Eyeball a Fella.
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