I have, unfortunately, been buried under appointments, family stress, medical setbacks, and unscheduled trips to see specialists. This has all kept piling up since the start of April, and no end really seems to be in sight as we wade through all of these issues and personal problems. So I have to maintain the erratic posting non-schedule that’s come to pass recently, in an effort to keep my head above the water. I miss writing characters regularly, and it is a great de-stressor at times, but I just do not have the time, energy, focus, or inspiration lately for it. But here’s a simple character that I’ve sort of cobbled together here and there in brief moments of creativity and drive. Who knows? This hiatus could clear up quickly enough; we are making efforts to relieve as much personal stress as possible, after all.
The gear was probably the most complicated part of the write up, as Rifts: Canada offers some unique vehicles and specialty gear designed for the terrain. The text also lumps all of the Tundra Rangers’ gear lists together, only differentiating based on assignment, rank, O.C.C., and climate; much like any Coalition soldier in that respect. I’m not sure that I’ve written any characters who are immigrants (or are immediate descendants of immigrants); it really added another level to the character and influenced parts of his backstory that I wouldn’t have considered previously.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 20: Canada.
Recommended Setting: As they were designed for Rifts: Canada, they would be most suited there as a part of a good aligned group. They serve as protectors of the innocent, and as such make great monster hunters, town protecters, wandering rangers, and helpful miltant group members.
Exp. Level: One
Experience Table: Tundra Ranger
O.C.C.: Tundra Ranger Soldier/Lawman
Invoke Trust/Intimidate: None.
Health Points: 19 (+1D6/lvl)
S.D.C.: 51 (+1D6/lvl)
M.D.C.: Not applicable.
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
PS: 19 (Lift/Carry: 760/380 lbs.)
SPD: 11 (Run: 7.5 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Expert
+Restrain Punch: 4
+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
Occupational Natural Abilities
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: None (+1 at levels 2, 4, 7, 10, and 13.)
+Mind Control: None
R.C.C. Related Skills:
Mathematics: Basic 65% +5%/lvl
Language: Native: English 98% (maximum)
Literacy: Native: English 84% +1%/lvl
Language: Other: African 60% +3%/lvl
Radio: Basic 60% +5%/lvl
First Aid 55% +5%/lvl
Horsemanship: General 40%/20% +4%/lvl (See Occupational Abilities.)
Pilot: Hover Craft (Ground) 70% +5%/lvl
Pilot: Motorcycle and Snowmobile 70% +4%/lvl
Land Navigation 46% +4%/lvl
Wilderness Survival 40% +5%/lvl
Tracking: Humanoids 35% +5%/lvl
Law: General 55% +5%/lvl
Lore: Demons and Monsters 45% +5%/lvl
Swim 60% +5%/lvl
Climb 55%/45% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Barter 44% +4%/lvl
Language: Other: Inuit 60% +3%/lvl
Camouflage 35% +5%/lvl
Demolitions: Disposal 75% +3%/lvl
Trap/Mine Detection 35% +5%/lvl
Lore: Inuit 35% +5%/lvl
Secondary Skills: (+1 skill at levels 2, 4, 6, 8, and 12.)
Identify Plants and Fruit 25% +5%/lvl
Fasting 40% +3%/lvl
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Targeting (+1 strike when thrown 1, 3, 7, 10. Critical damage on natural 19-20. See page 328 in Rifts Ultimate Edition for full description.)
Shotgun (+1 strike 1, 3, 6, 10, 14.)
Vibro-Knife: 1D6 M.D.
Throwing Knife (Small): 1D4, 70 foot range, ×4.
Bola: 2D4. Designed to trip/ensnare, 30 foot range, ×3.
Wilk’s 320 LASER Pistol
Damage: 1D6 M.D.
Payload: 20 individual shots. ×2 extra e-clip.
Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun.
Wilk’s 447 LASER Rifle
Damage: 3D6 M.D..
Payload: 20 per e-clip, cannot use long e-clip (×6 extra e-clips).
Legion Tundra Warrior Combat Armour: A light, high-tech body armour worn by most Tundra Rangers. It can be worn as part of a full environmental system (with the usual EBA features, although heat resistance is 30% less than normal), or as a non environmental system. In place of a full combat helmet, the Rangers often wear a thermal hood or cap, scarf and air filter with a pair of light sensitive tinted goggles, or a multi-optic system. Thermal-Armour is also typically worn beneath (listed separately.)
M.D.C. By Location: Full Body: 40. Helmet (when worn): 50. Cap/Hood (when worn): 8.
Mobility/Penalties: Excellent mobilty, ideal for riding horses or hover vehicles. Penalty of -5% applies to the Prowl, Swimming, Acrobatics, and Gymnastics skills.
Weight: 10 pounds.
Thermal Armour Suit: Worn underneath armour or on its own, it is made of a special M.D.C. fabric that resembles a heavy cloth and looks like an insulated flight suit. A specific helmet can be attached to make the body suit into a super lightweight environmental armour.
M.D.C. By Location: Full Body: 20. Light Helmet (when worn): 30.
Mobility/Penalties: Superior mobility; no penalties.
Weight: 8-10 pounds.
Vehicles/Riding Animals (Either vehicle/animal may be used based upon region, climate, season, or assignment.)
Riding Horse: California Dappled black and white coat, brown eyes, she is a friendly mare used to the harsh Canadian terrain – she allows other riders, but only with permission of her master.
P.P.E.: 5D6, sensitive to ley lines, the supernatural, or strong magic.
Damage: Front Kick 2D6 S.D., Hind Kick 4D6 S.D.
Legion 2/20 Snowmobile: A low, sleek, 2 seat snowmobile that can operate over a fair range of terrain, but is limited slightly by very rugged landscapes and mountainous regions (a trail or path are necessary.) It is propelled by vector jets with a computer control system patched into the steering control. Forward breaking jets in the underbelly and nose are used for quick stops; anyone who can pilot hover cycles/vehicles can pilot this snowmobile.
Crew/Capacity: 1 driver, 1 human-sized passenger (up to 7.6ft tall and 600lbs).
Cargo: Minimal; space for a rifle, survival kit, and backpack. An additional 200lbs can be strapped to the outside of the snowmobile and it can pull up to an additional 200lbs, in which case speed is reduced by 20% and control (the Pilot skill) is -10% (more if a sled is not used and the object is being dragged on the ground.)
Dimensions: 2.5ft tall, 3ft wide, 6ft long, 800lbs.
Power Source/Range: Liquid fuel turbine engine (250 miles).
Speed: Top speed is 100 mph, but cruising speed is usually 30-40 mph. Doing more than 60 mph better be reserved for flat, open spaces like the tundra; traveling through woodlands or rugged terrain will reduce maximum speed by 50-70%, as going faster is suicide.
Leaps: Capable of thruster assisted leaps 15ft high and 50ft across.
M.D.C. By Location: Rear Turbojets (2): 20 each. *Small Breaking/Maneuvering Jets (4): 6 each. *Snow Skis (2): 25 each. *Headlights (2): 3 each. Reinforced Windshield: 10. Main Body: 85. (Note: Locations marked with an asterisk [*] are small and/or difficult targets to hit, thus they can only be hit with a Called Shot and even then the attacker is -3 to strike. Depleting the Main Body M.D.C. will destroy the vehicle.)
Gear (All located in backpack unless stated otherwise.)
Field Uniform ×2 (extra stored in barracks)
Dress Uniform (stored in barracks)
Casual Clothing ×6 (×1 outfit in backpack, rest stored in barracks)
Combat Boots ×2 (cleated and insulated, ×1 extra stored in barracks)
Thermal Gloves ×2 (×1 extra)
High-Impact Helmet (built-in communicator)
Pick-Hatchet (on utility belt, 1D6 S.D.)
Tundra Survival Kit
Nylon Cord (slash resistant, 500lb test) ×100ft
Climbing Anchor ×20
Mallet, Small Ceramic (M.D.C. construction, highly cold resistant, 1D4 S.D., on utility belt)
Winter Cap (covers head and ears)
Air Filter (on utility belt)
Flashlight (on utility belt)
Distancing Binoculars (on utility belt)
Language Translator (on utility belt)
Signal Flare ×4
Rations, Freeze Dried ×42 days
First Aid Kit
Note: Special Assignment Only Gear:
“This can include a special or heavy vehicle, additional or heavy weapons, explosives, sensors and scopes. Heavier armor and power armor may also be available as well as additional body armor and weapon systems for that armor (depending on the model) and heavier class infantry weapons. Portable generators, climbing equipment, additional food and water, chemicals and medical supplies may also be available. The exact type of equipment available depends on the exact requirements of the mission and unless the character is allowed to use authorized “personal” items, the choice of weapons may be limited. Other factors include basic supplies and the overall personality of the Commanding Officer (if he has a disliking towards the character, the availability of options may become very constricted).” (page 83 of Rifts: Canada.)
Salary: 1,500 credits/month; Room and board, food, clothing, medical care, weapons, equipment, and other basics are provided free as part of their pay in addition to their salary, as well as access to Ranger Bases recreational areas (note that pay increases with ranking and/or assignment, as well as combat or hazard pay.)
Credits: 4,500 credits.
Black Market Items: None.
Other Currency/Accounts: None.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Not applicable; though the character is not opposed to augmentation or implants and could purchase them in the future.
Power Armour/Robot Vehicles
True Name: Franklin Mars
Occupation: Environment Protection and Native Peoples Rights
Height: 6′ 3″
Weight: 231 lbs.
Description: Of African Canadian descent, he has short, curly black hair, very dark skin, and dark brown eyes. Typically garbed in his uniform (or simple, sturdy clothing befitting a traveler – he’s fond of plaid and the color red), he proudly bears the Tundra Rangers insignia. He also smiles a lot, a very friendly and helpful fellow.
Insanity(s): Phobia: African blood magic (and anything which resembles it.)
Sentiments Toward Coalition State: Wary/Disdain: Though the CS has little presence on the harsh Canadian terrain, there have been scuffles and issues. Unless an outlaw is exceedingly violent/evil, they will not be surrendered to the CS forces, even when wanted by them.
Sentiments Toward D-Bees: Friendly; So long as they are not inherently aggressive or dangerous, all are welcome on the tundra (and within the Rangers). Believes in equal rights for friendly D-Bees.
Sentiments Toward Humans: Friendly; So long as they are not inherently aggressive or dangerous, all are welcome on the tundra (and within the Rangers).
Sentiments Toward Magic/Psionics: Indifferent; So long as they are not inherently aggressive or dangerous, magic users and psionics have their uses. Due to the overwhelmingly evil nature of Shifters and other similar magic or psionic O.C.C.s, those will be treated with caution and sometimes disdain. Any magic/psionic involving demons and summoning is considered evil, and he has a deep fear regarding African blood magic.
Mutations: Not applicable.
Background: Franklin is the middle child of a hard working and loving family, who emigrated to Canada from Africa to seek new opportunities (and safety from ongoing wars) before the children were born. Educated and diligent, the Mars family had no problem putting roots down in Canada, and with their skills and professions, they were quickly accepted by the community. Following in his older sister’s footsteps, Franklin joined up with the Tundra Rangers in adulthood. The Mars siblings had the uncommon opportunity to learn the customs and language of the Inuit people due to their Mother’s medical work with the tribes, and grew with a great respect for the native peoples and the land they all shared; it was no surprise that Ripley (nicknamed such for his love of restored, pre-Rifts Sci Fi films and the association of his last name) would seek out assignments and squads that focused on environmental protection and assistance for the Inuit peoples. Ripley is one of the proudest Tundra Rangers out there, in love with his work and the feeling that comes from lending a helping hand.
Family Tree: Parents are Todd Mars (an airplane mechanic and pilot) and Sigourney Mars (a traveling medical doctor); they travel together facilitating trade between native tribes and Canadian cities, as well as providing aid where possible. Two siblings, Marina (older) is also a Tundra Ranger (higher rank/level than her Brother), and Rupert (younger), who plans on studying to become a Cyber-Doc upon reaching adulthood (only 16 years old). Franklin is on great terms with his family and makes regular contact with them.
Ripley the Human (Principled, 1st level Tundra Ranger O.C.C.)
IQ: 10 ME: 14 MA: 8 PS: 19 PP: 16 PE: 19 PB: 8 Spd: 11 HP: 19 SDC: 51 PPE: 12 Attacks: 5
Arms: Legion Tundra Warrior Combat Armour: 40 M.D.C. Legion Tundra Warrior Combat Helmet: 50 M.D.C. Thermal Armour Suit: 20 M.D.C. Wilk’s 447 LASER Rifle: 3D6 M.D., 2000ft. Wilk’s 320 LASER Pistol: 1D6 M.D., 1000ft, +2 aimed shot. Bola: 2D4, 30ft. Throwing Knife: 1D4, 70ft. Vibro-Knife: 1D6 M.D.
Happy (Belated) Gaming,
Any image or information provided pertaining to Rifts is the sole property of Palladium Books and any authors or artists therein. I claim no ownership of content, nor do I claim ownership of any borrowed fan-made creations as may be sourced above. Any homebrew creations are not official material, and are merely intended as creative supplementation.