My wife has written up…oh, probably 5 Zenith Moon Warpers in the past! So I just had to see what all the fuss was about, and I have to say that I’m pretty impressed by their abilities and innate skills. Overpowered much? Oh, yes. But in an M.D.C. campaign I could definitely see how fun and fitting they could be.
This particular Z-Warper was quite enjoyable to write, and much of her story is inspired by my wife’s characters (many ended up starting as slaves, partly for balance but mostly, I think, because it was hard to fit them in with our groups otherwise) and so came easily to me. Due to trauma, this character also has two insanities to start (which I know many DMs see as optional in the first place), as well as a unique vulnerability: being branded as a slave. I like writing up those special character traits, perhaps I will have to develop some more in the future.
As to my own personal issues, well, they are ever present. But I am getting assistance for it and have been trying to find more time for myself, which has been very helpful for my stress levels. Thus, I may be able to tentatively commit to biweekly character posts – but keep in mind the word “tentatively”. Anyway, enjoy!
EDIT 07/16/2015: Completely forgot to add in all of the Gymnastics abilities. This has been corrected.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, Rifts World Book 30: D-Bees of North America.
Recommended Setting: Michigan, Eastern Canada, and the Magic Zone are all common habitats for groups of Zenith Moon Warpers, although this particular character is suited to anywhere that can house a sizeable anti-slavery smuggling operation (inner city, cross country, and so on.) Z-Warpers have a high slave market value (2D6×10,000 credits, even higher for escapees) and so hate slavers and many authority figures, and with their abilities make excellent assassins and spies. Would make an excellent team member to any espionage group, or with characters she’s already established a rapport or a mutually beneficial background with. Not CS friendly, recommended for M.D.C. campaigns for balance, but could fit well in a higher level S.D.C. campaign.
Nickname: “Z” or “Zora” to those she’s close to.
Exp. Level: One
Experience Table: Zenith Moon Warper/Lanotaur
R.C.C.: Zenith Moon Warper
O.C.C.: Not applicable.
Invoke Trust/Intimidate: 75%
Health Points: 23 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 69 (+1D6/lvl; +20% when the moon is full or nearly full.)
P.P.E.: 116 (+1D6+1/lvl)
I.S.P.: 91 (+1D6+1/lvl; +20% when the moon is full or nearly full, considered a Major Psychic.)
Chi: Not applicable.
Horror/Awe Factor: 10 when in wolf form or identified as a Zenith Moon Warper (+1 at levels 4, 8, and 12).
PS: 24 (Supernatural, Lift/Carry: 2,400/1,200 lbs.; +20% when the moon is full or nearly full.)
PE: 23 (Supernatural)
SPD: 45 (Run: 30.5 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Expert
Attacks: 5 (+1 when the moon is full or nearly full.)
+Strike: 5 (+1 when the moon is full or nearly full.)
+Restrain Punch: 2
+Initiative: None (+2 when the moon is full or nearly full.)
+Spell Strength: None
Restrained Punch: 4D6 S.D.
Fist Punch: 2D6 M.D.
Power Punch: 4D6 M.D. (counts as 2 attacks)
Backhand: 2D4 M.D.
Elbow: 2D6 M.D.
Kick: 3D6 M.D.
Power Kick: 2D12 M.D. (counts as 2 attacks)
Knee: 2D6 M.D.
Racial Natural Abilities
Ambidextrous: Character can use their left and right hand with equal proficiency, and so have some advantages in certain skills (already applied); they are also double jointed.
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 also applied to all applicable future skills not already obtained). Paired Weapons skill is automatic, ambidextrous characters also have +1 attack per melee round.
Night Vision: The character’s body automatically adjusts vision; the eyes are made to become much more light sensitive and work on the same principles as mechanical light amplification. The eyes simply amplify any existing light (a candle, moonlight, starlight, etc.) to see clearly. There must be some source of light to see (cannot be in total darkness.)
Range: 1,000 feet.
Natural Runners/Leapers: Due to their innate strength and speed, a Z-Warper can leap 10ft high or across; 50% higher and further witha running start.
Bio-Regeneration: All Zenith Moon Warpers have the automatic racial ability to bio-regenerate 3D6 M.D.C. points per hour.
Shapechange (Special): Z-Warpers can assume a completely human appearance, and take on different facial appearances and skin tones, but are forced toassume their natural form for a 1D4 hour long period when the moon reaches its zenith in the sky.
Powers of the Full Moon (Special): Whenever the moon is full or nearly full (roughly 6 days each month), the Zenith Moon Warper experiences the following bonuses:
■ P.S., M.D.C., and I.S.P. increase by 20%.
■ +2 to all Saves Vs. Horror Factor, Poison, Drugs, Possesion, and Mind Control.
■ +2 initiative.
■ +1 to strike.
■ +1 attack per melee round.
Occupational Natural Abilities
+Poison/Toxins: 4 (+2 when the moon is full or nearly full.)
+Ritual Magic: None
+Harmful Drugs: None (+2 when the moon is full or nearly full.)
+Possession: None (+2 when the moon is full or nearly full.)
+Horror Factor: None (+2 when the moon is full or nearly full.)
+Mind Control: None (+2 when the moon is full or nearly full.)
Swimming 62% +5%/lvl
Climbing/Rappelling 97%/87% +5%/lvl
Appraise Goods 47% +5%/lvl
Cardsharp 51% +4%/lvl (+5% if target is seduced.)
Concealment 47% +4%/lvl (+5% to conceal small objects.)
Escape Artist 47% +5%/lvl
Intelligence 44% +4%/lvl
Land Navigation 48% +4%/lvl
Language: Native: Gobblely 98% (maximum)
Language: Other: American 72% +3%/lvl
Pick Pockets 57% +5%/lvl (+5% if target is seduced; includes planting items on their person.)
Palming 46% +5%/lvl (+5% if target is seduced; includes planting items on their person.)
Seduction 44% +3%/lvl (+5% on intoxicated/drugged targets.)
Streetwise 32% +4%/lvl
Wilderness Survival 37% +5%/lvl
R.C.C. Related Skills: (+2 skills at levels 3, 5, 8, 10, and 12.)
Undercover Ops 42% +5%/lvl
Gymnastics (Includes the following skills:)
■ Sense of Balance 52% +3%/lvl
■ Work Parallel Bars and Rings 62% +3%/lvl
■ Backflip 72% +2%/lvl
■ Basic Prowl 32% (Does not increase with level.)
Cryptography 27% +5%/lvl
Find Contraband 33% +4%/lvl
Safe-Cracking 27% +4%/lvl
Pick Locks 57% +5%/lvl
O.C.C. Related Skills:
Secondary Skills: (+1 skill at levels 3, 6, 8, 10, and 14.)
Literacy: Native: Gobblely 42% +5%/lvl
Literacy: Other: American 32% +5%/lvl
Gambling: Dirty Tricks 22% +4%/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.)
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.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)
Survival Knife: 1D6, ×2
Throwing Knife (Large): 1D6, 60 foot range, ×12
Vibro-Knife: 1D6 M.D., ×2
Wilk’s 320 LASER Pistol (×2, one for each hand.)
Damage: 1D6 M.D.
Payload: 20 individual shots. ×4 extra e-clips (for each gun).
Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun.
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. ×2
M.D.C. By Location: Main Body: 45. Head: 35. Arms (2): 15 each. Legs (2): 22 each.
Mobility: -10% to movement capability.
Gear (All located in backpack unless stated otherwise.)
Jumpsuit, Black (kept in knapsack)
Camouflage Clothing (kept in knapsack)
Casual Clothing ×3
IR Distancing Binoculars (kept in knapsack)
Language Translator (kept in knapsack)
Rope ×300ft (durable)
Climbing/Rappelling Gear (all necessary gear; harness, pitons, etc.)
Identification, Fake ×4 sets (ID cards, certificates, passports, etc.; all with different aliases; kept in small locking case except for the currently used set)
Large Sack ×3
Small Sack ×4 (kept in knapsack)
Family Journal (old, half full, written in Gobblely, detailing some stories on transformation and coded messages and vague descriptions of clans of Z-Warpers and family secrets, kept in small locking case)
Travel Rations ×14 days
Flashlight, Small (kept in pockets)
Pocket Notebook (kept in pockets)
Notebook ×3 (kept in knapsack)
Pen ×4 (×1 in pockets, ×3 in knapsack)
Locking Case, Small (M.D.C. materials, key concealed on person; kept in knapsack)
Locking Case, Medium (M.D.C. materials, key concealed on person; kept in knapsack)
Personal Items (jewelry from her parents, an old picture from her childhood, her parents’ journal, an old bone dice set, deck of cards, etc.; on person unless indicated otherwise)
None to start; Zenith Moon Warpers love magic items and TW weapons, however.
Salary: 500 credits weekly allowance; for work it varies with assignment/employer. Within the anti-slavery ring, the character enjoys all the benefits of free room and board.
Black Market Items: See Other Currency/Accounts.
Other Currency/Accounts: Bug out safe (hidden) holding 15,000 credits and some pilfered BM items (6,000 credits worth).
Magic (P.P.E. Cost) Note: As these spells are considered natural abilities, each use costs half (rounded up) the P.P.E. normally required to cast (cost changes are included.)
Swap Places (150): Allows the caster to target any one individual within visual range and swap places with them. When the spell duration ends (or is canceled by the caster, or one of the persons swapped is slain), the swap is reversed and the swapped persons switch places back.
Range: 50 feet per level; clear line of sight only. Self or one other person by touch.
Duration: One minute (4 melee rounds) per level; can be canceled at will. Instantaneous results.
Saving Throw: None.
Note: This magical swap can only be made with another intelligent, living being of flesh and blood; a swap with energy beings, the dead, or undead is not possible. If the mage or either of the two parties being swapped is slain, the magic instantly ends and the two swap back. If the person swapped was someone other than the mage and they are killed, the caster suffers half of the damage inflicted to the dead person direct to their Hit Points and is stunned and dazed for 1D6 melee rounds (if the caster is an M.D.C. creature, it loses half of its M.D.C. and is stunned). The initial swap and return is all this spell provides, and multiple swaps in rapid succession are not possible.
Teleport: Lesser (8): The power to transmit matter from one place to another, though it is limited to non living matter only. An object up to 50 lbs can be transmitted instantly to any loction wihin range. The caster must touch the object and the destination must be known to them.
Range: 5 miles per level; by touch.
Duration: Requires 2 full melees (30 seconds.)
Saving Throw: None.
Success Ratio: 80% +2%/lvl. An unsuccessful roll indicates that the object never arroved where intended and could be anywhere within their range (the location is not known, but the failure is.)
Escape (4): Enables the caster to magically escape any bonds, or to open any locking mechanism that bars their way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straight jackets, and so on. One restraint or lock can be undone per each invocation (only one per melee round is possible). Only gagging the mage will prevent the use of this magic, as it is cast verbally.
Range: Self, by touch, or within 5 feet.
Saving Throw: None.
Tongues (6): This spell enables the recipients to instantly comprehend all languages at a maxium rating of 98% (does not include literacy, but can be paired with the Eyes of Thoth spell to achieve temporary comprehension of both spoken and written languages.)
Range: Self or others by touch.
Duration: 3 minutes (12 melee rounds) per level.
Saving Throw: None.
Psionics (I.S.P. Cost)
Psionic Invisibility (10): The ability to remain undetected when in plain sight; accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat and insignificant – beneath their notice. Those affected by the impulse are unable to see the character and subconsciously will avoid collision with with them; they do not see or recognize the caster on a conscious level. Individuals watching through video monitors and other sensory equipment can be similarly tricked into ignoring the psychic, but only if within the caster’s radius of influence; those out of range will see the character and react appropriately.
Range: Line of sight or within a 100 foot radius.
Duration: One minute (4 melee rounds) per level.
Saving Throw: Potential victims are -2 to save; area of effect.
Note: This invisibility works only if the character is “passing through” or hiding and honestly has no intention of attacking or hurting anyone in the area. The slightest ill intent or act toward perpetrating violence interrupts the telepathic impulse and instantly cancels the psionic influence. Once the psychic has been seen by someone, that individual is then immune to the caster’s ability to seem invisible. Likewise, while a watch guard may not see or react to the psychic, they will be captured and recorded by films and sensors. Video cameras, computers, and similar devices are never fooled by this ability (even though someone watching it within range may be affected), they will always record or notice the character as they would normally (some may even automatically sound an alarm, too).
Induce Sleep (4): This is not an offensive ability, rather a recuperative power to induce sleep on those who are ill, exhausted, or suffering from insomnia. The person falls into a normal, restful sleep thst they can be easily roused from (this ability cannot be used on a person in combat.)
Range: Touch or within 6ft.
Duration: 1 hour per level or until awakened.
Trance Length: 2 minutes prepatory meditation.
Saving Throw: Standard, unwilling victims are at +5 to save vs psionic attack.
Deaden Pain (4): Used as a painkiller which temporarily negates existing pain or as an anesthetic before surgery.
Range: Touch or within 3ft.
Duration: 1 hour per level.
Trance Length: 2 minutes (8 melee rounds.)
Empathy (4): Used to feel specific and general emotions of a target or muliple individuals within range.
Saving Throws: Standard, a successful save means they cannot get a clear sense of emotions (saving throws must be made once per round that Empathy is being used.)
Psychic Diagnosis (4): They can sense physical pain and injury, whether internal or external, as well as disease, illness, or possession with absolute clarity. Pinpoint accuracy enables them to suggest treatment or to conduct Psychic Surgery if the ability is known to them.
Range: Touch or within 3ft.
Duration: Immediate knowledge.
Length of Trance: 2D4 melees of meditation/focus.
Psychic Surgery (14): Psychic Surgery is used to repair broken bones and internal injuries, and for the removal of foreign objects (bullets, arrows, etc.) using only one’s bare hands; no tools or instruments are needed. Can also be used to heal a character who has suffered so much damage that they have lapsed into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of “professional hospital” treatment. The recovery from a coma (near death) is equal to treatment from a hospital as well: 01-66%.
Duration: Varies with injury.
Length of Trance: 2D6 minutes of prepatory meditation, plus the duration of the surgery (which lasts half as long as conventional modern medicine).
Note: A Psychic Diagnosis must be made before surgery is possible. There is minimal bleeding and pain, and absolutely no scarring from Psychic Surgery (no pain at all if used in conjunction with the Deaden Pain ability).
Not applicable; Zenith Moon Warpers will avoid them unless absolutely medically necessary as they can interfere with their magic abilities, and even then Bio-Systems are preferred.
Power Armour/Robot Vehicles
True Name: Teagan Adazora
Occupation: Thief/Spy/Underground Slave Freedom Operator/Psychic Healer
Height: 5′ 5″
Weight: 136 lbs.
Description: Human: Deeply tanned skin and black hair (long, kept in a ponytail or bun), dark brown almond shaped eyes. She has multiple piercings in her ears, and is always wearing leather bracelets, a beloved pendant necklace (a gift from her parents which is never removed), and the typical casual clothing for the area (jeans and a tank top, warmer clothes for cold regions, dark or ratty clothes for inner city assignments, etc.)
Description: Wolf: Black fur covering a wolf’s face, hands, and feet – a fine layer of fur covers the rest of their body. Clawed hands and feet, wolf’s ears (piercings still intact). Wearing whatever she was wearing prior to her transformation (see Human Description). Note that Z-Warpers do not have tails, and though they possess a canine nose, they do not have a canine sense of smell.
Insanity(s): Phobia: Splugorth Slavers. Obsessive Compulsive About Safety/Security (see Vulnerabilities for more detail.)
Sentiments Toward Coalition State: Hatred and fear; the Coalition kills and hunts shapeshifters, creatures of magic, and psychics – so Z-Warpers are high on the list. They tend to avoid Coalition territory, unless on a particularly important assignment.
Sentiments Toward D-Bees: Indifferent; except in cases such as the Horune Pirates or the Splurgoth (both of which are notorious slavers), she generally believes in the rights of equality for D-Bees and humans. Other shapeshifters are typically regarded with wariness.
Sentiments Toward Humans: Mistrust; as a shapeshifter, she has a natural mistrust of humankind and their overwhelming fear of her own race. Any human slaver/tyrant may also be considered a target.
Sentiments Toward Magic/Psionics: Mistrust; though Z-Warpers have magic and psionics themselves, they are regarded as natural abilities, not spells. These powerful forces are not considered something to be toyed with and can be quite deceptive and dangerous. They admire magical items and weapons, however.
Obsessive Compulsive About Safety/Security: Will check to see if a door is locked, a weapon is loaded, that they have their holy symbol(s), have a radio, I.D., and similar 1D6+2 times each. May also insist that their team members use identifying code words and signals to prove they are who they claim or seem to be.
Escaped Slave: Branded: This character escaped from slavery at some point of their lives. Their past owners had claimed and identified their property through a burned brand on the skin. Since their escape, they have not had the brand removed/covered. Many former slaves (whether they be escapees or legally freed) seek the removal or covering of their former owner’s identifying marks; any former slave who still carries a recognizable or easily seen (like on the face or hands) mark may be treated with scrutiny and may be asked to provide papers to prove their freedom. Escaped slaves who are caught out (or even freed slaves who can’t prove the legitimacy of their freedom) are typically reported and arrested.
Mark Type/Description: Burned Brand: A simple and small castle with the letters “A.T.” set below (the mark of the Atlantis slave trade). The image is small, but is a very distinctive burn on the character’s skin.
Mark Location/Concealability: Below the left breast; easily hidden unless unclothed.
Mark Recognition: The image is commonly recognized by anyone involved in the Atlantis slave trade.
Background: Born to a loving Zenith Moon Warper couple, Teagan’s early childhood was a very happy and affectionate one. She spent time woth her much older Brother, Hawthorne, and learned a lot about her abilities before he reached adulthood and took to travelling when she was 6. At 8 years old, her family was revealed to be shapeshifters by someone that they had thought they could trust. They tried and failed to run with the assistance of an underground organization (only their belongings made it to the smuggling point) and were forced into magic-proof chains and entered into the Atlantis slave trade by Splugorth slavers and their minions. Their race is considered a valuable commodity, and so they were protected more than many other slave races, but afforded even less privacy and freedoms due to their deceptive abilities. It was incredibly traumatic, between being forcibly burned with the mark of the Atlantean slave trade, being held in separate cells (the slavers took little chances with Z-Warpers, and being shackled in magic-proof restraints that siphoned away their strength; much more so traumatic to a child.
During transport to an Atlantean portal by the Splugorth minions, the previously contacted anti-slavery ring orchestrated a complex escape attempt. Many of the specialty shackles were replaced with identical, but completely ordinary replicas, enabling the prisoners to build up their strength and use their abilities to assist in the escape. After two days to conserve their energy and plan, the organization made their move. In a huge firefight, many slaves, slavers, and operatives lost life or limb. Only Teagan and her Mother had received the plain shackles, her Father had not been so lucky; after getting young Teagan into the safety of an operative’s care, her Mother ran back in to help as much as possible and to hopefully free her Father. She didn’t make it back to the safe point before the operatives had to abandon the conflict to flee with who they had managed to rescue.
Teagan was the only other Zenith Moon Warper that escaped, and being so young and traumatized, the organization (revealed as “The Blue Crusaders”, several members of which are Cyber-Knights who’s psi-weapons are a distinctive blue) went to great efforts to ensure her protection. She was placed in the care of an older Cyber-Knight, who helped her harness her own psionic abilities, and was also gifted her parents’ belongings, which had been successfully smuggled before their capture. Teagan used her skills to heal other released slaves, always on the lookout for any information on her parents’ fate or whereabouts. As she grew older, she was inducted into the Blue Crusaders, and due to her shapechanging abilities and natural affinity for deception and secrecy, she was trained in espionage. She became one of those few operatives who would travel, spending months ingraining herself within a community and gathering intel, before finally helping to lead a secreted escape attempt for other slaves (or others who needed help or employment, though the BCs primarily target slavery rings.) She is also working to decode her family’s journal, hoping to find her older Brother or other family, in the hopes that her parents escaped and sought refuge with another clan.
Family Tree: Mother is Serabella Adazora, Father is Rufio Adazora; both mated Zenith Moon Warpers who adored their daughter. They went to great lengths to gather and protect notes and stories from their family and race, and passed those coded writings on in their belongs to Teagan through the Blue Crusaders. These writings are complex and detail even secret meeting areas for other Z-Warpers, whrre Teagan might find more family members, including her much older (15 years her senior) Brother, Hawthorne. Hawthorne was present for only Teagan’s early childhood, choosing to travel to find other clans of Z-Warpers upon reaching adolescence. She maintains no contact with any other Moon Warpers, but is always searching for clues and information.
Z the Zenith Moon Warper (Anarchist, 1st level R.C.C.)
IQ: 16 ME: 17 MA: 23 (75% trust/intimidate) PS: 24 (+20% during full moon) PP: 24 PE: 23 PB: 22 (60% charm/impress) Spd: 45 HP: 23 MDC: 69 (+20% during full moon) PPE/ISP: 116/91 (+20% ISP during full moon) Attacks: 5 (+1 during full moon)
Arms (Quantity): Huntsman Armour: 164 M.D.C.. Wilk’s 320 LASER Pistol (2): 1D6 M.D., 1000ft, +2 aimed shot.. Vibro-Knife (2): 1D6 M.D.. Throwing Knife (12): 1D6, 60ft.. Survival Knife (2): 1D6.. Smoke Grenade (2).
Abilities: Ambidextrous, Night Vision for 1000ft, Shapechange at will and during the full moon, increased Powers of the Full Moon, can bio-regenerate 3D6 M.D.C. points per hour, and has a Horror Factor of 10 in wolf form.
Spells: Swap Places (150), Teleport: Lesser (8), Escape (4), Tongues (6).
Psionics: Psionic Invisibility (10), Induce Sleep (4), Deaden Pain (4), Empathy (4), Psychic Diagnosis (4), Psychic Surgery (14).
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.