This is a character that had been written up with a friend, hopefully she’ll be able to play it soon in my upcoming Australia campaign. Madd Maxine here will also be in a party with Tall Boy the Grackle Tooth Burster, and Chester Emmett M.D. the Human Body Fixer, as well as another character (A Septumbran Witch Wolf Headhunter), whom I haven’t gotten the chance to type up to post yet. It’s gonna be BONZA, mate!
It was great fun delving back into World Book 19: Australia, and I’m still cross with Palladium Books for never releasing the promised Australia 2 & 3 books. But I’ll work with the amazing one that I do have; it’s probably my second favorite area setting! And the book has got some great tables and details! I especially enjoyed the “Weapon Condition and Modification” tables, which I utilized in this write up. If you don’t go in for those kinds of things, no worries, you can just erase that last addition and nothing else about the weapon changes!
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts Sourcebook 07: The Black Market, and Rifts World book 19: Australia
Recommended Setting: Australian Outback, within a couple days drive from Perth. Best suited surrounded by other PCs or NPCs in a gang of sorts. Could be a villainous PC/campaign.
Nickname: Madd Maxine
Exp. Level: One
Experience Table: Jackaroo, Roadganger, and Sportsman
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 27(+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 10 (permanent)
I.S.P.: 21(Major Psionic, +1D6/lvl)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
PS: 25 (Lift/Carry: 500/250 lbs.)
SPD: 15 (Run: 13 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Expert
Attacks: 4 (+1 melee when riding in vehicle)
+Strike: 6 (See Outback Combat Driving in O.C.C. Abilities for shooting while driving)
+Dodge: 5 (+2 more while driving)
+Roll: 7 (+2 more while driving)
+Restrain Punch: 3
+Spell Strength: None
+Survive Vehicular Crash: 2
Fist Punch: 1D4
Power Punch: 1D4x2 (counts as 2 attacks)
Power Kick: 1D8x2 (counts as 2 attacks)
Axe Kick: 2D8
Leap Kick: 3D8 (counts as 2 attacks)
Body Flip/Throw: 1D6, the victim loses initiative and 1 melee attack.
Body Block/Tackle: 1D4 (×2 if 8-12ft tall, 3D6 if even larger) and opponent must dodge/parry to avoid being knocked down; if knocked down, they lose initiative for that round and 1 melee attack.
Pin/Incapacitate: On a natural roll of 18, 19, or 20, can hold opponent completely immobile (though the character cannot move without releasing them).
Crush/Squeeze: 1D4 per squeeze attack (×2 if 8-12ft tall, 3D6 if even larger); each squeeze counts as one melee attack.
Racial 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.
Horsemanship: Exotic The character understands all methods of care, breaking, grooming, and breeding as with any Horsemanship skill, but they are experienced in riding tame animals other than the horse. “Exotic animals” can include elephants, camels, llamas, pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained (or willing) to be ridden. Wild or untamed creatures cannot be ridden except by Simvan or select other characters with animal skills or spells. See other Horsemanship skill for applicable riding bonuses.
Outback Combat Driving Considered a master of the roads when driving an automobile, jeep, truck, motorcycle, or other ground vehicle. Skill penalties for performing tricks, vehicular attacks (ramming, sideswiping, etc.), or evasive maneuvers are reduced by half when they are at the wheel. This driver is also +2 to dodge while driving, +2 to survive a roll/impact, and at only -2 to fire a weapon while in or on a moving vehicle (while still retaining the ability to make an Aimed or Called Shot, talking or making another action that is not an attack receives no penalty.) In addition to regular Combat Driving ability, this character is familiar with the challenges involved in driving in the Outback, and any penalties incurred as a result of the terrain are cut in half if this character is at the wheel.
+Ritual Magic: 5
+Psionics: Hit 12 to save (Major Psionic)
+Harmful Drugs: None
+Horror Factor: 4
+Mind Control: None
R.C.C. Related Skills:
Language: Native: Australian English 80% +1%/lvl
Mathematics: Basic 50% +5%/lvl
Radio: Basic 55% +5%/lvl
Outback Survival 78% +2%/lvl
Electronics: Basic 40% +5%/lvl
Mechanics: Basic 60% +5%/lvl
Automotive Mechanics 45% +5%/lvl
Pilot: Automobile 80% +2%/lvl
Pilot: Motorcycle 80% +4%/lvl
Pilot: Truck 55% +4%/lvl
Pilot: Tank and APC 51% +4%/lvl
Outback Combat Driving
Horsemanship: General 60/50% +5%/lvl
Horsemanship: Exotic 60%/50% +5%/lvl
Vehicle Armorer 45% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Demolitions 65% +3%/lvl
Find Contraband 31% +4%/lvl
Pilot Related: Weapons Systems 40% +5%/lvl
Pilot Related: Navigation 40% +5%/lvl
Play musical Instrument: Didgeridoo 35% +5%/lvl
Acrobatics (No fear of heights; also includes the following skills:)
■ Sense of Balance 60% +5%/lvl
■ Walk Tightrope or Highwire 60% +3%/lvl
■ Climb Rope 80% +2%/lvl
■ Back Flip 60% +5%/lvl
■ Basic Climbing (40%, does not increase with level)
■ Basic Prowl (30%, does not increase with level)
Recycle 30% +5%/lvl
Jury-Rig 35% +5%/lvl
Firefighting 30% +5%/lvl
Gardening 36% +4%/lvl
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Chain (+1 1, 3, 7, 10, 13. +1 parry 4, 8, 12, must use both hands. -3 strike when thrown.)
Shotgun (+1 strike 1, 3, 6, 10, 14.)
Archery (+1 strike 1, 2, 4, 6, 8, 10, 12, 14. +1 parry with a bow weapon at level 1. +1 disarm 2, 5, 10, 15. Rate of fire is 2 shots per melee round, +1 extra shot 2, 4, 5, 8, 10, 12, 14. May fire at 50% further distance with no bonuses.)
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.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
NeraTech Pn-50: “Splattergun” A Paintball gun that can spit out modules containing nerve gas, bio-toxins, sleep agents, molecular acid, or even just paint.
Acid Damage: 4D6 SDC or 2D6 MDC, depending on what type of target it hits, in a one yard splatter radius.
Range: 60 feet.
Payload: 18 pellets per clip (×0 extra clips of acid ammo type, x2 clips of regular paintballs), standard rate of fire (including bursts).
Note: This weapon is equipped with the following modifications or deteriorated states:
*Condition: Mild Corrosion: Looks poor and the trigger is stiff (-1 to strike); gets mid to low value in trade. When shooting it, if a 1-4 is rolled to strike, the weapon jams and must be stripped and parts shaken to unjam. This problem will never go away until thoroughly cleaned.
ATA A-50 Energy Arc Thrower: “Icer” Advanced Technologies Australia (ATA) created this laser to be low-powered, but the laser simply ionizes the air in a straight line, which then allows the a high voltage change to be conducted along the pathway to the target. Very loud and obvious when fired, but loved for the intimidation factor and “spray” capacity.
Mega Damage: 3D6 MD
Range: 600 feet.
Payload: 10 shots per e-clip (×0 extra e-clips ammo), 20 per long e-clip.
Bonus: +2 to strike when within 100 feet, -2 to strike outside that range.
Note: This weapon is equipped with the following modifications or deteriorated states:
*Condition: Heavy Corrosion: Looks terrible and the trigger is stiff (-3 to strike, -2 to initiative/quick draw): gets bottom dollar in trade, maybe less! When shooting it, a roll of 1-10 to strike means the weapon jams and must be stripped and parts shaken to unjam. This problem will never go away unless thoroughly cleaned and the trigger is filed and adjusted.
Standard Damage: 3D6 light shot
Range: 60 feet
Payload: 2 shots (with 12 extra shells of light shot)
Note: Damage is for a single round fired, if both barrels are fired simultaneously, double the damage.
Survival Knife: 1D6.
Wrench (Large): 2D6.
Standard Damage: 2D4 S.D.
Range: 340 feet.
Payload: 2 shots per melee round at level 1 and an extra shot per melee round is added at levels 2, 4, 5, 8, 10, 12, and 14. Quiver holds 12-24 arrows, ×15 extra arrows.
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. Infrared 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 armor 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
Homespun MDC Armour: Covers 50% of the body, 40 M.D.C. total. -10% penalty to Acrobatics, Prowl, and similar physical skills/abilities.
Bandito Arms: Runabout ATV “Backwoods Buggy” Active suspension allows it to adjust to road conditions and climb steep inclines. Equipped with Flex-Fuel engine to use whatever fuel is at hand. Tires cannot be flattened or punctured by enemy fire or tire-shredding obstacles. Full 6-Wheel Drive, anti-lock braking, traction control, auto compensating shock absorbers, and a full roll cage. Not capable of flight or underwater travel. This vehicle has a purposefully bad paint job, some rust here and there, is missing the right headlight (shot out), and has a couple bullet holes in the driver’s side door, but is otherwise in excellent condition.
Crew: 7 plus driver (in a squeeze, 4 comfortably), and a trunk for storage.
Speed: 150 mph.
Engine: Flex-Fuel internal combustion, plus electric battery backup. OPTIONAL Nuclear power system with a 15 year life.
Maximum Range: 400 miles per tank of fuel, with another 100 miles for the backup electric charge (provided it is fully charged).
Size: 12ft long, 5ft high, 10ft wide, 2975 lbs.
M.D.C. By Location: Can add extra armor plating, increasing armor by up to 50%. Main Body: 140 (depleting the body will render the vehicle useless). Tires (6): 20 each. Headlights (1): 2.
Weapons: (2-3 can be purchased.) Machine gun: 1D4 M.D. per burst of 50 rounds, range: 2000 feet, payload is 600 rounds (12 bursts).
Gear (All located in backpack unless stated otherwise.)
Handheld Radio Communicator
Signal Flare x2
Billy (can w handle that can carry and boil water)
Rations x9 Days
Box of Matches (half full)
Lighter (nearly empty)
Spray Paint: Chrome
Automotive Tool Set: Advanced
None to start.
Credits: 200 credits
Black Market Items: 1,100 credits worth.
Other Currency/Accounts: None
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Telekinetic Punch (6): This power enables the psychic to deliver a powerful punch or kick-like force through telekinetic energy; the psychic must successfully physically punch or kick, with the successful attack landing a telekinetically enhanced blow. The I.S.P. is spent whether or not the attack is successful (roll to strike, as normal). Every time this ability is used (successful of not), the psychic must make a Save Vs. Psionics roll of 14 or higher or they will take 1D6 damage themselves due to wrenching and over-straining their muscles and body.
Damage: Punch does 3D6 SDC/HP damage +P.S. bonus, kick does 4D6+P.S. bonus.
Range: By touch or 1ft per level.
Saving Throw: Dodge or parry.
Night Vision (4): The character can adjust their visual abilities through a form of bio-manipulation; 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.) This ability also can alter the eyes to become polarized, reducing glare like a pair of polarized sunglasses would.
Range: Self; visual range of up to 600 feet.
Duration: 10 minutes per level.
Note: If suddenly exposed to light brighter than a single candle, the character is temporarily blinded for 3D4 melee rounds.
Impervious to Fire (4): A mind over matter discipline which enables the psychic to withstand extreme heat, fire, boiling water, hot coals, and so on, without suffering pain, damage, injury, or scarring. Magic flame does only half damage.
Duration: 3 minutes per level.
Length of Trance: 2D4 melees of prepatory meditation.
Impervious to Poison/Toxins (4): Can negate the full effect of poisons and toxic chemicals which they have ingested or introduced into the bloodstream, provided they have advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and has started to take effect) upon the character can be negated, but will do half damage/effect before fully negated.
Duration: 2 minutes (8 melees).
Bonuses: Identify Poisons and Toxins at 30% +4%/lvl; +2 to Save Vs Poisons and Drugs whenever this ability is used.
Telekinetic Leap (8): Boosts the character’s leaping ability, propelling them an additional 2ft when leaping upward, or 3ft when leaping across or lengthwise per level of experience. This power can be used in conjunction with a Leap Kick attack (6D6+6 in addition to any PS bonuses), but the character will have to take 2 points of SDC damage to themself from the hard impact. A Roll With Impact check may be needed after performing one of these leaps.
Duration: One melee attack/action.
Resist Hunger (2): A mind over matter discipline that subdues any feelings of hunger, allowing the character to function at full effectiveness without nourishment. It is important to note that while the body maintains full functionality, it is still suffering from malnutrition and starvation; losing up to 3lbs of weight per day.
Duration: 6 hours.
Note: A psychic can survive up to 60 days, functioning as normal, without any food by continually using this ability. On day 61 the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation while still fully active physically, the character is at a -20% penalty to Save Vs Coma/Death.
Resist Thirst (6): A mind over matter discipline that subdues any feelings of thirst, allowing the character to function at full effectiveness without hydration. It is important to note that while the body maintains full functionality, it is still suffering from dehydration over time; losing up to 3lbs of weight per day.
Duration: 6 hours.
Note: A psychic can survive up to 60 days, functioning as normal, without any water by continually using this ability. On day 61 the character will lapse into a coma. Under this extreme condition, 60 days of water deprivation while still fully active physically, the character is at a -20% penalty to Save Vs Coma/Death.
Resist Fatigue (4): A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the ability wears off.
Duration: One hour, plus 20 minutes per level of experience.
Power Armour/Robot Vehicles
True Name: Sheila Sweeny
Occupation: Gang member/automotive mechanic (no salary)
Height: 5′, 0″
Weight: 130 lbs.
Description: Light brown hair and tanned (often sunburnt) skin, freckles seen smattering her face, neck, and shoulders, where there aren’t tattoos; she has tattoos covering her whole face, only bits of “clean” skin poking out. Her tattoos hint of a Nordic heritage, but they are stark against her skin and very startling to those who do not know her or aren’t used to the outback and their cultures. She has dark brown eyes and is incredibly skinny, underweight and very short on top of that. She wears her hair in a messy mohawk, the sides of her head kept shaved close to the skin, and has empty bullet shells and even teeth with holes drilled through them braided and/or tangled into her hair. She’s most often dirty, covered in oil and sweat from souping up vehicles for the gang.
Personal Quote: “Yeh, they’re right bastids, the lot o them. But I’m the biggest bastid of ’em all. So yer best off to gettin’ onya bike and doin’ a Harry. Or you’ll get a face fulla buckshot or rubba, dependin’ on ‘ow fast ya think yeh can drive.”
Insanity(s): Compulsive Liar
Sentiments Toward Coalition State: Dislikes and distrusts the Coalition, but as they have little presence in Australia, disregards most news involving them and barely considers them a threat.
Sentiments Toward D-Bees: Generally kind and friendly toward D-Bees (except Demonic looking ones), perhaps even moreso than other humans, since they get the short end of the stick so often.
Sentiments Toward Humans: Neutral, she tends to reserve judgement until the other person makes an ass of themselves.
Sentiments Toward Magic/Psionics: A bit dismissive toward both magic and psionic ability, despite being a Major Psionic, herself. She appreciates technical and practical skill more than “mumbo jumbo”, and barely acknowledges that she has these powers; she often flat-out lies when using these abilities, claiming that she’s not.
Mutations: Not applicable.
Low Physical Beauty Face is so scarred, deformed, frightening or ugly by Human standards that the character suffers penalties of -5% to skills like Gambling, Intelligence (Gathering), Performance, Public Speaking, and Undercover Ops, -20% to the Seduction skill, and a +5% bonus to the Interrogation skill. Any penalties are included in the total percentage in the skills sections.
Background: From before she emerged from her mother’s pouch, so to speak, Sheila’s existence was spurned by her father, Jericho, who’d had a drunken fling with her mother and didn’t want to face the responsibility of parenthood. She wasn’t short on paternal presence, as her Mother took to being a single mom with an enviable ease; but living in a tight-knit community helps. That community may have been filled with murderers, motor-heads, and mutants, but they took care of their own, and shared a cumulative knowledge of motors and vehicles with the small child. Children were rare in their community (their group was so diverse with humans and D-Bees alike, on top of the harsh desert conditions), so she was almost revered, a “golden child” if ever there was one. She was also a “wild child”, as was typically encouraged by Roadganger culture, she even bit her Father on the one occasion he deigned to “try to get to know the brat”, but he was asking for it.
The two things that she shared with her Father were a love of engines and fixing them up (which her mother was arguably better at, anyway) and a passion for his Pre-Rifts film collection, which the electrical crew found a way to convert and watch crowded around a 20 inch television that probably shouldn’t have been working at all; “Madd Max” and other 80’s era films (rescued from the basement ruins of a “Block-Star” store) became a bit of an obsession for her. Purple Nurple got into a fight he couldn’t win with a rival gang when Sheila was thirteen, going out in a blaze of chrome glory (more than he deserved, honestly, and losing one of their best choppers in the process). And even though he’d staunchly denied Sheila’s parentage, the crew knew better, and granted her ownership of his advanced tool kits and film collection. From that moment on, she decided to go by “Madd Maxine”, in reference to her favorite film and the Roadganger way of life.
She was an asset to the community, a budding mechanic and a surprisingly powerful telekinetic, but the community was starting to feel stagnant to Maxine after she reached adulthood. She wanted to travel (like Madd Max), find new things to tear apart and rebuild, and see more of the Outback than the Roadganger territory allowed. Her Mother was from a different place, she spoke of amazing cities that didn’t sound real, technology beyond imagination – after all, everyone knows Melbourne didn’t survive the Great Cataclysm – and riding across the outback meeting Aboriginal demon hunters and seeing strange magics. She wanted to live these stories herself, but the community was protective and had very strict codes regarding “desertion”. If she wanted to leave, that was it, she would not longer be considered part of the clan and therefore would not be aided in the blinding, dangerous desert of the Outback.
This wouldn’t do for Maxine. No way was she leaving behind her tools, her movies, and a chance at survival. So she plotted with her Mother, who would outfit her for travel, and stay to soften the ire of the crew upon her return; as long as Maxine could bring back something good for the crew, it was worth it. In the night, after a particularly fortuitous raid on a rival gang, when most of the crew was sleeping or drunk or still loudly partying, Maxine and her Mother loaded up the newly acquired Backwoods Buggy, embraced each other tearfully, and parted ways in a cloud of dust. There was always a chance that the crew would give chase, so Sally had sabotaged the other vehicles and bikes; a simple siphoning of the fuel and they were grounded for the night. It was, thankfully, a clean getaway. But as Maxine rode swiftly toward the coast, she wondered if she’d ever find home again.
Family Tree: The illegitimate (read “loudly denied”) child of Jericho “Purple Nurple” Nurpz, she was never too close to her Father; the Roadganger crew suspected the truth of her origins, so when that drongo kicked it in a fiery explosion, they opted to give her (most) of his possessions, including a decent tool kit and a piece-o-crap junker truck…so he wasn’t all bad. Her Mother, one Sally “Sally Sadist” Sweeny, taught her Daughter how to use her hands for fixing up vehicles. The Mother and Daughter have a decent relationship and, until recently, lived in the same community, talking and visiting frequently, even working together.
Madd Maxine the Human (Anarchist, 1st level Roadganger O.C.C.)
IQ: 8 ME: 12 MA: 13 PS: 25 PP: 24 PE: 25 PB: 6 Spd: 15 HP: 27 SDC: 66 ISP: 21 Attacks: 4 (5 in vehicle)
Arms: Homespun Armour: 40 M.D.C., -10% physical skills. Sawed Off Shotgun: 3D6, 60ft. Survival Knife: 1D6. Wrench: 2D6. Light Crossbow: 2D4, 340ft. Smoke Grenade x4. Icer Energy Arc Thrower: 3D6 M.D., 600ft, +2 within 200ft, -2 outside 200ft, -3 strike due to condition. Splattergun Acid Paintball Gun: 4D6 S.D./2D6 M.D., 60ft, 1 yard splatter, -1 to strike due to condition.
Abilities: Outback Combat Driving
Psionics: Night Vision (4), Telekinetic Leap (8), Telekinetic Punch (6), Impervious to Fire (4), Impervious to Poison/Toxin (4), Resist Thirst (6), Resist Hunger (2), Resist Fatigue (4)
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