Category Archives: High Level

High Level Toon Tuesday: Bram the (Experimental) Ape Boy Tech (Rifts)

Apologies for the lateness of this post, I am fast approaching the end of my pregnancy and also experiencing a lot of familial stress in the meantime. Due to the impending birth of our second child (which may indeed have already occured by the time this is posted), I will also be taking an indeterminate break from regular posts as we adjust to life as parents of a teenager, a toddler, AND a newborn. Hopefully we can instill a love of dice and gaming in this little one just like we have in the older two.

Now, the gorilla species of Ape Boys aren’t considered to be as intelligent as a chimpanzee type, and as such couldn’t become a techy O.C.C. normally. But I am also offered a bit of creative discretion and experimentation (which makes this character playable only with DM approval) with the following text on page 94 of Lone Star;

“The fact that mutant animals escape from the Lone Star Genetics Complex is neither carelessness or sloth on the part of the soldiers assigned to that post. Less than two percent truly escape of their own volition. The vast majority are secretly released (often the product of secret experiments to begin with) or allowed to escape. Administrator Desmond Bradford, or one of his cronies are usually behind these “escapes.” Bradford and the scientists who regularly engage in unauthorized (even treasonous) genetic experiments, engineer the escapes so that they can monitor the success or drawbacks of their creations “in the field.” Many are lost through such field tests, because conventional identification tagging and scientific monitoring cannot be done without drawing attention to their illegal handiwork. Remember, many of these creations and experiments are not sanctioned by the CS and are conducted in secret. However, approximately 10-15% can be successfully monitored in secret, and an additional 20-25% resurface at a later date as a captured test subject, aberration or D-bee slain or captured in the wild. Dead or alive, the scientists get the chance to study the body and glean information from it. Of course, a living subject can reveal infinitely more, but even a corpse of, or a Reconnaissance or Intelligence report about, the creature provides valuable information.”

This excerpt also presents a fun plot hook that could tie into the character; they “escaped” Lone Star and the genetic scientists years ago, only to have been under covert surveillance the whole time, their very lives and actions being subtly influenced or recorded by the same forces they’d thought to have eluded. That’s up to your DM, though!

As such, I’ve also leveled this character up a bit (level 6) to give credence to the amount of time since their “escape” and their life/backstory since then. Their own business, the “Monkey Wrench” (an auto/repair shop) was the true focal point of this character’s creation anyway, and as such I may be designing a town or short encounter around it in the future. Oh, he’s also allergic to bananas. That tidbit is just for fun and completely optional (though it gave me the chance to type up an allergy template)! I feel like I may have missed something during character creation, but after editing I just can’t find it. If anyone notices a mistake or what may be missing, let me know so I can (hopefully) fix it; darn pregnancy brain has been messing with me something fierce now that we’re in the home stretch!

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 13: Lone Star.
Recommended Setting: PCs who are not CS agents must either be “feral” renegades or the offspring of runaway mutants; both are considered to be dangerous or corrupt and will be destroyed if encountered by the CS. As such, this character maintains a lie that they are a gorilla type D-Bee, not a feral mutant, and tends to avoid towns without a high D-Bee population. Not recommended for pro-CS campaigns or with pro-CS party members. Well suited to a mid level campaign or a low level M.D.C. campaign. The character is designed as a skill character who happens to be physically powerful, but was also written to be a bit of a pacifist with little actual fighting ability. Keep that in mind when playing this gentle giant genius.


'Yeah, 'pay me in bananas', never heard that one before. Hilarious.' - Bram

General Information
Nickname: Bram (also known locally by the surname DePalo)
Exp. Level: 6
Experience Table: Monkey Boy Tech/Simvan Monster Rider (equivalent)
R.C.C.: Monkey Boy Tech (Experimental “Ape Boy Tech”, Gorilla)
O.C.C.: Not applicable.
Alignment: Scrupulous
Invoke Trust/Intimidate: 70%
Charm/Impress: Not applicable.
Health Points: 40 (+2D6/lvl)
S.D.C.: 290
M.D.C.: Not applicable.
P.P.E.: 26 (permanent)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
Armour Rating (On Applicable Worlds): 9

IQ: 25 (+11% one time bonus to all starting/newly aquired skills.)
ME: 20
MA: 22
PS: 31 (Supernatural, Lift/Carry: 3,100/1,550 lbs.)
PP: 17
PE: 20 (Supernatural)
PB: 7 (See Vulnerabilities for penalties.)
SPD: 12 (Run: 8 mph.)
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High Level Toon Tuesday: Whitehowl (and Jellybean) the Septumbran Witch Wolf Shifter (Rifts)

The first time my cousin had ever played Rifts, he wanted to try a Shifter. Just to make things a bit more complicated, he made it a Septumbran Witch Wolf, too. Though we only played a couple of sessions with him before he was headed back home, it was very memorable, indeed! When our characters first met it was in a tavern (I know, I know), and he ended up showing off his Shadowmeld spell. I think, in the end that character would have sold us all into slavery or eaten us alive (once we’d outlived our use, of course), but it was a great introduction for my cousin, who has been chomping at the bit to play with us again since.

Now, it took the better part of 3 hours to pour over the Shifter spells and abilities, but thankfully I’ve already written up a Shifter for a previous week, so I’ve got the basic abilities all copied out. Doing a higher level NPC villain is always a pain in the butt, however, even moreso if it’s a caster. The Shifter has the unique, optional ability to bond themselves to a Supernatural force, which I have opted to do for this NPC; we have to challenge our players somehow, right? This particular Demon Lord I made up, and some simple details are included that tie into this character in particular.

This is the longest character post yet, so buckle up!

Trigger Warnings: Gore, murder, cannibalism, and the occult.

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, and Rifts Dimension Book 07: Megaverse Builder.
Recommended Setting: As an NPC villain for a medium powered group; levels 6-8 and of good alignment. With their spell selection and abilities, they have great potential for a horror genre campaign. Very much not recommended as a playable character.

image‘Well, it’s been fun, but my Master calls for your ending. And you smell absolutely delicious.’ – Whitehowl, sacrificing a helpless and controlled victim.

'Well, it's been fun, but my Master calls for your ending. And you smell absolutely delicious.' - Whitehowl, sacrificing a helpless and controlled victim.

General Information
Nickname: Whitehowl
Exp. Level: 6
Experience Table: Shifter
R.C.C.: Septumbran Witch Wolf
O.C.C.: Shifter
Alignment: Diabolic
Invoke Fear/Intimidate: +25%
Charm/Impress: None
Health Points: 71 (+2D6/lvl)
S.D.C.: 279 (+2D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 313 (+2D6/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: 13
A.R.: 15 (non-Mega Damage only.)

IQ: 16 (+2% one time bonus to all new skills.)
ME: 17
MA: 11
PS: 45 (Augmented, Lift/Carry: 1800/900 lbs.)
PP: 18
PE: 24
PB: 6 (See Vulnerabilities.)
SPD: 31 (Run: 22 mph.)

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Groups, Troupes, & Crews: Harpoon’s Folly, a River Pirate Crew (Rifts)

This is a full write up for the villianous pirating operations run by Captain Reed. Below you will find quick stats for key crew members, main race/class breakdowns, essential gear and spells, collected wealth and hoard, base of operations, a few adventure ideas, and some basic history for these ‘brown water brigands’.

This is my first crew write up, so let me know if you’ve got any advice. Trying to keep the information as comprehensive as possible without getting too far outside of the quick stat layout, which means no spell descriptions, but I am including more information than usually found in the text. Although, one of the high ranked crew members has psionic abilities, of which the ranges and damages are listed in parenthesis because they are an essential member; any lower ranked members with spells shall only include the cost. Also, please note that listed M.D.C. from armour is totaled between all parts (head, torso, both legs and arms).

This undertaking got a lot bigger than first anticipated, so it’s a bit late, but I think the sheer amount of content more than makes up for it. Enjoy!

Game: Palladium Books’ Rifts RPG
Books Needed for Further Information: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America, Rifts Sourcebook 04: Coalition Navy, Rifts: Book of Magic, and also some items borrowed from Kitsune’s Palladium Web Page (fan made, Palladium Books O.C.C.s/items/spells/etc.)
Recommended Setting: This group is recommended either as a collection of villains set against a party of adventurers, or as potential contacts and point of interest, or even as a starting point for an evil-aligned party as crew members.

Harpoon’s Folly


Crew: Leader
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 MD +1D6 SD. Firebolt Musket: 6D6 MD, 1600ft. Gladiator Full Environmental Armour: 215 MDC.
Abilities: Underwater breathing, ultrasonic hearing, and night/infared/ultraviolet vision.
Spells/Psionics: None.

Crew: High Rank
Quartermaster: Charlie Wicked the Gracketooth (Abberant, 9th level Pirate O.C.C.)
IQ: 13 ME: 10 MA: 24 (80% trust/intimidate) PS: 35 PP: 14 PE: 24 PB: 10 Spd: 20 HP: 55 MDC: 156 PPE: 41 Attacks: 7
Arms: NG-P7 Particle Beam Rifle: 1D4×10 MD. C-18 LASER Pistol: 2D4 MD. Pirate’s Cutlass 3D6. Improved Huntsman Armour: 156 MDC.
Abilities: Horror Factor 12, prehensile tail, MDC recovery of 2D6 per 12 hours, impervious to heat and carcinogens.
Spells/Psionics: None.

First Mate: Rackham Reed, Bayou Ursine (Miscreant, 8th level River Pirate O.C.C.)
IQ: 11 ME: 13 MA: 15 PS: 28 PP: 19 PE: 20 PB: 10 Spd: 18 (×2 swimming) HP: 75 SDC: 912 PPE: 43 Attacks: 6
Arms: Firebolt Musket: 6D6 MD, 1600ft. Kisentite Sword: 2D6+3 MD. Pirate’s Cutlass 3D6. Gladiator Full Environmental Armour: 215 MDC.
Abilities: Underwater breathing, ultrasonic hearing, and night/infared/ultraviolet vision.
Spells/Psionics: None.

Second Mate: Abernathy Reed, Bayou Ursine (Miscreant, 8th level Burster O.C.C.)
IQ: 16 ME: 16 MA: 19 (55% trust/intimidate) PS: 19 PP: 14 PE: 14 PB: 10 Spd: 13 (×2 swimming) HP: 70 SDC: 893 PPE/ISP: 32/196 Attacks: 5
Arms: Firebolt Musket: 6D6 MD, 1600ft. Pirate’s Cutlass 3D6. Improved Huntsman Armour: 156 MDC.
Abilities: Underwater breathing, ultrasonic hearing, night/infared/ultraviolet vision, impervious to fire and heat (no damage, even from MDC/magic), resistant to electric attack (SDC has no effect, MDC damage is half), Sense Fire, can breathe in smoky conditions, and recovers ISP at a rate of 2 points per hour of activity or 12 per hour of rest/meditation.
Psionics: Extinguish Flame (4), Flame Burst (4/8, self, 6D6 SD/1D4 MD) and Flame Burst Body Protection (78 MDC), Fire Bolt (2/4, 360ft, 2D6/4D6/6D6 SD or 2D6 MD), Fire Eruption (10/20, 260ft, 1D4/4D6/1D4×10 SD or 2D6/4D6/6D6 MD), Super Fuel Flame (8, 800ft, 160ft area of effect), Bio-Regenerate (6, self), Suppress Fear (8), Deaden Pain (4), Deaden Senses (4), Mind Block (4).
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