Tag Archives: Rifts Australia

Toon Tuesday: Madd Maxine the Human Roadganger (RIFTS)

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.

Roadganger OCC

A person with a wild mohawk and mismatched leather armor rides a pieced together motorcycle, while wielding a chainsaw in one hand in a style reminiscent of the Mad Max film/world. The bike is jagged, with knives on the handles and severed doll heads strapped to it, and the armor is skintight and with vehicle parts attached.

General Information
Nickname: Madd Maxine
Exp. Level: One
Experience Table: Jackaroo, Roadganger, and Sportsman
R.C.C.: Human
O.C.C.: Roadganger
Alignment: Anarchist
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 27(+1D6/lvl)
S.D.C.: 66
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.

IQ: 8
ME: 12
MA: 13
PS: 25 (Lift/Carry: 500/250 lbs.)
PP: 24
PE: 25
PB: 6
SPD: 15 (Run: 13 mph.)
Continue reading

Toon Tuesday: Banjo the Kwarla Demon Hunter (Rifts)

Happy Veterans Day to any of our dice rolling veterans that may be reading this!

I really like the Kwarla; not because the basic R.C.C. is relatively easy to write up, but because the whole “gruff, wandering demon slayer” vibe just grabbed a hold of me, and I really like his signature weapon. Fun fact: “Banjo” is considered a traditional Australian name after the bush poet/journalist Andrew “Banjo” Patterson.

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book19: Australia.
Recommended Setting: Best suited to Australia, though they could have traveled to other continents somehow (but would prove difficult to understand as they only speak Aboriginal and Australian English, which is heavy with slang and accent). Kwarla are a moderately primitive race (they know of technology, but don’t understand its use and most find it to be too removed from nature to bother with), and are noted as possibly difficult to play; they should be approved by the DM to be utilized as a PC. They also make good NPCs as guides, or as surprising allies when fighting a supernatural creature or demon in the Outback. Can be played in any good aligned group, though the primitive nature of the race makes technology and interaction in cities uncomfortable for role playing. Good for any skilled role player who wants a challenge.


‘I’ve wand’d far from m’ tribe ‘nd homeland – killed many demons, broken bloody evildoers with m’ claws – ‘nd you an’na call me “cute and fluffy”?’ – Banjo

'I've wand'd far from m' tribe 'nd homeland - killed many demons, broken bloody evildoers with m' claws - 'nd you an'na call me

General Information
Nickname: Banjo
Exp. Level: One
Experience Table: Kwarla Demon Hunter
R.C.C.: Kwarla Demon Hunter
O.C.C.: Not applicable.
Alignment: Principled
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 21 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 27 (+1D6/lvl)
P.P.E.: 44 (+1D6/lvl)
I.S.P.: 20 (+1D6/lvl)
Chi: Not applicable.
Horror Factor: 8 alone, 11 if 3 or more Kwarla are present (only applicable to evil sorcerers/supernatural beings.)

IQ: 10
ME: 20
MA: 12
PS: 29 (Supernatural, Lift/Carry: 2900/1450 lbs.)
PP: 19
PE: 21 (Supernatural)
PB: 14
SPD: 19 (Run: 14 mph.)

Continue reading