Tag Archives: Rifts pregens

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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Toon Tuesday: The Seeker, a Human Battle Magus Controller (Rifts)

Just when we thought we were able to take a breather from doctors and appointments, our poor toddler has a big dental issue that needs to be taken care of. Thankfully, I’ve already got this character post pretty much ready to go, and in trying to stick with my tentative biweekly schedule, I should have enough of a buffer to get the next one done on time while still meeting my child’s needs. So enjoy this one, it ended up being more fun than I anticipated – especially for a spell caster “robot pilot” type character (those ones are usually a much bigger pain).

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, Rifts World Book 16: Federation of Magic.
Recommended Setting: The Magic Zone is the most common area to find Controllers and their Magus brethren, but they can travel elsewhere (though only typically under certain conditions, like seeking out lost Automatons or deceased Controllers, or pursuing a personal, Lord Magus approved quest). Suited to any good aligned, magic friendly group of starting or mid level, also potentially suited to M.D.C. campaigns (though the character itself is not very durable or powerful without their Automatons). Also suited to combat, seek and capture, or espionage type adventure.


'A giant golem you say? Well, that's not so unusual for those mage types, you know; always animating something or other to do their dirty work. Headed South toward the forest, right? Trust me, it's probably nothing to worry about and it shouldn't bother you or your town again.' - Keeva the Seeker

General Information
Nickname: The Seeker
Exp. Level: One
Experience Table: Controller Magus O.C.C.
R.C.C.: Human
O.C.C.: Controller (Battle Magus Subset)
Alignment: Scrupulous
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 20 (+1D6/lvl)
S.D.C.: 52 (+1D6/lvl)
M.D.C.: Not applicable; see Automatons in Power Armour.
P.P.E.: 48 (+2D4/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable; the Automatons have their own Horror Factors, however (see Power Armour).

IQ: 12
ME: 17
MA: 13
PS: 22 (Lift/Carry: 880/440 lbs.)
PP: 17
PE: 20
PB: 13
SPD: 20 (Run: 13.5 mph.)
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Toon Tuesday: Z the Zenith Moon Warper (Rifts)

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.


'These are not the slaves you're looking for...' - Blue Crusaders Operative Z

General Information
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.
Alignment: Anarchist
Invoke Trust/Intimidate: 75%
Charm/Impress: 60%
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).

IQ: 16
ME: 17
MA: 23
PS: 24 (Supernatural, Lift/Carry: 2,400/1,200 lbs.; +20% when the moon is full or nearly full.)
PP: 24
PE: 23 (Supernatural)
PB: 22
SPD: 45 (Run: 30.5 mph.)
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