Euroclyden: One of the first mutant dog Cyber Knights
-------------------------------------------------------
Note: In one of the books I read that there had been a few Dog-Pack Cyber Knights trained. I thought the idea was cool, so I created one. Pretty powerful, but hey, the forces of light need all the help they can get!
Euroclyden's parents were a pair of specially bred and mutated Malamute dogs. Owned by a wealthy merchant in Chi-Town, they were his "pets", and he treated them as so, despite their intelligence. The two dogs, "Big Al", and "Lady" had lived together with the man since they were puppies, and they both had learned a lot about the Coalition and the jobs of their Dog-Pack cousins.
Continually humiliated and abused by their master as little "toys" for his pleasure, both of the dogs grew to hate their lot in life. Given nothing to do, except sit, eat, and look pretty, they felt that they were useless, mere toys. In a world full of so much strife and pain, they felt like they should be out protecting humanity with their cousins, not stuck in some rich
man's mansion enjoying the air-conditioning and cuisine foods.
The time came where the man wanted to make money on his purebreds, so he forcefully had "lady" artificially impregnated with Big Al's sperm. While the two had already been having intimate relations (secretly, using contraceptives), they had already agreed not to have children, knowing if they did, the child would have the same fate as they. However, now they were even more horrified than ever at the acts of the man, and felt they really were being treated as mere animals more than ever. After they both recovered from the procedures, once Big Al found out he was enraged. Never before had he been so cruelly treated (he'd never have willingly gotten
Lady pregnant, knowing the fate of the child). That night, the man returned, and Big Al attacked him when he came in for his nightly games with his "pets". The man's two bodyguards quickly responded by stunning Big Al into unconsciousness, but not until he had torn out the throat of
his master. The man was rushed to the hospital, and stabilized with Bio-systems. Big Al however was turned over to the authorities for "going feral", and was quickly put to death.
After the attack, the man didn't visit Lady very often. She never knew why, but thought it was because he had finally realized they were intelligent beings, not animals. Little did she know that he was just waiting for her to give birth, so he could better train his new "toy".
Full of grief and anger about losing Big Al, one night Lady decided she had to escape. Easily doing so, considering the guards didn't truly consider her intelligent either, she fled to the lower levels hoping to avoid the authorities.
Pregnant, penniless, and alone, she was lucky to have found a member of the "mutant underground" before any of the less honest denizens, or the authorities found her. Smuggled out of the city, she was taken to a small monastery, where she was told people would help her, and give her a new
life. As fate would have it, she had been taken to one of the primary Cyber Knight training grounds of the mid-west. There she got a job doing physical labor, something she enjoyed immensely after lying around for most of her life. After she gave birth, she went to the home of a famous "gray seer". There she asked what her son's purpose in life would be, and what she
should name him. After a minute of meditation, the man answered to her: "Your child will do great things in his life, a good name for him would be Euroclyden". When asked what it meant, she was told it was dragonese, roughly translated meaning "courageous light". Joy filled at these revelations, Lady quickly became determined to have her son enrolled in the Knight's academy.
After attending the monastery's school for 5 years, young Euroclyden was enrolled into the Knight's school. As he grew to his full size, it quickly became apparent that he was well built and had an aptitude for combat. Working long and hard, Euroclyden became the first Mutant Dog to successfully master all of the Knight's powers. He also became revered for his skill in
combat. Taught to how to use his natural Psionics by a fellow mutant dog who also lived in the monastery, Euroclyden went on many "training" missions with his more experienced companions. There he proved to be invaluable at tracking and sensing the supernatural and evil. After he was considered fully trained and experienced enough (3rd level), he was given the option of leaving alone, to explore and bring light to the world.
Accepting the offer, he has been doing so since.
Stats
---------
Euroclyden (no last name)
Free Born Mutant Malamute Cyber Knight
Principled Alignment
9 years old (I say mutant dogs grow faster than humans, mentally he's about 25)
IQ:10 Height: 6'5"
ME:14 Weight: 360lbs
MA:16
PS:31
PP:12
PE:26
PB:8
SPD:57 ~ 47mph
Special Abilities
------------------
Sense Psychic/Magic Energy - 65ft, powers on 550ft
Rec. Specific Scent again - 14% (+10 if he has a personal item)
Track by Smell 55% Recognize Scent 22%
Sense Supernatural Beings 400ft, powers on 1300ft
ID scent 68% Track scent 50%, powers on 70%
Superior Sense of smell
Recognize common odors 400ft 79%
Identify specify odors 100ft 52%
Track by smell alone 52%
Mutation Abnormality: Supernatural Endurance
Psi-Sword - 4d6MD/1d4x10MD vs the supernatural (see my home rules)
Psionics (Master)
-----------------
Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Summon Inner Strength
Hand to Hand Combat
-------------------
Martial Arts: 5 attacks
+5 on initiative Leap: 10ft up or 11ft across
Damage: +16 Kick 2d4 Bite 2d6 Body Block 1d4 + knock down
Strike: +3 Pin 18+ KO 20
Parry: +7
Dodge: +7
Roll:+8
Saves
------
+22% vs coma/death
+6 vs poison/drugs
+1 Vs psionics
+6 Vs magic
Skills:
--------
Languages: English, Dragonese 98%, Gobblely Spanish 95%
Lore Demons/Monsters 60% Anthropology 50% Horsemanship 67% Climbing 77% Body Building Swimming 75% Gymnastics 80/77/91/90% Prowl 55% Boxing Tracking 45% Wilderness Survival 55% Navigation 60% Writing 45%
Pilot Hovercraft 65% Basic Math 60% Lore Magic 45/35/30%
Read Sensors 60% Computer Operation 50% Wrestling Paramedic 65%
Secondary Skills:
------------------
Radio Basic 60% Cooking 50% Literacy: Dragonese 45% Sniping Acrobatics Pilot Motorcycle 72% General Repair 55% Skin/Prepare hides 55% Running Pilot Auto 64% Athletics hunting
WPs
----
Auto Rifle, Energy Rifle/Pistol/Heavy +4/+2
Sword +2S/+2P Blunt +2S/+2P
Equipment:
-----------
2 knives, 3 long e-clips, 6 stakes, gasmask/air filter, tinted goggles, Crucifix, Hatchet
First Aid Kit, Flint, Camping Gear, Back Pack, Knapsack, Saddle Bags, 2 canteens, Geiger counter
Journal, Pens, 2 weeks food rations, hunting Boots, Buckskin/black/dress clothing,
Zaz-Co 3000 (collapsible Es-20 Stunner knock-off)
6 heavy explosive grenades 4d6md(6)
Vibro Saber 2d4md (wears it like a boot knife)
NV Goggles
Mp-30 Assault Rifle 2 clips,
300 silver rounds, 100 regular (anti-vampire mostly)
NG-101 Rail Gun, Power Pack, 3 belts (he's a big guy though)
NG-45LP
TW Thundergun and bandoleer w/36 silver rounds
Magic Tongues Amulet- 30 ISP for 5 minutes
Mystic Lantern (Globe Of daylight, 4 ISP 60ft, 2 hours)
Extra-Heavy Gladiator Armor
85MDC, 25lbs, -10% to prowl
TW 4th Level armor of Ithan and Chameleon
No Vehicle, he walks or runs
Notes:
Euroclyden is a very determined person. Extremely patient and level headed, he is always able to control his emotions. The one exception to this is the Coalition. After hearing his mother tell of the atrocities a citizen inflicted upon her and her husband, he can have nothing but raw hatred and loathing for such an unfeeling group of people. He just can not fathom how
someone could treat an obviously intelligent person so badly. Euroclyden has never had any personal experience with any Coalition members except for being shot at by them, and so he only has a negative image of them. he knows that they only feel they're working for humanity, but can not forgive them for all of the atrocities they have committed. One of the things Euroclyden is extremely fanatical about is saving innocents from the wrath of the Coalition, he will seek out and except quests of that type more than any other.
Euroclyden considers all races equal, and judges only by the person's actions and words. He is excepting of Magic and Psioncs, viewing them as tools only, not anything especially bad. One of the character traits that he hates himself for however is his immediate distrust and suspicion of creatures of magic and supernatural nature. Because of his dog-boy physiology, he naturally fears and wants to lash out at such beings. This is a problem his fellow knights tried to overcome time and time again, but finally they gave up. The feeling proved to be at the core of Euroclyden's personality, almost as if in a un-rewritable program (the genetic programming of the Coalition actually). So, he continues to be wary of such beings, and while he has learned to not attack them with out provocation, he is still very on edge when around them.
One of the reasons he opted to leave the monastery so soon was because of the presence of supernatural and magic creatures there (mostly good dragons and other races). While he knew they were not a threat, and only wanted peace, something inside him always screamed "fight or flight" when ever he was near them. It was beginning to madden him, so he took the first chance he got to leave. He is still *very* loyal to the knights, he just cannot be around such creatures comfortably for very long.
Now he wanders the territory on the outskirts of Coalition territory near Ohio, helping all in need, especially against the Coalition. Here he has made many allies, including a coven of good wizards, and numerous small villages and towns in the area. He has heard rumor of Psyscape, and would very much like to know more, but has yet to find any conclusive evidence.
When in battle, Euroclyden is amazingly agile for his size, often suprising opponets with his speed. He prefers to take his enemies alive if possible (unless they are supernatural or magic, in which case he is instinctively relentless and vicous beyond belief)
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Friday, February 20, 1998
Dave Carlyle
Dave Carlyle
Tommy Caldwell's parents were respected middle class residents of
Chi-Town. Tommy was their only child, and they only wanted the best for
him. By the age of 13, Tommy was spending most of his time in the lower
levels and the burbs. He joined a local gang, and got hooked on drugs by
the time he was 15.
Although his parents suspected him of clandestine activities, Tommy
had become a masterful liar and an expert at manipulating his parents. His
activities remained secret for the next three years, until. At age 18 the
police found him lying unconscious in a pool of blood and vomit. He was
hospitalized and his parents were notified.
Tommy spent the next month rehabilitating at the hospital, after which
his parents insisted on military school. Tommy was able to convince them
this was not necessary, and soon returned to his gang land friends. At the
age of 19, Tommy watch 3 of his friends die after they shot up heroin and
decided to try to rob a liquor store. This convinced him to change his
way's. Tommy enlisted in the military to appease his parents and get off
drugs. After 3 months one of his old gang asked him if he could get his
hands on a laser pistol or two. Tommy did, and the next day his friend
returned with almost 20,000 credits and a request for more. Tommy agreed
enthusiastically, and spent the next nine months falsifying papers,
formulating excuses, and providing the people of the burbs with quality
Coalition weapons at slightly discounted prices.
Everything went smoothly, until at a routine delivery, 6 grunts
ambushed them and opened fire. Tommy barely escaped with his life.
Deciding it was too dangerous to stay, Tommy defected and was soon
approached by one of the "higher-ups" of his old gang with and offer to get
out of the area and make some money on the side by smuggling a truck load of
weapons and armor to a dealer ion Cuidad Juarez.
Tommy jumped at the chance to make money and escape the law at the
same time. Arriving to Cuidad Juarez, stay. He checked into a hotel and
fell head over heels in love with the receptionist, Misty Carlyle. He
checked in under the name of Dave Caldwell, and with the money from his
recent weapons run, wasted no time in sweeping Misty off her feet.
Claiming his father owned and operated a successful clothing company in
Chi-town, he spared her no expense, and they were married within 4 months.
Misty meant the world to Dave, and time spent with her began to take
away from his smuggling. In fact, he had inadvertently pissed off a local
gang (the psykes, who he still believes could have been avoided had he been
paying more attention to business matters). He returned home on his 21st
birthday to find Misty dead in the bathtub with a note from the gang saying
"we're even".
Devastated, he called the police (who removed the body and assured him
they would do all they could, he obviously didn't show them the note), and
later went out that night to get fucked up on whatever he could score.
That night he met Vic Thermon, a mercenary looking for work in a
pool-hall, while he was looking for drugs. Vic, realizing that befriending
"Dave" would be an invaluable connection to the underworld, helped him
through his problems. "Dave" and Vic became good friends and business
partners. As a last silent monument to Misty, he had his name legally
changed to Dave Carlyle, and devoted his life to enjoying the world.
Later that week, Dave spent most of his remaining savings on
cybernetics, weapons, and armor to aid him in his future business ventures.
Tommy Caldwell's parents were respected middle class residents of
Chi-Town. Tommy was their only child, and they only wanted the best for
him. By the age of 13, Tommy was spending most of his time in the lower
levels and the burbs. He joined a local gang, and got hooked on drugs by
the time he was 15.
Although his parents suspected him of clandestine activities, Tommy
had become a masterful liar and an expert at manipulating his parents. His
activities remained secret for the next three years, until. At age 18 the
police found him lying unconscious in a pool of blood and vomit. He was
hospitalized and his parents were notified.
Tommy spent the next month rehabilitating at the hospital, after which
his parents insisted on military school. Tommy was able to convince them
this was not necessary, and soon returned to his gang land friends. At the
age of 19, Tommy watch 3 of his friends die after they shot up heroin and
decided to try to rob a liquor store. This convinced him to change his
way's. Tommy enlisted in the military to appease his parents and get off
drugs. After 3 months one of his old gang asked him if he could get his
hands on a laser pistol or two. Tommy did, and the next day his friend
returned with almost 20,000 credits and a request for more. Tommy agreed
enthusiastically, and spent the next nine months falsifying papers,
formulating excuses, and providing the people of the burbs with quality
Coalition weapons at slightly discounted prices.
Everything went smoothly, until at a routine delivery, 6 grunts
ambushed them and opened fire. Tommy barely escaped with his life.
Deciding it was too dangerous to stay, Tommy defected and was soon
approached by one of the "higher-ups" of his old gang with and offer to get
out of the area and make some money on the side by smuggling a truck load of
weapons and armor to a dealer ion Cuidad Juarez.
Tommy jumped at the chance to make money and escape the law at the
same time. Arriving to Cuidad Juarez, stay. He checked into a hotel and
fell head over heels in love with the receptionist, Misty Carlyle. He
checked in under the name of Dave Caldwell, and with the money from his
recent weapons run, wasted no time in sweeping Misty off her feet.
Claiming his father owned and operated a successful clothing company in
Chi-town, he spared her no expense, and they were married within 4 months.
Misty meant the world to Dave, and time spent with her began to take
away from his smuggling. In fact, he had inadvertently pissed off a local
gang (the psykes, who he still believes could have been avoided had he been
paying more attention to business matters). He returned home on his 21st
birthday to find Misty dead in the bathtub with a note from the gang saying
"we're even".
Devastated, he called the police (who removed the body and assured him
they would do all they could, he obviously didn't show them the note), and
later went out that night to get fucked up on whatever he could score.
That night he met Vic Thermon, a mercenary looking for work in a
pool-hall, while he was looking for drugs. Vic, realizing that befriending
"Dave" would be an invaluable connection to the underworld, helped him
through his problems. "Dave" and Vic became good friends and business
partners. As a last silent monument to Misty, he had his name legally
changed to Dave Carlyle, and devoted his life to enjoying the world.
Later that week, Dave spent most of his remaining savings on
cybernetics, weapons, and armor to aid him in his future business ventures.
Thursday, February 5, 1998
Rifts Price Listings 2.0
/--------------------------\
|Rifts Price Listings v2.0|
\--------------------------/
2-5-98
Ok kids, after the great computer blight of '98, I lost my original, plus I figured I should
really post the list in plain text so all could view it easily. So here it is.
Everyone's Favorite: E-Clips!
-------------------------------
Short E-Clip (new and charged) - 5000cr recharge - 1500cr
Long E-Clip - `8000cr recharge - 2000cr
Canister (CE-Clip) -100000cr recharge - 2300cr
NG-Power Pack - Varies (?)
Rail Gun Ammunition (I can't remember where I found this, but the rules look good)
------------------------------------------------------------------------------------
(Max Burst Damage) cr per # of rounds in burst (i.e. NG-101 costs 36cr per 30 rounds)
Silver Rounds - x5
Depleted Uranium - x10
Live Uranium - x100 (get it while it's hot! get it? hot? as in radioactive? oh never mind)
Normal Grenades
-----------------
Smoke - 50cr CS Smoke - 70cr (extra hi-quality smoke!)
Hi-Explosive - 120cr CS Light Hi-Explosive - 200cr
CS Heavy Hi-Explosive - 275cr
Fragmentaion - 160cr CS Fragmentaion - 250cr
Plasma - 275cr CS Plasma - 350cr
Stun/Flash - 100cr
Tear Gas - 200cr
Propelled Grenades
--------------------
Light Explosive (NG-Super 18mm) - 400cr/3800cr p/12
Heavy Explosive (NG-L6 23mm) - 400cr/3800cr p/12 (I don't know why the prices are the same!)
Coalition (C-14 22mm) - 550cr/4500cr p/12
WI E-101 23mm Fragmentation - 400cr each (The book gives no WI grenade prices,
WI E-102 23mm Armor Piercing - 700cr each these are my estimates)
Kittani Heat-Seeking SPG's - 10000cr each!!!
Firearm Ammunition
--------------------
Normal Bullets - 60cr p/100
Heavy Bullets - 100cr p/100
Armor Peircing - +20%
Generic Hi-Explosive - 400cr p/100
WI-2E Explosive Bullets - 2/4/6cr each (pistol, rifle, heavy)
WI-10 Ramjet Rounds - 5~10cr each
WI-20 Heavy Ramjet Rounds - 10~16cr each
Depleted Uranium Bullets - 2cr each
Everyone loves Missles! Missles! Missles!
-----------------------------------------------------------------------------------------------
Mini Short Medium Long
-----------------------------------------------------------------------------------------------
Fragmentation/Hi-Explosive 1200cr 2500cr 25000cr too
Plasma/Armor Piercing 2400cr 5000cr 50000cr munchkin
Multi-Warhead/Smart Bomb X X 100000cr for you!
Blow more stuff up with: Explosives/Mines
------------------------------------------
NG Fragmetation Mine - 600/1200cr w/sensor
NG Hi-Explosive Anti-Vehicular Mine - 1000/3000/6000cr (I, II, III)
NG Plasma Anti-Vehicular Mine - 2000/4000/8000cr
Commercial/C4 Plastique - 5/8cr p/oz.
NG2/4/6 Plastique - 20/40/80cr p/oz.
SDC/MD Dynamite - 10/130cr each
Blasting Caps - 5/40cr each (SDC or MDC)
CS Fusion Blocks - 1000/3000/8000cr (I, II, III)
Armor Repair (per 10) Armor Salvage (per 1)
----------------------- ---------------------
Plate - 7000cr Plate - 70~140cr
Chain - 5500cr Chain - 40~80cr
Composite - 6500cr Composite - 60~120cr
Plastic - 6300cr Plastic - 55~110cr
Padded - 6200cr Padded - 50~100cr
Power Armor - 8000/16000cr (see my homerules) Lt. Dead Boy - 105~195cr
Robot Vehicles - 7000/14000cr Hvy. Dead Boy - 120~210cr
Vehicle Armor - 4000cr NGR Cyclops - 135~230
New Helmet - 26% of armor cost Plain Cloths - 530~930
Exo-Skeleton - 125~205
Advanced Alien- 600~900
Vehicle - 25~60
Robot Vehicle -
|Rifts Price Listings v2.0|
\--------------------------/
2-5-98
Ok kids, after the great computer blight of '98, I lost my original, plus I figured I should
really post the list in plain text so all could view it easily. So here it is.
Everyone's Favorite: E-Clips!
-------------------------------
Short E-Clip (new and charged) - 5000cr recharge - 1500cr
Long E-Clip - `8000cr recharge - 2000cr
Canister (CE-Clip) -100000cr recharge - 2300cr
NG-Power Pack - Varies (?)
Rail Gun Ammunition (I can't remember where I found this, but the rules look good)
------------------------------------------------------------------------------------
(Max Burst Damage) cr per # of rounds in burst (i.e. NG-101 costs 36cr per 30 rounds)
Silver Rounds - x5
Depleted Uranium - x10
Live Uranium - x100 (get it while it's hot! get it? hot? as in radioactive? oh never mind)
Normal Grenades
-----------------
Smoke - 50cr CS Smoke - 70cr (extra hi-quality smoke!)
Hi-Explosive - 120cr CS Light Hi-Explosive - 200cr
CS Heavy Hi-Explosive - 275cr
Fragmentaion - 160cr CS Fragmentaion - 250cr
Plasma - 275cr CS Plasma - 350cr
Stun/Flash - 100cr
Tear Gas - 200cr
Propelled Grenades
--------------------
Light Explosive (NG-Super 18mm) - 400cr/3800cr p/12
Heavy Explosive (NG-L6 23mm) - 400cr/3800cr p/12 (I don't know why the prices are the same!)
Coalition (C-14 22mm) - 550cr/4500cr p/12
WI E-101 23mm Fragmentation - 400cr each (The book gives no WI grenade prices,
WI E-102 23mm Armor Piercing - 700cr each these are my estimates)
Kittani Heat-Seeking SPG's - 10000cr each!!!
Firearm Ammunition
--------------------
Normal Bullets - 60cr p/100
Heavy Bullets - 100cr p/100
Armor Peircing - +20%
Generic Hi-Explosive - 400cr p/100
WI-2E Explosive Bullets - 2/4/6cr each (pistol, rifle, heavy)
WI-10 Ramjet Rounds - 5~10cr each
WI-20 Heavy Ramjet Rounds - 10~16cr each
Depleted Uranium Bullets - 2cr each
Everyone loves Missles! Missles! Missles!
-----------------------------------------------------------------------------------------------
Mini Short Medium Long
-----------------------------------------------------------------------------------------------
Fragmentation/Hi-Explosive 1200cr 2500cr 25000cr too
Plasma/Armor Piercing 2400cr 5000cr 50000cr munchkin
Multi-Warhead/Smart Bomb X X 100000cr for you!
Blow more stuff up with: Explosives/Mines
------------------------------------------
NG Fragmetation Mine - 600/1200cr w/sensor
NG Hi-Explosive Anti-Vehicular Mine - 1000/3000/6000cr (I, II, III)
NG Plasma Anti-Vehicular Mine - 2000/4000/8000cr
Commercial/C4 Plastique - 5/8cr p/oz.
NG2/4/6 Plastique - 20/40/80cr p/oz.
SDC/MD Dynamite - 10/130cr each
Blasting Caps - 5/40cr each (SDC or MDC)
CS Fusion Blocks - 1000/3000/8000cr (I, II, III)
Armor Repair (per 10) Armor Salvage (per 1)
----------------------- ---------------------
Plate - 7000cr Plate - 70~140cr
Chain - 5500cr Chain - 40~80cr
Composite - 6500cr Composite - 60~120cr
Plastic - 6300cr Plastic - 55~110cr
Padded - 6200cr Padded - 50~100cr
Power Armor - 8000/16000cr (see my homerules) Lt. Dead Boy - 105~195cr
Robot Vehicles - 7000/14000cr Hvy. Dead Boy - 120~210cr
Vehicle Armor - 4000cr NGR Cyclops - 135~230
New Helmet - 26% of armor cost Plain Cloths - 530~930
Exo-Skeleton - 125~205
Advanced Alien- 600~900
Vehicle - 25~60
Robot Vehicle -
Monday, December 8, 1997
Xerek Hondai
Xerek Hondai, another NPC.
12-8-97
A few notes: His last name is a direct pre-rifts rip-off. In Mutants in
Orbit it says somewhere than many of the people have names after old
pre-rifts brand-names. I thought it was a cool idea, that's how he got his
last name. Xerek is a simvan name given to him after is "adoption" into
the Pervic clan when he was 14. He doesn't even really remember his old name
anymore...
---------------------
Character History:
Xerek was born in a sheep herders village on the southern Texas
prairie. His village was just out of the influence of the Coalition, but
he still saw and heard much of them. He witnessed countless battles
between the frontier forts and the bandits. His village was frequented by
bandits of many types, mainly the Pervic Simvan bands. While still
superstitious in nature, the villagers realized that the Pervic took the
least, and slowly warmed up to them, knowing they would be far better
than the Coalition. Thus, the Pervic also began to view the little
village as a fairly strategic rest-stop on their raids, and they began to
stop other bandits from pestering the villagers.
Xerek had been training to become a traveling operator like his
father, who had set up shop in the village after seeing how profitable
selling his services to the Simvan could be.
His dreams would not last long, as the night of his 14th birthday the
Coalition sent a Seek-and-Destroy squad to raze the village as an example to
other d-bee sympathizers. Most of the Pervic were away at the time, and the
village was completely destroyed. At first Xerek fought against the wave of
invading troops. Soon however he saw he would have to get out as many people
as he could before they were all killed. Running to his family's garage, he
took the old truck his father had driven up in 20 years earlier.
That night Xerek managed to save around 20 villagers and a few aging
Simvan who had stayed behind the main band. Still, everyone else, including
his family had been killed. Everything he had known was gone, as he drove
away from his burning village he could see in the firelight the glints
reflecting off of the invading soldier's armor.
Xerek drove until daybreak, when he finally stopped in an apse of
trees, and collapsed of fatigue.
The few Pervic with him said they should stay near the ruins of his
village, as the Coalition would not linger long, fearful of retribution from
the Pervic. Returning the following day, the Coalition was gone. All that
remained of them was the destruction they had left behind. Most of the dead
villagers lie in the dusty streets, many of them still smoking. A few had
sharp poles driven through their torsos, they sat waving in the wind, the
poles planted in the village commons.
One of those men was Xerek's father, along with a few of the left
behind simvan, and some of the other town leaders and defenders. The message
to the villagers was very clear, the Coalition wanted no D-bee sympathising
settlements this far north. After seeing his father hanging there, Xerek
simply stood, clutching his fists in a desperate, helpless rage. He had
known the Coalition was bad, but this was beyond his comprehension. Always
it had happened to the bandits, never had he heard of peaceful villagers
being murdered like this. His other villagers tried to comfort him, but he
brushed them away coldly. Resolving to put the defiled bodies to rest
himself, he single-handedly buried the 14 villagers up on those poles.
The simvan he left to his companions and their customs. By the time the
main band returned 2 weeks latter after hearing the news, Xerek had been
changed forever.
No longer was he the starry eyed teenager he used to be. Now he had
only a grim look in his eyes. The villagers said he looked old beyond his
years. When Zimchex, the Pervic's leader was told of the boy's courageous
deeds, he asked to speak with him. Rare it was that the leader such a young
human so full of courage.
AFter much consideration, Xerek decided he wanted nothing more to
do with a passive villager's life. He wanted to strike out at the Coalition
that had destroyed everything he had once held dear. When he asked to be
adopted into the Pervic tribe, Zimchex found no problem with it. The boy had
already more than proven himself, and Zimchex needed someone with mechanical
skill for his tribe's few vehicles.
Once adopted Xerek was given his new name, after the name of the
simvan spirit of re-birth. Not simply willing to be the Tribe's mechanic,
Xerek focused on learning the arts of war from his Simvan instructors.
His hatred for the Coalition his fueling energy, Xerek learned faster than
ever, and soon became quite a respected warrior and member of the tribe.
By the age of 25, Xerek grew tired of life in the Nomadic tribe, and
decided to leave. Working independently as a man of many skills, he kept
alive on the harsh lands where he grew up more through shear ingenuity than
physical brawn.
Xerek currently rents out his services to the black marketers in
Ciudad Juarez, he's one of their favored operatives, mostly for his
experience. Many times has he run deliveries for them that no one else would
take.
----------------
Character Info:
Xerek Hondai
Human Vagabond
Unprincipled Alignment
7th Level, 33,450 exp
Hit Points: 43 S.D.C.: 33
IQ:15 Age:35
ME:14 Sex: Male
MA:17 - 45% Weight:170lbs
PS:17 Height:5'8"ft
PP:11
PE:11 Land of Origin: Small village in central Texas
PB:14
SPD:32
ISP:52
Hand to Hand Combat Skill: Assassin
# of attacks: 5 Kick 1d6
+2 to strike
+6 to parry
+6 to dodge
+5 to roll
+5 to damage
Knock Out/Stun on 17+
Entangle
Considered a minor Psi-Sensitive, with Empathy and Sixth Sense
Skills:
Native Language: American
OCC
----
Language: American, Simvan 95%
Cook 80%
OCC Related Skills
-------------------
Automotive Mechanics 55%
Basic Electronics 60%
Armorer 70%
Basic Mechanics 80%
Pilot Automobile 77%
First Aid 85%
Lore: Demons & Monsters 62%
Literacy:American 62%
Radio Basic 70%
Lore: Magic 52%/42%/37%
WP Knife +1T/+1S/+2P
Lore:Dbee 57%
Athletics
Boxing
Pilot Tanks/APCs 57%
Pilot Truck 61%
Running
General Repair/Maintenance 42%
Secondary Skills
-----------------
Prowl 55%
WP: Energy Pistol +5/+3
Basic Math 75%
HTH Assassin (taught by simvan)
Wilderness Survival 75% (also from above)
Equipment:
Simvan Body Armor 45MD, no penalties
NG-45LP 5d6MD, 1200 ft, 8 shots
4 short e-clips
TW Water Cannon 3d6x10 to vampires (gets the job done!) 200ft, 1 blast/ISP
An enchanted dagger (2d6+2MD) that also can cast globe of daylight x3 per day
A Vibro Knife 1d6MD
Items listed in OCC description.
He has around 100,000 credits saved up and has been considering retiring and
buying a ranch lately...
Currently lives in a small garage with the blackmarket of Ciudad
Juarez. He owns a heavily armed and armored Big Boss too.
Other Character Notes:
Xerek is wanted by the Coalition for crimes against the state and associating
with other criminals. He hates the coalition, and would not help even a
dying soldier if he found one. His time with the Simvan jaded him towards
life, he shares much of their mentality and customs, and still habitually
pays homage to their spirits.
Right now he's already feeling age creeping up on him. He
knows it's rare to have lived this long doing what he does, and realizes
that should he continue, he might not make it to see 40. So he's really
subconsciously looking for a place to settle down right now, but he hasn't
quite found one yet, and won't admit that he's even looking.
Around strangers Xerek tends to be gruff and distrusting, he's lived
too long to be naive. Around friends he loosens up a little, but his
disciplined demeanor never completly leaves him, except when he's totally
drunk.
Xerek is known by many through out the plains, all of the Pervic,
and many other Simvan know or have heard of him. He's done business as a hired
mechanic/guide for a few of the bandit gangs also, but isn't in too good of
a standing with any of them (some insults have been exchanged).
Xerek has lived a hard life out on the plains, some times down on his luck,
sometimes not. He has a very "take what you get and don't complain"
attitude, and hates cowards and backstabers.
Banditry is an acceptable pastime, as long as you don't milk the
poor to harshly, and always try to hit the Coalition whenever possible.
Overall, a quiet man, with a determined look in his eyes. He's
really just one of the many people out on the plains trying to live however
they can, and isn't above banditry himself if he really needs food or ammo.
12-8-97
A few notes: His last name is a direct pre-rifts rip-off. In Mutants in
Orbit it says somewhere than many of the people have names after old
pre-rifts brand-names. I thought it was a cool idea, that's how he got his
last name. Xerek is a simvan name given to him after is "adoption" into
the Pervic clan when he was 14. He doesn't even really remember his old name
anymore...
---------------------
Character History:
Xerek was born in a sheep herders village on the southern Texas
prairie. His village was just out of the influence of the Coalition, but
he still saw and heard much of them. He witnessed countless battles
between the frontier forts and the bandits. His village was frequented by
bandits of many types, mainly the Pervic Simvan bands. While still
superstitious in nature, the villagers realized that the Pervic took the
least, and slowly warmed up to them, knowing they would be far better
than the Coalition. Thus, the Pervic also began to view the little
village as a fairly strategic rest-stop on their raids, and they began to
stop other bandits from pestering the villagers.
Xerek had been training to become a traveling operator like his
father, who had set up shop in the village after seeing how profitable
selling his services to the Simvan could be.
His dreams would not last long, as the night of his 14th birthday the
Coalition sent a Seek-and-Destroy squad to raze the village as an example to
other d-bee sympathizers. Most of the Pervic were away at the time, and the
village was completely destroyed. At first Xerek fought against the wave of
invading troops. Soon however he saw he would have to get out as many people
as he could before they were all killed. Running to his family's garage, he
took the old truck his father had driven up in 20 years earlier.
That night Xerek managed to save around 20 villagers and a few aging
Simvan who had stayed behind the main band. Still, everyone else, including
his family had been killed. Everything he had known was gone, as he drove
away from his burning village he could see in the firelight the glints
reflecting off of the invading soldier's armor.
Xerek drove until daybreak, when he finally stopped in an apse of
trees, and collapsed of fatigue.
The few Pervic with him said they should stay near the ruins of his
village, as the Coalition would not linger long, fearful of retribution from
the Pervic. Returning the following day, the Coalition was gone. All that
remained of them was the destruction they had left behind. Most of the dead
villagers lie in the dusty streets, many of them still smoking. A few had
sharp poles driven through their torsos, they sat waving in the wind, the
poles planted in the village commons.
One of those men was Xerek's father, along with a few of the left
behind simvan, and some of the other town leaders and defenders. The message
to the villagers was very clear, the Coalition wanted no D-bee sympathising
settlements this far north. After seeing his father hanging there, Xerek
simply stood, clutching his fists in a desperate, helpless rage. He had
known the Coalition was bad, but this was beyond his comprehension. Always
it had happened to the bandits, never had he heard of peaceful villagers
being murdered like this. His other villagers tried to comfort him, but he
brushed them away coldly. Resolving to put the defiled bodies to rest
himself, he single-handedly buried the 14 villagers up on those poles.
The simvan he left to his companions and their customs. By the time the
main band returned 2 weeks latter after hearing the news, Xerek had been
changed forever.
No longer was he the starry eyed teenager he used to be. Now he had
only a grim look in his eyes. The villagers said he looked old beyond his
years. When Zimchex, the Pervic's leader was told of the boy's courageous
deeds, he asked to speak with him. Rare it was that the leader such a young
human so full of courage.
AFter much consideration, Xerek decided he wanted nothing more to
do with a passive villager's life. He wanted to strike out at the Coalition
that had destroyed everything he had once held dear. When he asked to be
adopted into the Pervic tribe, Zimchex found no problem with it. The boy had
already more than proven himself, and Zimchex needed someone with mechanical
skill for his tribe's few vehicles.
Once adopted Xerek was given his new name, after the name of the
simvan spirit of re-birth. Not simply willing to be the Tribe's mechanic,
Xerek focused on learning the arts of war from his Simvan instructors.
His hatred for the Coalition his fueling energy, Xerek learned faster than
ever, and soon became quite a respected warrior and member of the tribe.
By the age of 25, Xerek grew tired of life in the Nomadic tribe, and
decided to leave. Working independently as a man of many skills, he kept
alive on the harsh lands where he grew up more through shear ingenuity than
physical brawn.
Xerek currently rents out his services to the black marketers in
Ciudad Juarez, he's one of their favored operatives, mostly for his
experience. Many times has he run deliveries for them that no one else would
take.
----------------
Character Info:
Xerek Hondai
Human Vagabond
Unprincipled Alignment
7th Level, 33,450 exp
Hit Points: 43 S.D.C.: 33
IQ:15 Age:35
ME:14 Sex: Male
MA:17 - 45% Weight:170lbs
PS:17 Height:5'8"ft
PP:11
PE:11 Land of Origin: Small village in central Texas
PB:14
SPD:32
ISP:52
Hand to Hand Combat Skill: Assassin
# of attacks: 5 Kick 1d6
+2 to strike
+6 to parry
+6 to dodge
+5 to roll
+5 to damage
Knock Out/Stun on 17+
Entangle
Considered a minor Psi-Sensitive, with Empathy and Sixth Sense
Skills:
Native Language: American
OCC
----
Language: American, Simvan 95%
Cook 80%
OCC Related Skills
-------------------
Automotive Mechanics 55%
Basic Electronics 60%
Armorer 70%
Basic Mechanics 80%
Pilot Automobile 77%
First Aid 85%
Lore: Demons & Monsters 62%
Literacy:American 62%
Radio Basic 70%
Lore: Magic 52%/42%/37%
WP Knife +1T/+1S/+2P
Lore:Dbee 57%
Athletics
Boxing
Pilot Tanks/APCs 57%
Pilot Truck 61%
Running
General Repair/Maintenance 42%
Secondary Skills
-----------------
Prowl 55%
WP: Energy Pistol +5/+3
Basic Math 75%
HTH Assassin (taught by simvan)
Wilderness Survival 75% (also from above)
Equipment:
Simvan Body Armor 45MD, no penalties
NG-45LP 5d6MD, 1200 ft, 8 shots
4 short e-clips
TW Water Cannon 3d6x10 to vampires (gets the job done!) 200ft, 1 blast/ISP
An enchanted dagger (2d6+2MD) that also can cast globe of daylight x3 per day
A Vibro Knife 1d6MD
Items listed in OCC description.
He has around 100,000 credits saved up and has been considering retiring and
buying a ranch lately...
Currently lives in a small garage with the blackmarket of Ciudad
Juarez. He owns a heavily armed and armored Big Boss too.
Other Character Notes:
Xerek is wanted by the Coalition for crimes against the state and associating
with other criminals. He hates the coalition, and would not help even a
dying soldier if he found one. His time with the Simvan jaded him towards
life, he shares much of their mentality and customs, and still habitually
pays homage to their spirits.
Right now he's already feeling age creeping up on him. He
knows it's rare to have lived this long doing what he does, and realizes
that should he continue, he might not make it to see 40. So he's really
subconsciously looking for a place to settle down right now, but he hasn't
quite found one yet, and won't admit that he's even looking.
Around strangers Xerek tends to be gruff and distrusting, he's lived
too long to be naive. Around friends he loosens up a little, but his
disciplined demeanor never completly leaves him, except when he's totally
drunk.
Xerek is known by many through out the plains, all of the Pervic,
and many other Simvan know or have heard of him. He's done business as a hired
mechanic/guide for a few of the bandit gangs also, but isn't in too good of
a standing with any of them (some insults have been exchanged).
Xerek has lived a hard life out on the plains, some times down on his luck,
sometimes not. He has a very "take what you get and don't complain"
attitude, and hates cowards and backstabers.
Banditry is an acceptable pastime, as long as you don't milk the
poor to harshly, and always try to hit the Coalition whenever possible.
Overall, a quiet man, with a determined look in his eyes. He's
really just one of the many people out on the plains trying to live however
they can, and isn't above banditry himself if he really needs food or ammo.
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