Aurelia Blade:

Name: Aurelia.

Full Name: Aurelia Blade.

Alignment: Unprincipled (Good/Selfish).

Hit Points: 35. S.D.C. (Physical): 67.

Attributes: I.Q.: 15, M.E.: 16, M.A.: 13, P.S.: 21 (+6), P.P.: 24 (+5), P.E.: 21 (+12%/+3), P.B.: 17 (35%), SPD.: 24.

Weight: 128 lbs (58.1 kg). Height: 5 ft 7 in (1.70 meters). Build: Slender.

Age: 19 years. Race: Human. Sex: Female.

Hair: Black with blue highlights. Eyes: Light Blue. Skin: Dark Oriental.


Having been raised in a mercenary company, many of the companies values, such as loyalty to the other members of the company and keeping a contract, are very important to her. She is a bit concerned that her rank would alienate older members of the company but so far there have been no problems.

She is a bit on the wild side and enjoys partying and the company of men. Her father taught her to not take lovers inside of the mercenary company and has scrupulously followed his advice. Otherwise, she wants to enjoy her life a little bit if she can.

Aurelia has little problems with most races although she dislikes supernatural evil creatures such as vampires and demons. She was also taught to be very cautious about the Coalition but the person who taught her most of the ways of a combat techno-wizard was a Coalition Commando so she realizes that not all that comes from the Coalition is bad or dangerous.

O.C.C.: Combat Techno-Wizard (Page 70 Rifter 2). Experience Level: Third (3). Experience Points: 5,000.

Combat Skill: Hand to Hand; Commando and Boxing.

Special Moves (Commando): Automatic body flip throw (+1), Paired Weapons, Body Flip/Throw, Body Block/Tackle, Backward Sweep Kick, and Disarm.

Attacks per Melee: Five (5).

Bonuses, Combat: +6 to Strike, +10 to Parry, +10 to Dodge, +6 damage, +9 to Roll with punch, fall, or impact, +3 to Pull Punch, +1 to Initiative, Knockout on Natural 20, Critical Strike on Natural 20. +1 additional to Strike and Parry with Magical and Techno-Wizard Items.

Bonus; Save: Lethal Poison [14] +3, Non-Lethal Poison [16] +3, Harmful Drugs [15] +3, Insanity [12] +0, Psionics [12] +10, Magic [12] +14, Horror Factor [Varies] +15.

Psionics (Considered Minor): I.S.P.: 47 (Gains 1D4 per level).

Physical: Mind Block (4).

Sensitive: Object Reading (6).

Super: Tele-Mechanics (10).

O.C.C. Special Abilities: Increased P.P.E. Recovery (5 P.P.E. Rest / 10 P.P.E. Meditation), Can tap Magical Energy from Ley Lines & Nexus Points. Bonus of +3 to save against horror factor and +1 to save against magic. Make Techno-Wizard Devices.

Spells: P.P.E.: 119 (Gains 2D6 per level).

First Level Spells: Blinding Flash (1), Cloud of Smoke (2), Globe of Daylight (2), See Aura (6), See the Invisible (4), Sense Magic (4).

Second Level Spells: Chameleon (6), Cleanse (6), Mystic Alarm (5), Turn Dead (6).

Third Level Spells: Armor of Ithan (10), Breathe without Air (5), [1] Deflect (10), Energy Bolt (5), Impervious to Fire (5), Invisibility: Simple (6), Negate Poisons & Toxins (5), Telekinesis (6).

Fourth Level Spells: Carpet of Adhesion (10), Energy Field (10), Fire Bolt (7), Magic Net (7), [2] Makeover (15),

Fifth Level Spells: Escape (8), Eyes of Thoth (8), Fly (15), Mend the Broken (10+), Superhuman Strength (10), Superhuman Speed (10).

Sixth Level Spells: Call Lightning (15), Fire Ball (10), Frequency Jamming (15), Impervious to Energy (20);

Seventh Level Spells: Invisibility: Super (25), Lightblade (20).

Eighth Level Spells: Eyes of the Wolf (25), [1] Power Weapon (35).

Tenth Level Spells: [1] Speed Weapon (100).

[1] Federation of Magic, [2] Web Related spells.

Spell Casting Penalty: All spell ranges, durations, and damage are half when cast as a spell or ritual instead of channel though a T.W. device.

O.C.C. Skills: Electrical: Basic Electronics (+10%) 50%, Mechanical: Basic Mechanics (+10%) 70%, Physical: Hand to Hand; Commando [From Expert at the cost of 2 skills], Pilot: Pilot Hover Craft (+10%) 70%, Motorcycle (+10%) 78%, Pilot Related: Read Sensory Instruments (+10%) 50%, Science: Mathematics; Basic (+10%) 65%, Technical: Languages: American 98%, Languages: Techno-Can (+10%) 70%, Literacy: American (+10%) 50%, W.P.; Ancient: Sword ( +2 [+8] Strike/+2 [+12] Parry), W.P.; Modern: Automatic Pistol (+3 Aimed/+1 burst), Energy Pistol (+3 Aimed/+1 burst), Energy Rifle (+3 Aimed/+1 burst).

O.C.C. Related Skills: Espionage: Intelligence [Gained at Third Level] 32%, Military: Armorer (+5%) 53%, Physical: Boxing, Gymnastics.

Secondary Skills: Communication: Radio; Basic 55%, Espionage: Wilderness Survival 40%, Medical: First Aid 55%, Physical: Athletics - General, Running.

Skills From Gymnastics: Sense of Balance 60%, Work parallel bars & rings 66%, Climb Rope 74%, Climbing 35%, Back Flip 80%, Prowl 40%.


Aurelia has a mixture of Oriental and Caucasian features and is quite exotic looking. She has slightly slanted appearing but yet intriguing blue eyes. In some light, her eyes appear more grey than blue. High arched eyebrows frame her eyes and she has a slender nose. She is quite tall for a women of Oriental descent and is very slender yet very strong. Even though strong, Aurelia is obviously feminine with a well defined figure include nice breasts although not huge. She has long raven hair that is so black that it has blue highlights. She keeps her hair normally loose except for tying it out of her eyes with a headband. When worn loose, he hair hangs down to her waist and is full bodied and is quite wavy. Her skin is fairly dark and she wears light makeup except for a deep red lip gloss.

When not dressed in heavy armor or in uniform, she often wears a black jumpsuit which she often keeps open to half way to her navel so to reveal a generous amount of bosom. Matching her jumpsuit, she normally wears low heeled black boots which come up almost to her knees and black gloves which cover her upper arms. Her pride and joy is a pair of Katana swords which she usually wears on her back and is rarely without.

Normal Weapons of Note:

Pump Pistol Cartridge Revolver: Weight: 6 lbs (2.7 kg).

Pistol uses the same cartridges as the TX-5 Pump Pistol but is instead in a Revolver Configuration. Mega-Damage: 4D6. Rate of Fire: Standard. Range: 800 feet (224 m). Payload: 5 rounds in a cylinder - 25 24 extra rounds in speed loaders.

4 Silver Knives: Damage: 1D6 S.D.C. + Strength Bonus Weight: 1 lbs (.5 kg)

Magical Weapons of Note:

Millennium Tree Wand of Power:

Given to her by the Nog Heng Millennium Tree. Wand is approximately two feet in length and is kept concealed under her cloths normally. Has 300 M.D.C. and 40 P.P.E, regenerates every 24 hours. Inflicts 1D4 S.D.C. in combat - inflicts hit point damage against vampires. Gives the constant ability of invulnerability with the 35 M.D.C. regenerating 3 times per day but wielder is always impervious to fire, energy weapons, poisons, gases, or drugs. Also gives +10 to save against magic, psychic attack, and horror factor. Others gain invulnerability by touch. Spell Abilities (Can cast five spells every 24 hours at seventh level of experience): Energy Disruption, Call Lightning, Armor of Ithan, Superhuman Strength, and Negate Magic.

TW Anime Backpack: Weight: 10 lbs (4.5 kg) M.D.C.: 50

Special Features:

Fly as the Eagle: Gives maximum speed of 50 mph (80.5 kph) and maximum altitude of 10,000 ft (3,048 m). While in flight, wearer has +1 to parry, +2 to dodge, and +2 to damage when making dive attacks.

Mini-Missile Launcher: Mini-missiles are fired from the main compartment. Range: Varies with mini-missile. Damage: Varies with mini missile. Rate of Fire: Volleys of 1, 2, 3, or 4. Payload: forty-eight (48) mini-missiles total.

2 TW Blazing Star Blade: Weight: 3 lbs (1.4 kg).

Katana Style blades, Mega Damage: 6D6. M.D.C. of Sword: 120. The sword regenerates 10 M.D.C. per day. Damage occurs only when deliberately trying to destroy weapon.

Powers: Targeted Reflection: 15 P.P.E., the weapon can be used to parry energy blasts and attacks back at the originator. The enchantment lasts for 6 melees/1.5 minutes. Combat Boosting: 40 P.P.E., the weapons damage increases to 8D6 for each hit and gets double the normal number of attacks with the weapon only. The enchantment lasts for 12 melees/3 minutes. Bonuses: +1 to Strike, +1 to Parry, and +2 to Initiative.

TW Gatling Laser Submachinegun (Improved): Weight: 5 lbs (2.3 kg). Energy Magazine: 2 lbs (0.9 kg).

Improved using Zaayr Crystal Dragon Crystal instead of normal crystal. Mega-Damage: 4D6, 5D6+2, or 8D6. Range: 1333 ft (406 m) Duration of Charge: 40 blasts in gun and 120 in energy magazine (5D6+2 uses 2 blasts and 8D6 uses 3 blasts) - Has 4 additional magazines. Recharge 10 shots with globe of daylight and energy bolt (7 P.P.E. total).

TW Thundergun: Weight: 3 lbs (1.4 kg).

Damage: Silver Bullets inflict 3D6 S.D.C. to mortal beings, 5D6 M.D.C. to practitioners of magic and creatures of magic, and 1D6x10 to supernatural evil. In addition, each round that strikes a supernatural or magic beings cracks with thunder. Has no effect on non magical M.D.C. structures. Rate of Fire: Each shot costs one melee attack. Range: 500 ft (152 m). Payload: 6 shots/rounds/bullets, costs 15 P.P.E. or 30 I.S.P. to charge six more silver bullets, conventional bullets have no special properties (Carries 48 extra silver bullets). Bonuses: Has laser targeting that adds +3 to aimed shots.

Armor, Magical:

Mystic Power Armor:

Main Body: 150 (Restored with “Armor of Ithan Spell” and 100 P.P.E.) and impervious to fire, Environmental through “Breath without Air.” Has “Eyes of the Wolf” and “See the Invisible”for optics and “Chameleon” in constant effect. Also has the “Globe of Daylight” enchantment. Has “Super Human Strength” (P.S. 30), “Super Human Speed” (Speed 44 / 30 mph), and Fly as the Eagle (50 mph, +1 to parry and +2 to dodge). Weapons are “Call Lightning” [6D6 M.D., 1200 ft, two bolts per melee], “Fire bolt” [4D6 M.D., 1200 ft, two bolts per melee], “Magic Net’ [Ensnares victim, range: 200 feet, see spell for full description.] See Rifts Main Book page 96 for a more complete description.

Armor, Normal:

NG-TW Armored Jacket:  M.D.C.: 20. Weight: 10 lbs (4.5 kg). -5% Prowl Penalty with other armor.

NG-TW Fighter Pilot Armor: M.D.C.: 60. Weight: 15 lbs. -10% Prowl Penalty.

Enchantments: Armor of Ithan (3rd level / 10 P.P.E. or 20 I.S.P.) Impervious to Energy (3rd level / 20 P.P.E. or 40 I.S.P.)

Magic Items (Non Weapons):

Two (2) Techno-Wizard Enchanted Earrings:

Each earring contains an emerald and holds 10 P.P.E. each.

Two (2) Techno-Wizard Enchanted Bracelets:

Each of the Bracelets contains an emerald and holds 15 P.P.E. each.

Two (2) Techno-Wizard Magic Sheaths (Designed for her Katana swords):

The sheaths are lined with five Zaayr Crystal Dragon Crystals each and stores 26 P.P.E. each gem for a total of 130 P.P.E. each sheath. Whenever the swords are pulled, the wielder can chose to activate the enchantment of either targeted reflection or combat boosting. Power is regenerated 2 per hour normally or 10 per melee on a ley line.

Other Equipment:

Vehicles: None (uses Mystic Power Armor).

Clothing: Work clothes, fatigues, black jumpsuit, black kimono.

Other Items: Goggles, multi-optics band, magnifying glass, large flashlight, small flashlight, 6 signal flares, mini tool kit, knapsack, backpack, NG-S2 basic survival pack, 2 small sacks, 1 large sack, pocket mirror, silver cross, 10 wooden spikes, canteen, binoculars, air filter & gas mask, pocket laser distancer, pocket disk recorder/player.

Valuables: 1,680,000 Credits (Earns 10,000 Credits per month), 100,000 Credits worth of gems, large amount of Zaayr Crystal Dragon Crystals.


Aurelia has been in the mercenary company “Texas Irregulars” for practically her entire life. It is a rarity among mercenary companies in that it is composed of almost explusively techno-wizards. Her father is Charlie Blade, the founder and commander of the well known Techno-Wizard mercenary company. She has no memories of her mother due to being given up as an infant, and her father, along with other members of the mercenary company, raised her since she could remember.

While her father has never told her anything about her mother and simply shakes his head whenever she has tried to ask him questions about her, Aurelia has been able to get a pretty accurate explanation from listening in on others in the company talking.

Not much of a story to be honest. Her mother seems to have been a saloon girl in the west of mostly Asian descent when the company passed through and Aurelia’s father engaged the saloon girl’s services for a period of time. The woman became pregnant from him and she did not want the child. He decided to raise the child himself instead of having the infant put up for adoption. Aurelia has considered looking for her mother but in the end saw no real point in it.

It was only natural that the young girl would become a techno-wizard like her father and like many other members of the mercenary company. She learned the rudiments of magic at an early age and had learned a lot of spells from her father’s tomes as well. James Forester, the officer that is in charge of the combat techno-wizards, was a sort of uncle to her and taught her how to fight in hand to hand including commando training. As a result, she became a combat techno-wizard.

Initially Aurelia served with her father’s company and while relatively young and inexperienced, she quickly showed herself as being brave and resourceful. Soon after joining the company officially, she was give the rank of Lieutenant by her father. Surprisingly, there was little resentment of Aurelia being promoted so quickly from soldiers whom had served with the company long enough to be considered veterans. Most of them have known her for years and many knew her since she was a child.

While some of the new recruits have been jealous of her rank and status, Aurelia has always worked hard and taken multiple dangerous missions. As a result, she has never given reason for others to be able to say that she has been promoted above her ability.

To see how she would do with groups besides techno-wizards and to improve her skills with other units, especially large units, she decided to take a leave of absence and joined a mercenary company called “Fighting Tigers.” While relatively inexperienced, they gave her the rank of Lieutenant like she was in the “Texas Irregulars” and she has since been promoted to the rank of Captain.

While with Fighting Tigers, she was able to get a large amount of crystal from a Zaayr Crystal Dragon who was a member of her team and plans to replace many of her techno-wizard devices with devices using the special crystals. Her team found their way to England where she fought in several additional battles and has visited the Nog Heng Millennium tree among other places on the island. While at the Millennium tree, she had a relationship with one of the Nog Heng druids from whom she learned much about Camelot and the British Isles in general.

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Image drawn and copyrighted by Lisa M. Mower.

Writeup by Kitsune (E-Mail Kitsune).

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