Captain Talon / Tai’lye Acherean:

Name: Captain Talon.

True Name: Tai’lye Acherean of the Clan Acherean.

Alignment: Scrupulous (Good).

Hit Points: 59. S.D.C. (Physical): 145.

Attributes: I.Q.: 26 (+12%/+6), M.E.: 25 (+5), M.A.: 18 (50%), P.S.: 34 (+19), P.P.: 23 (+4), P.E.: 24 (+18% / +5), P.B.: 26 (80%), SPD: 39.

Weight: 225 lbs (102.1 kg). Height: 6 foot 4 inches (1.93 meters).

Age: 85. Race: True Atlantean. Sex: Male.


Even though pretty tough in his own right, there are members of his crew who are tougher and stronger than him. There are also those who have technical skills which he lacks. Most of his crew however will tell you that he exuded an aura of strength and confidence which make others willing to follow him. He is able to get members of even races that don’t get along to work together.

It appears to definitely help that he is as devoted and loyal to both his crew and ship as they are to him. To him, the ship has become in effect his clan. He works as hard as any of them do and takes his share of the watches. In addition, he is willing to share whatever they capture with the crew beyond whatever is required for the upkeep of the ships. In addition, he will make dimensional pockets for the crew, especially fighter pilots and others who need to carry gear when they are off the ship.

While some of the crew have been with him since his days before being a captain, not many remain. Does not talk about before he was captain very much although will occasionally talk about it with his old friends among the crew. There are various rumors about it passed between the crew, half of which are wrong as one might expect.

Does have a hatred for the Splugorth and their minions due to their attacks against him home and the other worlds of the United Worlds Warlock. When possible, he tries to rescue slaves which they have taken. Does consider the Kreeghor and the Trans-Galactic Empire to be enemies as well but has less of a visceral as he does of the Splugorth.

When he was younger, he had an interest in exploring the Megaverse. Even though he no longer explores the Megaverse through dimension hoping, he sees the ship’s travels around the Three Galaxies as its own sort of adventure. It might be better to say that he never really lost his interest in exploration but instead focused it with the ship instead.

There is a strong practical side to him. For example, the reason why he is willing to keep the enchanted Mantle of Power is that even though it is a corrupted Millennium Tree object, he does not see any real point in returning it. He sees it as a relatively practical item and effective at giving him additional protection.

O.C.C.: Temporal Warrior. Experience Level: Eighth (8). Horror Factor: 12.

Combat Skill: Hand to Hand: Martial Arts and Boxing.

Attacks per Melee: Six (6).

Bonuses, Combat: Knockout: Natural 20, Critical Strike: Natural 18, 19, and 20, Bonuses: Damage: +19, Strike: +7, Parry: +11, Dodge: +11, Roll (With Punch / Fall / Impact): +8, Pull Punch: +3, Initiative: +1.

Has jump kick (critical) and leap kick (critical). Also has paired weapons and entangle attack.

On the first round (if attacked first), gets +6 to initiative, +2 to parry, and +3 to dodge from Sixth Sense.

Bonus; Save: Lethal Poison [14] +5, Non-Lethal Poison [16] +5, Harmful Drugs [15] +5, Insanity [12] +5, Psionics [12] +5 (+6 with Amulet), Magic [12/16] +7 (+8 with Amulet), Horror Factor [Varies] +11 (+13 with Amulet).

Special Abilities:

O.C.C. Special Abilities: Can tap magical energy from Ley Lines & Nexus Points.

Bonuses: +1 to initiative, +1 to strike, parry, and dodge, +1 to roll with impact, +2 vs horror factor.

Racial Special Abilities: Increased P.P.E. recovery - 10 P.P.E. rest/ 15 P.P.E. meditation. Cannot be physically transformed by any means. Sense vampires at 1000 ft (305 m) but cannot pinpoint location although recognize vampires at 92% (10% per level). Can operate dimensional pyramids 77% (30%+5% per level). Can sense Ley Lines at 80 mile / 77% (10 miles per level / 30% + 5% per level ), Ley Line Nexus 87% (40% + 5% per level), and Rifts 130 miles (50 miles + 10 miles per level). Also has the ability to Ley Line phase (4 x hour / 12 x day).

Bonuses to Save: +2 (+7) to save vs magic, +4 (+11) to save vs horror factor.

Psionics Abilities (Minor): I.S.P.: 70 (Gains 1D6 per level) .

Sensitive: Sixth Sense (2), Speed Reading (2).

Spell Knowledge: P.P.E.: 230 (Gains 10 per level).

First Level Spells: Globe of Daylight (1), See Aura (6), See the Invisible (4),

Second Level Spells: [1] Cleanse (6), Detect Concealment (6), Mystic Alarm (5).

Third Level Spells: Armor of Ithan (10), Invisibility: Simple (6), Telekinesis (6).

Fourth Level Spells: Carpet of Adhesion (10), Charismatic Aura (10), Magic Net (7), Multiple Image (7), seal (7), Shadow Meld (10).

Fifth Level Spells: [3] Disinherit - Lesser (8), Escape (8), Eyes of Thoth (8), [1] Implosion neutralizer (12), [1] Instill Knowledge (15), [1] Life Blast (15), [1] Mend the Broken (10+), Mental Blast (15), [3] Mystic Recall (6), [1] Sustain (12).

Sixth Level Spells: [2] D-Phase (20), [2] D-Shift Phantom (20), [1] Frequency Jamming (15), Impervious to Energy (20), Tongues (12),

Seventh Level Spells: Dispel Magic Barriers (20), Fly as the Eagle (25), [1] Heal Self (20), Invisibility: Superior (20), [1] Negate Mechanics (20), See Wards (20), [1] Sonic Blast (25), [1] Spinning Blades (20), [1] Sub-Particle Acceleration (20), [2] Suspended Animation (10/30), [1] T-Dep (20),

Eighth Level Spells: [2] Attune Object to Owner (30), Commune With Spirit (25), Exorcism (30), Expel Demons (35), [1] Force Bonds (25), [1] Greater Healing (30), [1] Invincible Armor (30), [1] Light Blade (20), Locate (30), Negate Magic (30), [1] Power Weapon (35), [2] Retro-viewing (30), [2] See Dimensional Anomaly (30), [2] Wink Out (20).

Ninth Level Spells: [1] Beat Insurmountable Odds (70), [1] Desiccate the Supernatural (50), [1] Purge Self (70), [2] Remote Viewing (45), [2] S-Dep (50), [2] Time Warp: Slow Motion (45+).

Tenth Level Spells: Banishment (65), [3] D-Phase: Superior (100), [2] Dimensional Pockets (20/140), Mystic Portal (60), Plane Skip (65), Purge Other (100), Reality Flux (75), Speed Weapon (100), Wards (90).

Eleventh Level Spells: Anti-magic Cloud (140), Remove Curse (140), [2] Time Barrier (100).

Twelfth Level Spells: Amulet (290), [2] Dimensional Envelope (60/380).

Thirteenth Level Spells: [1] Restore Life (275),

Fourteenth Level Spells: [1] Annihilate (300), [3] Burning Glass (200+), Close Rift (200 +), Restoration (750).

Fifteenth Level Spells: Dimensional Portal (1000), Dimensional Teleport (1000), [1] Enchant Weapon [Minor] (400+).

Notes: [1] Spells from Federation of Magic Sourcebook, [2] Temporal Spells from Rifts: England, [3] Web Spells, [4] Spells from Palladium Fantasy.

Magical Tattoos: Each Tattoo gives 6 P.P.E. and 10 S.D.C.

Magic Weapon: Long Sword covered in Flames - 10 P.P.E. to activate with a duration of 15 minutes / level. Inflicts normal S.D.C. damage in M.D.C. Handle of the sword has the clan symbol on it - on his left wrist. Damage: 2D6 M.D.C.

Magic Weapon: Flaming Shield - 15 P.P.E. to activate with a duration of 15 minutes / level. Shield is indestructible and gives a bonus of +2 to parry.

Power: Chain with Broken Link (Strength) - 30 P.P.E. to activate with a duration of 5 minutes / level. Instills supernatural strength 6 points higher than normal strength attribute - strength of 40 which gives 5D6 M.D.C. punches (adds to weapon damage as well.)

Power: Eye of Mystic Knowledge (Magic) - 20 P.P.E. to activate with a duration of 10 minutes / level. Recognize magic circles, symbols, wards, and runes as being genuine articles involved in magic - 86% reading /using magic scrolls, 74% recognizing enchantment / possession, 62% read/identify specific wards / magic symbols, 50% identifying magic circles, 40% reading runes, 30% identifying magic item (including weapons and artifacts.) Does not enable the character to cast spells, perform rituals or operate circles.

Power: Heart encircled by chains (Invulnerability) - 40 P.P.E. to activate and has a duration of 10 minutes / level. Gives invulnerability to all but magic and psionics and gives 75 M.D.C. per level from them.

Power: Heart pierced by wooden stake (Protection vs Vampires) - 15 P.P.E. to activate with a duration of 1 hour / level. Cannot be turned into a vampire or enslaved by one. Also immune to vampire’s mind control. On his right wrist.

O.C.C. Skills: Espionage: Pick Locks (+10%) 87%, Sniper, Wilderness Survival (+10%) 87%, Physical: Hand to Hand: Martial Arts, Climbing (+10%) 98%/94%, Prowl (+15%) 94%, Swimming (+10%) 98%, Technical: Lore: Magic (+10%) 82% / 72% / 67%, Wilderness: Land Navigation (+10%) 86%,

W.P. Ancient: W.P. Chain (+2 [+9] Strike / +2 [+13] Parry), W.P. Sword (+3 [+10] Strike / +3 [+14] Parry),

W.P. Modern: W.P. Automatic Pistol (+5 Aimed / +3 Burst), W.P. Automatic Pistol - Paired, W.P. Energy Pistol (+5 Aimed / +3 Burst), W.P. Energy Pistol - Paired.

O. C. C. Related Skills: Communication: Radio: Basic (+5%) 97%, Espionage: Intelligence (+10%) 82%, Mechanical: Basic Mechanics [With Armorer +20%] 97%, Military: Armorer (+10%) 97%, Physical: Boxing, Gymnastics (+5%), Pilot: EVA [Gained at Sixth Level] (+10%) 72%, Pilot Starship [Gained at Third Level] (+10%) 78%, Pilot Related: Navigation: Space [Gained at Third Level] (+10%) 87%, Read Sensory Instruments (+10%) 87%, Weapon Systems [Gained at Third Level] (+10%) 72%.

Secondary Skills: Medical: Paramedic 87%, Physical: Athletics - General, Zero G Combat and Movement 98%, Technical: Lore: Demon and Monster 72%.

Background / Racial Skills: Pilot: Pilot Hovercraft (+5%) 98%, Science: Mathematics: Basic (+15%) 98%, Technical: Computer Operation (+10%) 97%, Languages: Dragonese 98%, Languages: Greek [Native] 98%, Languages: Trade Four 98%, Literacy: Dragonese 98%, Literacy: Greek [Native] 98%, Literacy: Trade Four 98%.

Skills From Gymnastics: Sense of Balance (+5%) 98%, Work Parallel Bars & Rings (+5%) 98%, Climb Rope (+5%) 98%, Back Flip (+5%) 98%.


As with most True Atlanteans, he is extremely tall. In fact, he is almost two meters in height. In addition, he is quite muscular and strong. His skin tone is a dusky Mediterranean color with strong sharp features. Even so, he is extremely handsome. Has steel grey eyes which show strength out to the universe. His hair is just a shade away from being black and is slightly curly. Keeps his hair relatively long, a bit below shoulder lengths. Keeps his face clean shaven however.

With regard to how he dresses, he dresses all in black in an outfit which is reminiscent of a naval uniform with a tunic over legging. Does not however wear any rank insignia although nobody really misses the fact that he is the captain. Has a Mantle of Power which he wears over his semi-uniform. Wears long leather boots. Otherwise, the only visible weapon he carries is the Dragonfire Sword. All of his other weapons are in concealed pockets. Usually hidden under his sleeves are a pair of bracers with emeralds in them which he uses as a battery for additional mystical energies.

Weapons, Magical:

Dragonfire Sword: Weight: 7 lbs (3.2 kg).

Long Sword sheathed in mystical flame. Mega-Damage: 1D4x10+8 and inflicts double damage to creatures vulnerable to fire. M.D.C. of Weapon: 200 (regenerates 2D6 M.D.C. per day and only effective if opponent is trying to destroy weapon), P.P.E.: 60, regenerates at the rate of 20 per day and completely recharges at a nexus or pyramid. Powers: Fire Gout (20 P.P.E., 6D6+6 M.D.C., See spell for details), Circle of Flame (10 P.P.E., 6D6 S.D.C., See spell for details), and Fuel Flame (See spell for details).

“The Fang” Dagger: Weight: 2.0 lbs (0.9 kg). Range: Hand to Hand.

Double bladed style dagger. Mega-Damage: 2D6 physical. M.D.C. of Weapon: 50 (regenerates 1D6 M.D.C. per day and only effective if opponent attempts to destroy weapon.)

7,200 rounds of enchanted .22 ammunition for pistols.

Ammunition was enchanted by him and has a duration of four years. Ammunition inflicts 2D6 M.D.C. per round.

Weapons, Normal:

Two (2) Custom .22 Caliber Mini-Machine Pistols: 2.8 lbs (1.3 kg) each

While .22 Caliber ammunition is relatively weak, weapons firing have virtually no recoil and can be fired in burst with little climb. Bullets are enchanted with the spell “Enchant Weapon: Minor” with bursts being extremely destructive. Magazine is mounted over the weapon. Cartridge: .22 Long Rifle. Damage: Standard Ammunition: 1D6 S.D.C. single shot, 2D6 S.D.C. for 4 rd burst, 5D6 S.D.C. for 10 rd burst, and 1D6x10 S.D.C. for 30 rd burst, Enchanted Ammunition: 2D6 M.D.C. single shot, 4D6 M.D.C. for 4 rd burst, 1D6x10 M.D.C. for 10 rd burst, and 2D6x10 M.D.C. for 30 rd burst. Rate of Fire: Single Shot and Extended Bursts (Use machine gun rules). Maximum Effective Range: 120 ft (36.6 m). Payload: 240 round magazines. Has 24 magazines of enchanted ammunition in dimensional pockets.

Two (2) KLP-02 Kittani Pulse Laser Pistols: Weight: 2 lbs (0.9 kg) each.

Improved knock off of the Wilk’s 237 “Backup” pistol which sacrifices range for firepower. Like the Wilk’s version, the Kittani pistol fires a two blast burst which inflict incredible damage for a pistol. Mega-Damage: 3D6+3 single blast / 6D6+6 double blast. Rate of Fire: Single shot or two blast burst. Maximum Effective Range: 800 ft (244 m). Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips. Bonus: +2 bonus on aimed shot due to light weight and superior balance.

Ammunition (Used by Multiple weapons): 32 Long E-Clips - kept in dimensional pockets.


Techno-Wizard Fighter Pilot Armor: M.D.C.: 70. Weight: 15 lbs (6.8 kg). Penalties: -10% Prowl Penalty.

Armor is similar to the NG-TW Fighter Pilot Armor but has slightly better M.D.C.

Enchantments: Invincible Armor (6th Level / 12 P.P.E. or 24 I.S.P. / +150 M.D.C.) and Sustain (5th Level / 10 P.P.E. or 20 I.S.P. / 5 days per activation.)

Other Equipment:

Magical Items:

Altarain Talisman of Armor:

Magic talisman that allows the wearer to create an “Armor of Ithan” around themselves three times per day. M.D.C. of “Armor”: 100. Duration: 10 Minutes (40 Melees). Charges: 3 Charges and recharges in 24 hours.

“Amulet” Torc:

Heavy silver torc in a spiral pattern with multiple gems with the amulet spell enchanted into them.

Amulet of Charm: Adds +1 to save vs magic and psychic attacks.

Amulet of Protection vs the Supernatural: Add +2 to save vs Horror Factor.

Amulet of See the Invisible: Allows wearer to see the invisible.

Sixteen (16) “Dimension Pocket” Belt Pouches

They have a duration of four years (created by him.) Will hold up to 30 lbs (13.6 kg) worth of items each.

Mantle of Power: Weight: 7 lbs (3.15 kg).

Cloak and hood fashioned from the leaf of a Millennium Tree and dyed black. Innate magic properties are enhanced by Splugorth’s Bio-Wizardry. M.D.C.: 100 (magically enhanced) and worn as enchanted body armor.

Magic Powers: Casts the following spells at fourth level proficiency with no P.P.E. cost to the wearer.

Payload: Each spell can be cast 3 times per day. Saving Throw: Standard, 12 or higher, when applicable.

Two (2) Techno-Wizard Greater Jewelry - Bracers:

He wears two bracers with twelve emeralds as a mystical energy battery with a total of 120 P.P.E. each for a total of 240 P.P.E.. They do not automatically recharge and must be recharged by the owner.

Psionic Equipment:

Psionic Augmenting Helmet:

Allow the focus of I.S.P. energy, augmenting psionic powers. Gives 2 I.S.P. for every one I.S.P. spent, effectively doubling the wearer’s I.S.P. Helmet has 30 M.D.C.



“Thunderstoke” Modified Dwarven Iron Ship:

Modifications include lightning field generator, capital missile launchers, medium range missile batteries replacing bottle demon missile launchers, particle beams replacing flame cannons and heavy lasers, and greater point defense array. Has one squadron of techno-wizard converted Tiger IV and three squadrons of techno-wizard converted Starling starfighters. See full starship description for stats, M.D.C., weapons, modifications, and other information..

Clothing: Black clothing as per description - black tunic, pants, and leather boots. Also has work coveralls and dress clothes for formal occasions.

Other Items: Holographic Personal Computer (HPC), utility and ammo belt, medical / first aid supplies, Military Survival Pack (Same as NG-S2, two person tent, sleeping bag, flashlight with pocket knife, compass, short range radio, mini first aid kit, hunting & fishing kit, saw-wires (3), fire starter, wooden cross, 4 signal flares, 50 ft climbing cord, climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 2 weeks food rations).

Valuables: 80 million credits (Not including shipboard funds which are several billion but are saved for repairs and maintenance on vessel).


Most True Atlanteans wander the Megaverse with the clan Acherean being one of the exceptions to this. Instead, a large number of the clan have settled the planet of Alexandria. It is believed that over fifty thousand settled the planet.

When the first settled the planet, it was a Rifts torn wasteland. There were scattered residents around the planet which had been brought in through dimensional rifts. Through the use of stone mastery and the careful positioning of mystic pyramids, the clan was able to get the mystical energies under control.

Tai’lye Acherean Acherean was born on the planet from a family who had lived on the planet since almost the first True Atlantians had settled on the planet. From an early age, he had an interest in exploring at odds with much of his family. Luckily, they were perplexed but still reasonably accepting. He was not the first child of the Acherean clan that had felt the calling to wander and certainly not the last.

He had a personal interest in the magic of the temporal arts. While in general the only way that temporal magic can be learned is through Temporal Raiders, there are schools within the True Atlantean clans which teach temporal magic. Tai’lye Acherean was always a warrior as well so instead of learning the ways of a temporal wizard, he learned the ways of a temporal warrior.

There have been multiple attacks against the United Worlds Warlock by the Splugorth with several specific attempted raids against Alexandria itself. In some of them, family members were killed and there is rumor of some being captured and taken. When captured, True Atlanteans are usually tortured.

As a result, he developed a healthy hatred of the Splugorth and wanted just a bit of revenge of his own. Got group together to raid various Splugorth held territories. Several of these raids were against those held by Splynncryth on Rifts Earth.

Unlike raids led by Temporal Raiders, these raids were not primarily for booty and where possible, it was attempted to rescue captives and slaves. This included a number of Warlock Navy fleet personnel which had been captured in battle. Some of them were officers which he kept ties with for the future.

On a raid against London of Splynn, he rescued a techno-wizard. This techno-wizard specialized in a ball lightning enchantment which protected against missiles and the like. In most cases the enchantment had been applied to fighters but it had been applied to naval vessels as well. They discussed the enchantment and there was no reason that the same enchantment could not be added to starships and space fighters.

Through his friends in the Warlock Navy, Tai’lye Acherean was able to get a Dwarven Iron Ship which had been previous used as a parts hulk but was otherwise in decent shape. A team of techno-wizards was brought together to rebuilt the ship with several whom understand the engineering of United Worlds Warlock designs taking the lead. One of these was an extremely skilled Dwarven engineer. Still, the techno-wizard from Rifts Earth was instrumental with the ball lightning enchantments on the starship.

The vessel was renamed the “Thunderstroke” and Tai’lye Acherean reinvented himself as Captain Talon. While he was inexperienced as a captain at that point, he had plenty of experience leading raids. In addition, he was able to get help from several fleet officers including one which became his second in command.

While the United Worlds Warlock has issues with the Splugorth help system and the Trans-Galactic Empire, it is not always politically expedient to deal with them on their own. As a result, the vessel was given a privateer licence to deal with both. Granted, they do prefer if activities can be kept under wraps as much as possible but it is extremely convenient for the Thunderstroke to deal with issues that they have from time to time.

One of the early battles was with a number of Trans-Galactic Empire warships where the ship was able to capture a pair of capital missile batteries which were added to the vessel in order to increase the Thunderstroke’s long range firepower in spite of the fact that the vessel usually engages at relatively close range with heavy particle beams using the lightning field as defense against missiles.

Even before becoming captain, his raids against the Splugorth had netted a fortune. This is even though the raids were not primarily for a profit. Some items he kept while other items he sold, helping to pay for the ship. This has been continued. Some of the raids against the Splugorth have been used to pay off the remainder of the cost of repairing and refitting the Thunderstroke. Otherwise, captured treasure has been used to pay for maintenance and used to pay the crew. Much of the gear the crew uses is captured from the Splugorth, both conventional and magic items.

As time has gone on, Tai’lye Acherean began to consider the crew of the Thunderstroke as his clan even though there are few other True Atlanteans among the crew. In turn, they are extremely loyal to him. The crew is a mix of different races although most due come from systems of the United Worlds Warlock. Over the years, a number of the crew have retired and departed the ship.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2016, Kitsune. All rights reserved.