Jesse Swanson:


Name: Jesse
True Name: Jesse Swanson
Alignment: Unprincipled (Good / Selfish)
M.D.C.: 161 (256 with Physical Skills)
Attributes: I.Q.: 20 (+6%/+3), M.E.: 11, M.A.: 13, P.S.: 30 (+15), P.P.: 24 (+5), P.E.: 28 (+26%/+7), P.B.: 18 (40%), SPD: 39 (Half Speed Swimming) [Physical Strength and Endurance are Supernatural]
Weight: 134 lbs (60.78 kg) Height: 5 ft 8 in (1.75 meters)
Age: Approximately 300 years (Appears 28) Race: Sea Titan Sex: Female P.P.E.: 25
Disposition:

Jesse has seen a lot of life for any human and has been alone for much of it. There is a palatable loneliness about her as a result. While she has lived much of her life around humans, she does not feel like she belongs with them. If she found out about the Sea Titans in the New Navy, she would likely seek them out to find someone like her.

Even so, she strongly believes in what she is and that she is needed. She was taught by her father that she is not the judge or jury but instead that is the job of the town which was wronged. As such, she will do what she can to arrest or capture those she is after. Of course, this is often impossible and has produced her fair share of ghosts over the three hundred years of her life. She only goes after the most dangerous of criminals such as murderers and rapists. A thief or card sharper is not likely to interest her.

Loyalty is another of her driving forces. She may not be one to follow the letter of the law but will never abandon a friend or ally. If she finds out that either is in trouble, she will ride to the ends of the Earth to try and help them. Over the years, a number of both have been killed due to their association with her. That is something that does make her feel guilty. Even though she will do whatever she can for someone who is important to her, she is not big into revenge. She will try to bring them to justice but she has enough ghosts that she can never avenge that she cannot avenge them all.

Her age does mean that she is extremely crafty. She is willing to do tricks to capture a criminal or to simply to keep her alive. She does not believe in fighting to the death but that it is best to simply live to fight another day. Death has come extremely close on several occasion and she realizes that she is mortal in that regard.
O.C.C.: Sheriff / Lawman Experience Level: Twelfth (12) Experience Points: 200,000
Combat Skill: Hand to Hand; Expert and Boxing
Attacks per Melee: Seven (7), Eight (8) with energy pistols
Bonuses, Combat: +7 to Strike, +13 to Parry, +13 to Dodge, +3 to Disarm on Called Shots, +18 damage, +6 to Roll with punch, fall, or impact, +5 to Pull Punch, +1 to Initiative, Knockout on Natural 18, 19, and 20, Critical Strike on Natural 18, 19, and 20. Judo style body throw / flip.
Has Paired Weapons in Energy Pistols and Revolvers in addition to melee weapons.
On the first round she usually gets an additional +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.
Supernatural Punch Damage: Inflicts 5D6+18 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a power punch (counts as two melee attacks).
Bonus; Save: Lethal Poison [14] +7, Non-Lethal Poison [16] +7, Harmful Drugs [15] +7, Insanity [12] +0, Psionics [12] +0 (+1 with Amulet), Magic [12/16] +10 (+11 with Amulet), Horror Factor [Varies] +6 (+8 with Amulet)
Psionics: I.S.P.: 67 (Minor) Powers: Mind Block (4), Sixth Sense (2)
Racial (Sea Titan) Abilities & Bonuses:

Does not need to breath, drink, or eat to survive. Immune to all non-magical poisons and toxins.

Regenerates 1D4x10 M.D.C. per melee and can regrow limbs and organs in 4D6 hours.

Can survive depths down to 4,000 feet (1,220 meters)

Bonuses: +1 to Initiative and +3 to Save vs Magic.

Special Sheriff/Lawman O.C.C. Abilities & Bonuses:

Weapon Mastery & Bonuses: Can pick up, figure out, and use most types of handguns and rifles.

Also has an additional attack per melee round with energy pistols, +3 to disarm on a “called” shot (the intent to disarm must be announced), +3 to pull punch, and +6 to save vs horror factor.

Quick Draw - Pistols: Gets +4 to Initiative.

Reputation & Horror Factor: Has a Horror Factor of 12

O.C.C. Skills: Communication: Surveillance Systems (+10%) 98%, Cowboy: Horsemanship General 70% / 50%, Espionage: Interrogation (+10%) 91%, Military: Recognize weapon quality (+15%) 98%, Physical: Hand to Hand [Expert], Pilot: Pilot Automobile (+10%) 98%, Rogue: Find Contraband (+12%) 88%, Streetwise (+12%) 82%, Science: Mathematics [Basic] (+20%) 98%, Technical: Language: American [Native] 98%, Language: Chinese (+20%) 98%, Language: Spanish (+20%) 98%, Law (+30%) 98%, Literacy: American (+30%) 98%, W.P.; Modern: W.P. Energy Pistol (+7 aimed / +5 burst), W.P. Energy Pistol - Paired, W.P. Energy Rifle (+7 aimed / +5 burst), W.P. Revolver (+7 aimed / +5 burst), Wilderness: Land Navigation (+15%) 98%
O.C.C. Related Skills: Communications: Radio - Basic Communications (+10%) 98%, Espionage: Intelligence [Learned at Twelfth Level] (+5%) 43%, Tracking (+5%) 91%, Wilderness Survival (+5%) 96%, Mechanical: Basic Mechanics [With Armorer +20%] 98%, Medical: Paramedic (+5%) 98%, Military: Armorer (+5%) 98%, Physical: Boxing, Gymnastics [Learned at Sixth Level], Technical: Language: Elvish / Dragon [Learned at Eighth Level] (+10%) 86%, Literacy: Elvish / Dragon [Learned at Tenth Level] (+5%) 51%, Literacy: Spanish [Learned at Second Level] (+5%) 91%, Lore - Demon & Monster [Learned at Fourth Level] (+10%) 81%,
Secondary Skills: Domestic: Cooking 96%, Dance [Learned at Third Level] 81%, Espionage: Disguise [Learned at Seventh Level] 46%, Escape Artist [Learned at Eleventh Level 41%], Physical: Athletics [Learned at Third Level], Running [Learned at Fifth Level], Pilot: Pilot Hovercycle [Learned at Ninth Level] 85%, Pilot Motorcycle [Learned at Ninth Level] 78%, Technical: Lore - Magic 56% / 46% / 41% [Learned at Seventh Level], W.P.; Ancient: W.P. Dagger [Learned at Eleventh Level] (+1 [+8] to strike, +1 [+8] to throw, and +1 [+14] to parry), W.P. Sword (+4 [+11] to strike, +4 [+17] to throw, and +4 [+17] to parry), W.P.; Modern: W.P. Revolver - Paired [Learned at Fifth Level]
Skills From Gymnastics: Sense of Balance 86%, Work parallel bars & rings 84%, Climb Rope 88%, Climbing 61%, Back Flip 98%, Prowl 66%
Appearance:

Jesse is only slightly above average for a woman at 5 foot 8 inches in height and is slim although not extraordinarily so at a bit over one hundred and thirty pounds. One reason is that she is quite muscular and extremely strong. Relatively small breasted, she is good looking and under it all definitely female but the years have made her quite tough. She has brown eyes and long brown hair which hangs down to her waist. Her hair is one of her personal vanities. Her ears are not pierced and she does not wear much in the way of cosmetics normally.

For clothing, she normally dresses quite simply. She does wear body armor when she thinks she will most likely need it. Otherwise, she wears a pair of faded blue jeans normally with a white button up male shirt. Around her neck she usually wears a blue scarf. On her right breast, she pins her father's old Texas Ranger badge. She usually wears a pair of beat up leather gun belts. On her head, she wears a beat up black Stetson hat with a blue ribbon around the rim. Finally, she usually wears a long leather overcoat and a set of black leather boots.
Weapons, Normal:
Stun Gun (Blaster):

Damage: Stun, -10 to Strike, Parry and Dodge for 4D4 Melees if save is missed (Save Vs Toxins) Rate of Fire: 5 Range: 100 ft (30.5 m) Payload: 10 Charges each clip

2 Wilk’s-Remi 104 Derringer: Weight: 10 ounces (.27 kg) each

Derringer is designed to be able to be plugged into a standard E-Clip recharger. One is concealed in each boot. Mega-Damage: 2D4. Rate of Fire: Two simultaneous shots Effective Range: 300 ft (91.5 m). Payload: 4 Shots.

2 Wilk’s/Remi 137 Pulse Laser Pistol: Weight: 3.2 lbs (1.5 kg)

Mega-Damage: 3D6 per single blast and 6D6 per double blast. Rate of Fire: Standard Effective Range: 500 ft (152 m) Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips.

Wilk’s/Remi 157 Laser Pulse Rifle: Weight: 6 lbs (2.7 kg)

Mega-Damage: 3D6+2 for Single Shot and 1D6x10 for 3 simultaneous blasts Rate of Fire: Standard Effective Range: 1800 ft (550 m) Payload: 30 Shots each long E-Clip.

Ammunition (Used by Multiple weapons): 24 Long E-Clips.
Weapons, Magical:
Magical Cavalry Saber: Weight: 2.9 lbs (1.3 kg) Length: 2.3 feet (0.7 m)

Mega Damage: 4D6+8 (Not Including Strength.) Weapon of maximum human quality weapon (+1 to strike, +2 to parry, +4 to damage, and +2 to initiative.) Enchanted through spell of Enchant Weapon (Minor) permanently and has 300 M.D.C. and is only damaged by attacks against the weapon.

Magic Bowie Knife: Weight: 1.3 lbs (0.6 kg) each Length: 1.64 feet (0.5 m)

Mega Damage: 4D4+10 (Not Including Strength.) Weapon of maximum human quality weapon (+1 to strike, +2 to parry, +4 to damage, and +2 to initiative.) Enchanted through spell of Enchant Weapon (Minor) permanently and has 300 M.D.C. and is only damaged by attacks against the weapon.

2 TW Thunderguns: Weight: 3 lbs (1.4 kg)

Damage: Silver Bullets do 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 96 extra silver bullets).

Armor, Normal:
Branaghan Armor Overcoat: M.D.C. (Main Body): 28 Weight: 6 lbs (2.7 kg) -5% Prowl Penalty

Appears to be a black long coat.
Techno-Wizard Enchantments:
Armor of Ithan (8th Level) - 10 P.P.E. or 20 I.S.P. (+80 M.D.C.)
Impervious to Energy (8th Level) - 20 P.P.E. or 40 I.S.P.

Branaghan Body Armor: M.D.C.: 75 (Main Body) Weight: 15 lbs (6.8 kg) -5% Prowl Penalty
Magic Items (Non Weapons):
Amulet of protection against the Supernatural: Adds a bonus of +2 to save vs horror factor
Amulet of Charm: Adds a bonus of +1 to save vs magic and psychic attacks.
Amulet of See the Invisible: Enables only the wearer of the medallion to see the invisible.
Other Equipment:
Bandito Arms RH-1003C Arabian Robot Horse: Main Body 240, Top Speed: 120 mph (192 kph), Outfitted with a pair of mini-missile launchers in the shoulders. Covered with artificial fur to look more realistic - Black with a white star on the forehead.
Otherwise Normal Equipment for Lawman OCC, 500,000 credits in precious gems and metal.

Jesse's Background:


Jesse Swanson was born just a few years before the coming of the Rifts. She was all of six years old when the storms engulfed the world. Her home was in a fairly small town on the western border of the state in an extremely rural area and somehow escaped the worst of the destruction. Still, the events of that day are some first clear memories.


Her father was a Texas Ranger and right after the coming of the Rifts. He, and a few others, broke into a National Guard Armory and was able to organize the defenses of the town with the weapons they recovered. There were several pitched battles and there was large losses of life. Still they were somehow able to hold the city from all attacks, bandits and monsters alike. Unlike some other towns, they accepted others who came in peace, even non-humans, and thrived in part due to the acceptance of others.


Her mother had lived as home maker but that was never what Jesse wanted for herself. Having been raised on stories of the Texas Rangers, she wanted to be one herself. Of course, the academy for Texas Rangers was destroyed with the coming of the Rifts so that was no longer an option. It took a lot of sweet talking but she was finally able to get him to teach her. Over the next few years, he taught her how to fight, how to shoot, how to track, and generally what it meant to be a lawman. His training gave her a strong sense of right and wrong although she is not as strict a believer in the law as he was.


As age began to slow him down, other the next decade she took over much of the duties her father once did. He had already been almost forty years old before the coming of the Rifts and it was only a matter of time. He had slowed down quite a bit over the first couple of decades of holding the town together with his finger nails. His hair had become completely grey with the battle for the town's survival. While she started in his name, she became more and more independent as time went on.


One of the tasks which got her away from the town was the pursuit of outlaws. She was leader a posse of two other deputies. They had almost caught up with the outlaw when they came upon a strange phenomena. It was a swirling Rift. The two others were sucked into the Rifts and were never seen again. That is something she regrets even a couple of hundred years later.


She was changed by the Rift and would never be the same again. Unknown to her, the Rift was part of the same Rift which caught several of the crew of the USS Ticonderoga and transformed them into Sea Titans. Of course, they do not know about her either. Since she has never met a Sea Titan, she does not use that term for herself and can only say that she has changed.


It took a while but she was able to track down the outlaw and bring him back for justice. One item that has always been part of her rules from the beginning that she does not act as judge or pass justice herself. Instead, she always brings them back to wherever they wanted at.


Over the next few decades, she began discovering just how much she changed as she watched the others age around her and many die around her. She was able to shrug off blasts that should have killed her not once but many times. As well, she had been twenty-eight when she was transformed and as time went on, others got older but time seemed to have released its hand on her. Her strength also became far greater than any normal mortal and even found that she no longer needed to eat.


Her father lived a surprising number of years more, almost three more decades before, before he died. He had long relinquished control of the city's defense forces to her and had taken up the position of mayor. She decided it was time to move on and escape from the painful memories. He mother had died six years earlier and had always been apart as the town's lawman and her transformation made her even more apart from the others.


Besides, the town had developed a fairly good defense and she found herself less and less needed. She decided if she was needed elsewhere. Traveling from place to place, she started taking on the worst of the problems. Those that no one else seemed to be able to deal with. In return, she never takes much in the way of payment, only enough for her basic needs.


Still, a couple of hundred of years is a long time and she managed to collect a number of interesting items over the time. Some of these were captured from outlaws how resisted and she had to kill them. If she captured them, whatever they had would be turned in with the prisoner. Other items were gifts from thankful individuals. Presently, he favorite weapons are a pair of Wilk’s/Remi laser pistols which look like revolvers.


She can drive an automobile and has picked someother piloting skills but has always preferred to ride a horse from when she was young. She has lost numerous horses over the years and had a number of bionic horses and robot horses. Some died of simple old age while others were lost in fights. Like some of her other items, she has captured a number from bandits while others were gifts.


There was some incredible adventures and many extremely dangerous situations. Often she allies herself with Justice Rangers and Cyber-Knights. In many ways, she has become a legend for all which she has done over the years.


Her adventures lead her further and further to the west. In her opinion, the Coalition does as much good as anything bad. Still, with their hatred of anything smacking of magic or the supernatural, she has found it best to avoid altercations with them. She has met a few scouts from the Coalition. Several knew her legends and considered it an honor to meet her. Still, she did not want to press the situation any further than she has do.


Just a couple of years ago, she captured one of the most dangerous opponents she ever did and she had many close ones over the years. This one was a juicer named Peter Greysmark and he was wanted on multiple counts of murder and rape. Later she found out that he somehow escaped. She also has heard that he swore revenge against her. She later returned to the town and found it was completely destroyed and suspects that it was him that destroyed it.


Still, she does not know that he has become a murder wraith and just how dangerous he has become. She also does not know just how far his drive for revenge goes. He has also sworn revenge against all lawmen in general and knights. Sometime, there will be a second match between the two of them and likely only one will survive this time. Unfortunately it might not be her.




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Image drawn and copyrighted by Staino.

More Staino artwork at DeviantArt.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2014, Kitsune. All rights reserved.



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