Name: Nightshade “Shady”
True Name: Azelle T'Throon
Alignment: Aberrant / Unprincipled
M.D.C.: 85 (121 with Physical Skills)
Attributes: I.Q.: 17 (+3%/+1), M.E.: 13, M.A.: 18 (50%), P.S.: 26 (+11), P.P.: 24 (+5), P.E.: 26 (+22%/+6), P.B.: 20 (50%), SPD: 31 [Physical Strength and Endurance are Supernatural]
Weight: 112 lbs (50.8 kg) Height: 5 ft 8 in (1.73 m)
Age: 48 years Race: Silhouette Sex: Female
Disposition: Nightshade can be both considered fun loving and honorable. She can also be considered oversexed and has had an incredible number of relationships over the years. The Silhouette loves to dress in extremely revealing outfits. She does like to be friends with her lovers but it never seems to develop into true love. It might be simply that she has had very few relationships with others of her own race. She also does not have any strong hatreds and has had many human friends and lovers. Her strongest dislike is for the Kreeghor which she also considers to be without finesse, to be barbaric, and simply bullies that rely on their toughness. This does not mean that she does not treat them carefully because an occasional one might surprise her in this regard. Even though honorable, she will resort to means for succeeding that many others will not. Generally, she is a bit mercenary and will not do anything unless it is worth something to her. Still, there are things she which she will not do. In some cases, she may also do something which pays less but is more important. This might include going after a bounty for a killer which pays less than a bounty for extortion.
R.C.C.: Silhouette Experience Level: Fifth (5) Experience Points: 20,500
Combat Skill: Hand to Hand; Commando plus Boxing
Attacks per Melee: Six (6)
Bonuses, Combat: +6 to Strike, +10 to Parry, +10 to Dodge, +8 to Disarm, +1 to Initiative, +11 to damage [Restrained Punch (S.D.C.) 5D6+11 / 5D6+17, Normal Punch (M.D.C.) 3D6 / 4D6, Power Punch (M.D.C.) 6D6 / 8D6], +6 to Roll with punch, fall, or impact, +3 to Pull Punch, Knock-Out / Stun on Natural 20, Critical on Natural 20. Has abilities of automatic dodge, automatic body flip throw (+1), backward sweep kick, body block/tackle, body flip/throw, critical body flip/throw, Disarm, Karate Kick, Paired weapons, and Paired Pistols.
On the first round (if attacked first), she gets a +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.
Bonus; Save: Lethal Poison  +8, Non-Lethal Poison  +8, Harmful Drugs  +8, Insanity  +1, Psionics  +1, Magic [12/16] +8, Horror Factor [Varies] +7
Psionics (Minor): I.S.P.: 36 (Gains 1D6 Per level) Powers: Sensitive: Mind Block (4), Sixth Sense (2)
RCC Abilities & Bonuses:
Shadow Powers: Shadow Meld (see Spell) at will, Absorb Light by 95% in a 50 ft (15.2 m) radius, +6 to PS, +50 to M.D.C., and 85% prowl in darkness
Ley Line Powers (All Line Walker): Increased P.P.E. Recovery (5 Rest /10 Meditation), Sense Ley Lines and Magic Energy and Read Lines, Line Phasing, Line Transmission, and Line Drifting, Ley Line Rejuvenation and Ley Line Observation Ball
Bonuses: +2 (+3) on Initiative in shade, +2 (+12) to Strike, Parry, and Dodge in shade, +2 (+8) to Roll in shade, +4 (+6) to Save vs Horror Factor
Vulnerabilities / Penalties: Normal light lose shadow abilities, -10 M.D.C. and -2 strike, parry, & dodge in bright light
P.P.E.: 486 Spells: First Level Spells: Blinding Flash (1), Cloud of Smoke (2), See the Invisible (4), Sense Evil (2), Sense Magic (4), Second Level Spells: Cleanse (6), Mystic Alarm (5), Turn Dead (6), Third Level Spells: Armor of Ithan (10), Breath Without Air (5), Invisibility: Simple (6), Negate Poisons/ Toxin (5), Paralysis: Lesser (5), Telekinesis (6), Fourth Level Spells: Carpet of Adhesion (10), Charismatic Aura (10),  Deflect (10),  Makeover (15),  Watchguard (10), Fifth Level Spells:  Conjurers Clothing (12), Escape (8), Horrific Illusion (10),  Implosion Neutralizer (12),  Mend the Broken (10+),  Mental Blast (15),  Moon Phases (18),  Mystic Recall (6), Sixth Level Spells:  Barrage (15), Call Lightning (15),  Energize Spell (12+),  Frequency Jamming (15),  Ice (15),  Illusion Booster (15), Impervious to Energy (20), Mask of Deceit (15),  Targeted Deflection (15), Words of Truth (15), Seventh Level Spells: Agony (20), Dispel Magic Barriers (20),  Heal Self (20), Invisibility: Superior (20), Life Drain (25),  Negate Mechanics (20),  Sonic Blast (25),  Spinning Blades (20),  Sub-Particle Acceleration (20), Eighth Level Spells: Commune With Spirit (25), Exorcism (30),  Force Bonds (25), Hallucination (30),  Invincible Armor (30), Locate (30), Metamorphosis: Human (40), Negate Magic (30),  Shockwave (35), Ninth Level Spells:  Beat Insurmountable Odds (70),  Desiccate the Supernatural (50),  Illusion Manipulation (25-60),  Purge Self (70),  Realm of Chaos (70), Tenth Level Spells:  Armorbane (100), Control / Enslave Entity (80), Mystic Portal (60),  Purge Other (100), Restore Limb (80), Speed Weapon (100), Summon Shadow Beast (140), Wards (90), Eleventh Level Spells: Anti-Magic Cloud (140),  Astral Hole (120), Remove Curse (140), Twelfth Level Spells: Amulet (290), Create Zombie (250), Thirteenth Level Spells:  Collapse (70-400),  Restore Life (275), Sanctum (390), Talisman (500), Fourteenth Level Spells:  Annihilate (600), Close Rift (200+), Restoration (750), Fifteenth Level Spells:  Circle of Travel (600), Dimensional Portal (1000), Teleport: Superior (600),  Enchant Weapon [Minor] (400+)
Notes:  Spells from Federation of Magic Sourcebook,  Spells from Siege of Tolkeen,  Web Spells
R.C.C. Skills: Communication: Radio; Basic (+10%) 78%, Surveillance Systems (+10%) 63%, Domestic: Dance (+5%) 58%, Electrical: Basic Electronics 53%, Espionage: Disguise (+5%) 53%, Escape Artist (+5%) 58%, Intelligence (+5%) 56%, Mechanical: Basic Mechanics [With Armorer] 73%, Military: Armorer 63%, Physical: Boxing, Gymnastics, Hand to Hand: Commando (Cost four skills), Movement: Zero Gravity 133%, Rogue: Seduction (+10%) 46%, Streetwise (+10%) 49%, Technical: Language: Dragonese (+15%) 88%, Trade 4 (+15%) 68%, Literacy: Dragonese (+15%) 88%, Literacy: Trade 4 (+15%) 68%, Lore: Demon & Monster (+10%) 58%, Magic (+10%) 58%,
Secondary Skills: Physical: Athletics [General], Running, W.P.; Ancient: Sword (+2 [+12] Parry/+2 [+8] Strike), W.P.; Modern: Automatic Pistol (+4 Aimed/+2 Burst ), Automatic Rifle (+4 Aimed/+2 Burst), Paired Weapons (Automatic Pistols)
Background Skills: Pilot: Pilot Hovercraft (+5%) 78%, Science: Mathematics - Basic (+15%) 83%, Technical: Computer Operation (+10%) 73%, Language: Silhouette 98%, Literacy: Silhouette 98%
Skills From Gymnastics: Sense of Balance 73%, Work Parallel bars & rings 75%, Climb Rope 81%, Back Flip 48%, Prowl 53%
Nightshade can be considered to be the classic Silhouette in many respects, she has a slender yet incredibly athletic form. Her height is about average for a female Silhouette at around 1.73 meters (5 foot 8 inches) and she weighs just over 50 kilograms (112 lbs.) Still her athletic build does not keep her from being feminine and extremely attractive. While slim, she has definite curves and small but definitely noticeable breasts. Her hair is slightly wavy and hangs down to the small of her back. Unlike her midnight black skin, her hair has a slight red tint to it. It is not very noticeable in most lights but is noticeable in other lights. Her nose slender and she has prominent cheekbones and is extremely attractive. For makeup, she does not often sport the heavy face paint which many Silhouette prefer but instead simply brightly highlights her lips.
For clothing, she prefers bright reds, one might even say glossy, and black. She virtually always dresses to show as much of her figure as possible with tight clothing and clothing often opened to show as much cleavage as possible. Her clothing can often be considered just this side of pornographic. She lights both skirt types clothing and tight leather type pants. As well as leather, she does like to wear silk at times or mixing it with leather. She has two signature dress styles. The first is that she likes to wear knee length with four inch spike style heels. The other is that she likes to wear tight leather corsets which make her waist even slimmer and make her breast more prominent.
Neural Whip: Similar in operation to a neural mace but may be used to entangle as well attempt to stun an opponent (1D8 S.D.C. damage and unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made - Save 16 or Higher, does not work through environmental body armor) Whip length is 10 feet (3.1 meters.)
HW-19 Stun Pistol: Weight: 2 lbs (.9 kg), Damage: Reduces PP and SPD by 3D6 and -3 to combat actions each hit. Once they reach zero, person is conscious but unable to move. Rate of Fire: Single shot only. Effective Range: 1000 ft (305 m) payload: 20 shots
2 NE-4 Plasma Cartridge Pistols: Weight: 6 lbs (2.7 Kg), Mega Damage: 1D4x10 Rate of Fire: Standard Effective Range: 500 ft (152 m) Payload: 10 shots (uses 10 cartridges not an E-Clip) has 500 extra rounds. Bonuses: It has a laser targeting system (Gives +3 to Strike).
Naruni NE-H10 Plasma Derringer: .9 lbs (0.45 kg), Mega Damage: 5D6 per round (both rounds simultaneously 1D6x10) Rate of Fire: One or Two. Payload: 2 plasma cartridges. Require one melee action to reload per cartridge or one melee round for both if a speedloader is used.
NE-75H "Shoulder Cannon": Weight: 30 lbs (13.6 kg), Mega Damage: 2D4x10+20 for special heavy cartridge, 1D4x10+10 for regular cartridges. Rate of Fire: One shot per attack. Effective Range: 6,000 ft (1830 m) with special cartridges, 4,000 ft (1200 m) with regular cartridges. Payload: 8 shots (uses 8 shot cartridges not an E-Clip/20 with regular cartridges). Bonuses: It has a laser targeting system (Gives +3 to Strike).
Web Gun: Weight: 13 lbs (5.9 Kg), Mega-Damage: None, shoots stream of Foam that envelops targets 8 ft (2.4m) or smaller. Covers target with 4D6 M.D.C. of Hardened Foam. Additional Shots will add more M.D.C. to covering. Second Nozzle fire solvent that dissolves 6D6 M.D.C. worth of foam per shot. Rate of Fire: Standard. Effective Range: 400 ft (122 m). Payload: 10 of Foam and 10 of Solvent.
Amunition (Used by Multiple weapons): 4 Short E-Clips, 500 Regular Plasma Cartridges (Has 12 Magazines), 200 Heavy Plasma Cartridges (Has 6 magazines)
Magical Weapons of Note:
Black Fire (Rune Weapon): Slim arm shield designed to protect the wearer’s arms from elbow to wrist. On the wrist area of the shield is a slightly hooked spike which is quite an effective weapon. [IQ: 14, ME: 16, MA: 8] Indestructible and can be used to parry energy blasts. Weapon has an Aberrant Alignment. Gets +1 to Strike and +3 to Parry. Inflicts 4D6 M.D.C., Note: Psi-Sword is often summoned as the main weapon. Psi-Sword inflicts 1Dx10 as a tenth level psychic. Special Abilities: Wizard Magic [P.P.E.: 60, recovers at a rate of 10 P.P.E. for every three hours. Equal to sixth level Wizard, First Level: Blinding Flash (1), Third Level: Armor of Ithan (10), Energy Bolt (5), Impervious to Fire (6), Invisibility: Simple (6), Telekinesis (8)], Psionic Abilities [I.S.P.: 150, recovers at a rate of 10 P.P.E. for every three hours. Equal to tenth level psionic, Sensitive: Has all sensitive abilities, Super Psionics: Bio-Manipulation (10) and Psi-Sword (30)]
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), PPE: 60, regenerates at the rate of 20 per day and completely recharges at a nexus or pyramid, Powers: Fire Gout (20 PPE, 6D6+6 M.D.C., See spell for details), Circle of Flame (10 PPE, 6D6 S.D.C., See spell for details), and Fuel Flame (See spell for details)
Magical Armor of Note:
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" (PS 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 feet, two bolts per melee], "Fire bolt" [4D6 M.D., 1200 feet, payload: 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
Magic Items (Non Weapons):
Amulet of Vacuum: Has always in effect the spells of Breath Without Air and Resist Vacuum on the wearer. The amulet can cast Zero Gravity Movement and Personal Relative Gravitation each up to three times per day.
Silver Necklace with Gems with various Amulets on it: Silver necklace with rubies which match her eyes when they glow red.
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.
Crystal Ball: Allows user to view what someone else is doing. It has a 300 mile range, It can be used to view for 5 minutes per level of experience. The user must have met the person or animal.
Techno-Wizard Enchanted Jewelry: All of the Jewelry contain an emerald to hold magical energy. She wears six enchanted earrings with 10 P.P.E. each, eight rings with 10 P.P.E. each, four toe rings with 10 P.P.E. each, six bracelets with 15 P.P.E. each, four anklets with 15 P.P.E. each with a total P.P.E. of 330.
Techno-Wizard “Mask of Deceit” Hairpin: Silver hairpin. Same as spell with a duration of 30 minutes. Requires 30 I.S.P. or Mask of Deceit (15 P.P.E.) to activate.
Utility Belt with Battle Harness with 8 Dimensional Pocket Cast on it: Will hold up to 90 lbs worth of items each pocket, It has a duration of 4 1/2 years
Vehicles: None (uses Mystic Power Armor)
Clothing: Several sets of Black and Grey Jump Suits (working attire), Skintight Leather Pants, Leather Dresses, Leather Mini-Skirts, Leather Tops, Silk Tops, Silk Gowns / Dresses, Leather Corsets, Leather Knee-Length High Heel Boots (All Clothing is of extremely high quality).
Other Items: Makeup and Feminine Items, Comb, 10 sets of Hand Cuffs, Long Range Communicator (Headphones), Portable Language Translator [Trade Languages, Dragonese, and Other Languages], Holographic Personal Computer, Basic 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: 6,500,000 Credits
Azelle T'Throon believes she is the bastard daughter of a United Worlds Warlock marine who visited Center but is not really sure. Her mother has never been willing to tell her and she has not been successful in researching it herself. She has been able to discover that a United Warlock Ship with a marine compliment including several Silhouettes onboard. She also has heard rumors of a female Silhouette serving in the United Worlds Warlock Marines that is her virtual twin.
Azelle's mother is just one of a number of Silhouettes who found themselves on Center after escaping from their home planet when the Kreeghor took over. Azelle was her only child and there were few other Silhouette around and no children. Pretty much Azelle and her mother kept to themselves when the Silhouette girl was young. There was always a certain bitterness which colored her mother's relationship with others although she tried real hard not to show this bitterness to her daughter. Their relationship was good enough in most respects and Azelle's mother taught her most of the magic which the young Silhouette would need to know. While Azelle's mother has a strong hatred for the Kreeghor, this had dimmed in Nightshade to a strong dislike in her daughter. Often, the young Silhouettes got tired of her mother continuously talking about the Kreeghor and how they took over her home planet.
Azelle always had a drive to become wealthy and powerful. Her mother was well enough off due to her magical abilities but Azelle wanted more. One skill which her mother virtually completely lack was in hand to hand combat. Azelle decided that she needed to know how to defend herself in hand to hand combat and how to fight well. Unlike many others, she never had any real interest in joining a military and wanted to stay independent. This was her first long term dealing with a human. A human soldier who had been in the Consortium Special Forces had retired to center was an expert in commando combat and Azelle was able to persuade him to teach her the technique.
The soldier several human students who were the human equivalent to her age and Azelle ended up developing a more physical relationship with them. She learned that she needed to be careful with them due to her strength but learned that they can be a lot of fun as well. It was around this time which she discovered she had a passion for dancing. This was also around the time which she got the nickname of "Nightshade" which she used while working. Many of her human friends also called her in the diminutive version of her nickname and just called her “Shady”
While still on center and learning, Nightshade learned that she had to be extremely careful with them but learned they can be interesting companions. It was at this time which she began to learn a bit about the Kreeghor on her own. While she learned not to underestimate them, she learned just how ignorant and savage they are. Tough and powerful but still ignorant and barbaric. To her, they seemed to be endlessly fighting with each other and have no sense of subtlety.
When Nightshade grew old enough to become independent, she decided that she would work as a special agent, almost a private investigator at times and a spy at other times. She had developed a strong sense of honor from her human combat teacher and there were some jobs which she would not take. She used the ability to blend with shadows to be extremely effective which she combined with disguise spells which she hired other Mages to teach her. Still, Nightshade developed contacts among the criminal underworld which helped to succeed. Nightshade's only real weakness is that she cannot pilot any starships. She will either ride in a cruise vessel, book package on a merchant vessel, or even hire a vessel and crew for special jobs. Still, most of her jobs have been on center.
Some of the jobs she has done has been to rescue kidnap victims although her most common job is to capture escaped prisoners for a bounty. This bounty hunting often pays quite well with her being able to go after beings which would be impossible for a human bounty hunter. Several individuals have also hired her as a body guard. She is capable of dealing with even many supernatural creatures as such can claim high fees. Several of the beings who hired he did not have the credits to pay her and they payed her in spells or magic items instead. She managed to acquire her Mystic Power Armor in this manner. As well, she was able to pick up several of her magic items from her jobs including her rune shield which she captured from a Dragon Juicer who no longer had any need for it. The shield itself seemed to prefer her over its original owner. Her flaming sword was also captured from a Splugorth minion, a tattooed assassin in this case. One item which she has learned is that while the Splugorth often have no code of honor, they should not be considered the same way as the Kreeghor. They do know how to use finesse and are far more capable of subtlety than the Kreeghor.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.