Tarna Wolves-Daughter:


Name: Tarna Wolves-Daughter.

True Name: Tarna Megans-Bane.

Alignment: Scrupulous (Good).

M.D.C.: 271 (355 adding in physical skills).

Attributes: I.Q.: 22 (+8%/+4), M.E.: 15, M.A.: 16, P.S.: 29 (+14), P.P.: 24 (+5), P.E.: 26 (+6/22%), P.B.: 18 (40%), SPD: 31 (23.1 mph / 37.2 kph).

Weight: 165 lbs (74.9 kg). Height: 6 ft (1.83 meters).

Age: 19 years (See Background). Race: Human (Clone). Sex: Female.

Disposition:

Tarna, due to her long period of abuse, is nervous around most people and is very suspicious, expecting the worst out of just about everybody. She also has a tendency to react violently when scared or threatened. She is not an evil person and tries to help those who need her help. She may feel bad when she harms someone due to being frightened but it will not stop her reaction. She has trouble with males due to her abuse by the Sunaj and has only been able to get physically close to one male, a male werewolf named Romulus who has a similar background to her.

She seems to have inherited her progenitor’s skill in tactics and is quite capable of leading those in battle. Along with her violent tendencies, she is extremely brave and is willing to fight in battles against overwhelming numbers. She is not a fool and knows that there is time which she should retreat and she does not have a death wish although in some fights, it appears that way.

O.C.C.: Maxi-Man. Experience Level: Fourth (4). Experience Points: 21,051.

Combat Skill: Hand to Hand; Martial Arts plus Boxing.

Attacks per Melee: Six (6).

Bonuses, Combat: Critical Strike: Natural 20, Knock Out: Natural 20, Bonuses: Damage: +14, Strike: +7, Parry: +11, Dodge: +11, Roll (with punch, fall, and impact): +9, Pull Punch: +3, Initiative: +0. Kick Attack: 2D4+14.

Bonus; Save: Lethal Poison +7, Non-Lethal Poison +7, Harmful Drugs +7, Insanity +1, Psionics +2, Magic +11, Horror Factor +9.

Special Abilities:

Increased P.P.E. Recovery: Recovers 12 P.P.E. per hour of rest or sleep.

Bonuses: +1D4x10 M.D.C., +3 to save vs magic, + 6 to save vs horror factor, +2 to M.E., + 1D6 to P.S., +1D4 to P.P., +3 to P.E., and +2D6+6 to SPD.

Magic Tattoos: P.P.E.: 243 +10 P.P.E. per level and +6 for each tattoo.

Simple Weapons: Curved Long Blade Dagger (2), War Hammer (2), Bull Whip (2),

Magical Weapons: Battle Axe covered in Flames with a coiled Serpent (20), Long Bow with Four Flaming Arrow with Wings (10), Flaming Shield (20),

Animals: Bird, Falcon (15), Wolf (20), Scorpion (10),

Monsters: Dragondactyl (100), Fire Worm (50),

Powers: Chain with Broken Link [Strength] (30), Chain Wrapped Around Cloud [Air Powers] (50), Eye of Knowledge [Language] (15), Eye of Mystic Knowledge [Magic] (20), Eyes; Three [Supernatural Vision] (20), Heart pierced by wooden stake [Protection from vampires] (15), Heart encircled by chains [Invulnerability] (40), Heart with Large Wings [Flying] (20), Knight in Full Body Armor (25), Phoenix Rising From the Flames [Resurrection] (124), Rose and thorny stem & Dripping Blood [Healing] (30), Shark [Swim] (20), Skull Coiled with Thorns [Death Touch] (40), Skull Engulfed in Flames [Fire Powers] (45),

Monster Shaping: Werewolf in Wolf Form (30).

OCC and Racial Skills: Communication: Radio; Basic (+5%) 73%, Espionage: Intelligence (+10%), Tracking (+15%) 63%, Wilderness Survival (+5%) 58%, Medical: First Aid 68%, Physical: Hand to Hand Martial Arts, Body Building, Boxing, Climbing (+10%) 85% / 80%, Swimming (+5%) 78%, Technical: Languages: Dragonese 98%, English 98%, W.P.; Ancient: Archery & Targeting (4 attacks per melee / [+2] +9 to Strike / [+1] +12 to Parry), Blunt ([+2] +9 to Strike / [+2] +13 to Parry), Knife ([+1] +8 to Strike / [+1] +8 to Throw, [+2] +13 to Parry), Sword ([+2] +9 to Strike / [+2] +13 to Parry), W.P.; Modern: Energy Pistols (+4 Aimed / +2 Burst), Energy Rifles (+4 Aimed / +2 Burst).

O. C. C. Related Skills: Espionage: Disguise (+10%) 58%, Escape Artist [Learned at Fourth Level] (+10%) 48%, Physical: Acrobatics [Learned at Fourth Level], Gymnastics, Pilot: Horsemanship (+5%) 65%, Rogue: Streetwise [Learned at Fourth Level] (+2%) 30%, Wilderness: Land Navigation (+5%) 61%, Skin and Prepare Animal Hides (+5%) 58%.

Secondary Skills: Domestic: Sewing (+5%) 68%, Physical: Athletics, General, Technical: Literacy: Dragonese 53%, Literacy: English 53%, Lore: Demon and Monster 48%, W.P.; Ancient: Axe ([+2] +9 to Strike / [+1] +8 to Throw, [+2] +13 to Parry).

Skills From Acrobatics & Gymnastics: Sense of Balance (+5%) 78%, Walk Tightrope or High wire (+5%) 73%, Work parallel bars & rings (+5%) 82%, Climb Rope (+5%) 93%, Back Flip (+5%) 98%, Prowl (+5%) 63%.

Appearance:

Tarna is a very tall and muscular woman who looks both like and unlike the woman who she is a clone of. She is attractive but has a strong stern aspect about her and appears even more stern than the woman she is a clone of although her basic build is identical to Megan Smith. The female Maxi-Man has deeply tanned, although not real dark, dark Caucasian skin from long exposer to the sun. She usually wears body makeup to hide her magical tattoos. She looks out of blue-grey eyes which have a strong feeling of Sadness. Tarna has dark blond hair which is slightly curly and hangs down just below her neck. Other than wearing body makeup to cover her tatoos, Tarna wears little in the way of makeup.

Tarna does not like to dress in armor or bulky clothing because it prevents her from easily accessing her tatoos and restricting her movement. As well, her altered structure means that she is unaffected by most environmental conditions. Instead, she prefers to wear light leathers usually much abbreviated. She usually wears a fur cloak which has as the hood the head of a wolf. Her Rune Axe is usually carried on her shoulders beside her energy rifle and the outline of both can be seen under her cloak.

Weapons, Normal:

Kittani K-4 Laser Pulse Rifle: Weight: 4 lbs (1.8 kg)

Mega-Damage: 3D6+6 for Single Shot and 1D6x10+6 for 3 simultaneous blasts Rate of Fire: Single blast or three blast burst. Effective Range: 3,000 feet (910 m). Payload: 30 blasts each long clip. Bonuses: +1 on aimed blasts.

Neural Mace:

Damage; Physical: 1D8 SDC + Strength Special: Unconsciousness, -8 Strike, Parry / Dodge for 2D4 melees if save made (16+), save each time hit, ineffective vs full environmental armors but effective against non full environmental.

Ammunition (Used by Multiple weapons): 4 Long E-Clips.

Weapons, Magical:

Grey Dawn: Greatest Rune Battle Axe

Plain grey rune axe with deep runes etched along the blade and handle. Mega-Damage: 1D4x10 and can be thrown 300 ft and teleports back after being thrown. Due to high quality has +2 to strike, +3 to Parry, and +2 on initiative. Gives spells of: Teleport Lesser, Teleport Greater, Mystic Portal, Time Hole, and Sanctum. Each spell can be cast 2 times per 24 hour period and are cast at 10th level. Also has psionic at 6th level of experience (120 ISP): Has all sensitive, physical psionics, and has super psionics of Bio-Manipulation, Bio-Regeneration (Super), and Pyrokinesis. Has an IQ of 15, communicates via limited telepathy, Can parry Energy blasts at -6, links with wielder being able to sense each other up to 4 miles away, add +1 on all saving throws, Scrupulous alignment and does 1D6 SDC or 3D6 MDC to incompatible alignments.

Magical Karabela: Weight: 3.6 lbs (1.6 kg)

Mega Damage: 4D6+8. Maximum dwarven quality weapon (+2 to strike, +3 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.

Armor of Note:

None (Armor restricts her access to Tattoos).

Magic Items:

Belt Pouch with 2 Permanent Dimensional Pocket Cast on it:

Has two separate compartments each with a permanent dimensional pocket that will carry 90 lbs of items/equipment in each pocket.

Bird Skull, Claws, and Jade egg Necklace with various Amulets on stones:

Necklaces is valued at 2000 credits and Jade has Amulets on them. See the Characters picture for appearance of the Necklace.

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.

Gem of Direction:

Faceted Gem that is the size of a quarter with a silver sliver that always points north.

Magical Boots of Fleetness and Mystery:

Fur Knee high boots. Boots double character maximum speed (Speed 62 / 155 ft per attack on her) and character leaves no tracks and has +5% to prowl skills. Wearer of boots can be tracked by smell but is at -20% to do so.

Magical Cloak of Untrackability:

Wolf fur cloak that is knee level length and has a hood that has a large wolf skull as part of the construction of the cloak. Interior lining of cloak is black and silver silk. Cloak has 20 MDC before being destroyed. Person wearing cloak is at -20% to be tracked and will not show up via thermal detection (No heat signature). Cloak also allows the wearer to levitate identical to spell levitate twice per day with a ten minute duration each time.

Runic Keremond's Spellshield:

Given to her by an Elf she rescued. More powerful version of the standard Keremond's Spellshield which negates the effect of spells cast against the wearer. Can absorb 200 P.P.E. released from the amulet at the rate of 10 P.P.E. per hour. Does not explode when overloaded although will shut down for a full 24 hours before being usable again (Can absorb a full 200 P.P.E. at that time.) When overloaded, the Spellshield will cause a variety of different side effects (See writeup for details). If a spell is absorbed and brings the pendent above the maximum P.P.E then the spell is still is still negated unless the caster spends enough magical energy to keep minimum required P.P.E. of spell above what the Runic spellshield can absorbed. As the runic spellshield absorbs P.P.E., like the standard version, it glows brighter and hotter. When the shield gets within 30 P.P.E. of being overloaded, the pendent begins humming. An alchemist cannot absorb the magic from the Runic version of the Spellshield. Does not prevent her from using magic on herself due to being linked.

Other Equipment:

Vehicles: None (Walks, Uses Tatoo Powers, or Rides a Horse).

Clothing: Leather Clothing (As per description), Fur Boots, Leather Belt.

Other Items: Leather Backpack, Waterskin (1 gallon), 6 wooden stakes and mallet, 50 feet of rope, Sleeping Bag, 2 man Tent, 8 weeks emergency Rations, Makeup (Includes body makeup to cover tatoos) and Feminine Items, Zippo style Lighter, First Aid Kit, Sewing and Tanning Kit, Solar powered E-Clip Recharger.

Valuables: Gold Earrings worth 1000 Credits, Gold Bracelet worth 4000 Credits, Gold Bracelet worth 4000 Credits with tiny eight mile range communicator that is activated by her voice, Gold ring worth 1000 Credits.


Character History:


There are a bunch of different saying such “Use a Thief to catch a Thief” which basically state that the best way to defeat a person is to use a person of similar nature. The ultimate concept is to send a person against themselves. Many people biggest fear it to fight themselves, a person who knows all your strengths and weaknesses. Creating clones is one way to virtually send a person against themselves. A powerful lord on Atlantis decided to just this and commissioned the Kittani to create clones of a group of “adventurers” who broke into a top secret location on the Continent of Atlantis and had caused him much embarrassment and loss of face as a result. One of these “adventurers” was a Cyber-Knight named Megan Smith. The Cyber-Knight is fairly famous on North America and tales tell of her adventuring all over North America including fighting against the Vampires in Mexico and Central America. There are also stories of her adventuring in England, Europe, and even Africa. There is even a story of her traveling to another dimension to fight against supernatural evil.


It is unknown how many clones of Megan Smith were created but a whole batch were created with the express purpose of the survivors being sent against the Cyber-Knight to kill her. It was decided that several of the clones would be tatoo warriors. The Lord did not want to take over a decade to create his new warriors so he had several of the clones, including Tarna, sent to a dimension where time moves far quicker than it does on Rifts Earth. In addition to being able to speed up training, tatoos require huge amounts of time. In order to make for more dangerous warriors, it was decided that the clones would be trained by Sunaj assassins in order to make the clones more dangerous. The training for the clones was absolutely brutal with both physical and mental abuse. Abues even included rape. Few of the clones survived the training with the Sunaj with the traitorous True Atlanteans deliberately trying to kill them in training. The clones were even pitting against each other, sometimes in fights to the death. As a result of her time among the Sunaj and listening to them talk, Tarna knows the secret that they are True Atlanteans who have allied themselves with the Splugorth. In order to make the clones more effective in fighting the people who they are cloned from, they had them study the individuals who they are suppose to kill including the person’s background. From studying Megan Smith, Tarna learned an unintended lesson, which was that she was serving the side of evil and she was really created for revenge for a slight. Still, there was little she could do but survive.


Eventually, she was sent back to Rifts Earth. Before she was sent out to hunt and kill Megan Smith, she was given some final training and background on the woman who she was suppose to murder. She considered that her best chance to escape would be once she was sent on her own. Part of her training including fighting in the arenas with plans that the survivors being pitted against their targets. While she did not like to kill those who did nothing to her, it was them or her. She was brought through the market several times on her way to the arenas. She pretended to be docile to the slavers who she was with. On her final trip through the market, although not planned as her final fight in the arena, she spotted a large axe on the display of a magic weapon dealer. Her eyes were drawn to the weapon.


The Axe sensed the young Maxi-Man and telepathically contacted her. The axe could tell that she was not evil like most of the creatures which had passed by it. It told her that it had been created for a warrior ages ago and had been taken by Splugorth minions after the murder of its previous owner. It told her that if she could grab it, then they could both escape. While she was skeptical, she saw it as her only chance to escape. She quickly activated her tattoo with a battle axe, her tattoo of strength, and her tattoo of armor. Because she had been so passive, none of the slavers noticed what she had done. She began hacking at the creatures surrounding her and caught them by complete surprise. Taking several down, she grabbed the rune axe. Suddenly, she was gone. The teleport was as much of a surprise to her as to the slavers.


Since then, her luck seems to brought her from place to place. One of the first places which she ended up at was the mountains of Tibet where she met a Werewolf monk who is named Romulus. They have had the bad of luck of having been caught in multiple Rifts, always ending up in new places. For some reasoning, the Rifting always seems to keep them together. It might be that fate meant for them to be together. They have been Rifted to Japan, North America where she fought Vampires among other enemies, South America where she acquired the Tattoo of a Werewolf and even Wormwood. In Wormwood, she was able to turn around a major attack by the side of evil by teleporting and killing the leaders of the assault. Her treatment under the Sunaj was hard to recover from but eventually her and Romulus became lovers.


Story on Tarna:



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Writeup by Kitsune (E-Mail Kitsune).


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