Stacey Hendrickson:


Name: Stacey.

True Name: Stacey Hendrickson.

Alignment: Unprincipled (Good / Selfish).

Hit Points: 43. S.D.C. (Physical): 76.

Attributes: I.Q.: 20 (+6%/+3), M.E.: 11, M.A.: 13 P.S.: 19 (+4) - Bionic Arm 20 (+5), P.P.: 22 (+4) - Bionic Arm 18 (+2), P.E.: 21 (+3/12%), P.B.: 20 (50%), SPD: 22

Weight: 132 lbs (59.9 kg) Height: 5 feet 7 inches (1.7 meters).

Age: 20 years. Race: Human. Sex: Female. P.P.E.: 10.

Disposition:

The first thing most people see with her is that she loves the American Civil War and loves to read about the battles and the various generals. She is a strong sympathizer of the South, being in personal rights. Her understanding of the war is romanticized although she is not blind towards the problem. She has read a bit about women dressing up as male soldiers which can be found in some stories. Even though she is a sympathizer towards the South, she is in no way a supporter of slavery.

Stacy is both cheerful and adventurous, having a strong lust for life. She tends to fall in and out of love easily although does not tend to take the hurt of a broken love internally. It is quite possible that she just simply enjoys the feelings of falling in love. She has had quite a number of lovers even though she is still quite young. She loves to flirt with male ‘suitors’ as she prefers to use the old term.

She gunfighter also has a strong protective streak and tends to often put herself in situations of protecting those less able to protect themselves. Still, she does not have the sense of honor found with many cyber knights. She does have a word of honor and her friends are extremely important to her. She is in no way suicidal and is a strong planner when it comes to combat.

She has had some run ins with the Coalition and while does not hate them, she does tend to distrust them. Magic has always been a part of her life and she considers their fear and hatred of all things magical to be silly. She is of course cautious of supernatural beings but has no true hatred of them. Of course her caution sharpens when dealing with supernatural, or anyone for that matter, that has a bad reputation.

It is with mixed feelings that she considers her bionic arm. For the most part, Stacey has adapted to her bionic arm. Still, she finds it both slower and less responsive than her original arm but the ability to use a large amount of gadgets has some extraordinary advantages at the same time. She has gotten about the maximum in cybernetics she can without effecting her psychic abilities. She has not particular hatred for the Indians which attacked her when she lost her original arm.

O.C.C.: Gunfighter. Experience Level: Fourth (4) Experience Points: 9,800

Combat Skill: Hand to Hand; Expert and Boxing.

Attacks per Melee: Six (6), Seven (7) with all firearms and energy weapons, Eight (8) with all weapons she has sharpshooting skill with.

Bonuses, Combat: Knockout on Natural 20, Critical Strike on Natural 20. Bonuses: +6 to Strike (+4 with Bionic Arm), +10 to Parry (+8 with Bionic Arm), +11 to Dodge, +3 to Disarm on Called Shots, +4 damage (+5 with Bionic Arm), +5 to Roll with punch, fall, or impact, +2 to Pull Punch, +6 to Initiative,

On the first round, when on the defense, she gets an additional +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.

Bonus; Save: Lethal Poison [14] +3, Non-Lethal Poison [16] +3, Harmful Drugs [15] +3, Insanity [12] +0, Psionics

[12] +0 (+1 with Amulet), Magic [12/16] +3 (+4 with Amulet), Horror Factor [Varies] +2 (+4 with Amulet)

Psionics (Major): I.S.P.: 51 (Gains 1D6+1 per level.) Abilities: Healing: Bio-Regeneration (6), Physical: Mind Block (4), Sensitive: Clairvoyance (4), Object Reading (6), See Aura (6), Sixth Sense (2)

Special Abilities (Gunfighter):

Bonuses:

+1 extra attack per melee round when using any type of ‘gun”,

+3 to disarm on a “called” shot (the intent to disarm must be announced).

+2 to save vs horror factor

Weapon Repairs: Take apart, clean, and put together favorite types of weapons blindfolded. Can also clear jams, make repairs to weapons, pack own bullets, or make/modify special ammunition, jury-rig an E-Clip recharger from a vehicle, generator or robot, and similar.

Quick-Draw Initiative: With Handguns & Rifles (special): Has +3 (+5) to initiative with normal arm and +1 (+2) to initiative with bionic arm.

Paired Weapons: Revolver & Pistol (special): Can draw and shoot two handguns (or throw two knives) simultaneously at same target, inflicting full damage from both weapons, but counts as one melee attack!

Alternatively, two-gun attack can be divided between two different targets visible to shooter and within range of peripheral vision. Quick draw initiative bonus still applies, but shooter must roll two separate times to hit each target (roll to strike for each) and bonuses to strike each is reduced by half.

W.P. Sharpshooting Specialties (3): Sharpshooting Revolver; Sharpshooting Energy Pistol; and Sharpshooting Energy Rifle. Gives +1 melee attack when using that specific weapon for entire melee round, shooting bonuses of +1 (+0 with Bionic Arm), and +2 (+5 / +11) to Initiative (+1 (+2 / +8) to Initiative with Bionic Arm), and trick shooting.

Cybernetics:

Bionic Lower Right Arm: Flat metallic in color. PS: 20 PP: 18 M.D.C.: 10 M.D.C. For Hand, 40 M.D.C. for Arm

Has a sensor hand: Has a built in Heat Detector, Motion Detector, Radiation Detector, Radar Detector, Gyro-Compass, Clock Calender. Sensor hand transmits to the ear implant.

Bionic Weapons & Equipment:

FIWS: Combined Particle Beam weapon and vibro-blades that connects to top of arm. Weapon system weighs 5 lbs and specially modified from Coalition weapon. Linked to Cybernetic Gun Link. Mega Damage: Particle Beam; 5D6 for single blast, 1D6x10 for double blast. Vibro-Blades: 3D6. Range: Particle Beam: 500 ft. Vibro-Blades: Hand to Hand. Payload: Particle Beam: 30 Single shots or 15 double shots from Long E-Clip.

Finger Video Camera: Tiny video camera in tip of finger. Camera transmits via headjack and optic nerve implant. Video camera is very useful to see around corners without exposed to fire. If used to fire around a corner, shooter has no bonuses other that if gun has laser targeting or Cybernetic Gun Link. Has additional feature of light amplification. It is her bionic thumb.

Finger mounted Micro Automatic Lock Pick: Retracts within finger when not in use. Automatic lock pick works by throwing all pins at same time and never damages a lock. Will work on all types of locks (Tumbler, spool, regular, or mushroom). Lock pick is the middle finger.

Laser Finger Blaster: Tiny mega-damage laser weapon contained in finger. Uses either micro E-Cell (Same as most finger equipment) in finger or small E-clip to power laser blaster. Laser Blaster is Index Finger. Mega-Damage: 1D4, Effective Range: 300 feet, Rate of Fire: Up to 3 per melee, Payload: 6 blasts per micro E-Cell. New micro E-cell can be exchanged in one round and can be recharged in 30 minutes in recharger. Can also use small E-Clip that gives 12 additional blasts.

Neural Stunner Finger: Very similar to one mounted in a Neural Mace but does not have charge to continually stun target with limited number of charges. Has special shielding to prevent person using neural stunner finger from being stunned by it. Effect: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made (Save 16 or Higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors. Payload: 20 stuns per micro E-Cell. A new micro E-cell can be exchanged in one round and can be recharged in 30 minutes in a recharger. Can also use small E-Clip that gives 40 additional stuns.

Energy Clip Arm Port: Connector unit is built into arm, enabling the used of an additional E-clips to power bionic energy weapons. Multiple weapons can be powered by one E-Clip but the energy use must be carefully tracked.

Universal Headjack & Ear Implant: Connector or jack that is built into the skull at the base of the head.

Special Augmentation: Built in long range wide band radio transmitter / receiver that can transmit a whisper and voices of other people up to 6 feet (1.8 m) away. Has range of 20 miles (32 km) and with additional antenna range is increased to 100 miles (160 km)

Amplified Hearing: Sound amplifiers that give the character to be able to hear almost inaudible sounds and recognize specific sounds and voices at 35% + 5% per Level. It also gives +1 to Parry, +2 to Dodge, and +6 to Initiative.

Ultra-Ear: Allows ability to hear into Ultrasonic Ranges. Give ability to hear sound that cannot normally be heard. Ability can be turned on or off by the character.

Sound Filtration System: Protects ears from potentially damaging sounds by either filtering or blocking the sound.

Optic Nerve Implant: Implant that connects headjack to optic nerve implant. It allows person to see video transmissions.

Cybernetic Gun-Link: Provides link between weapon and user’s vision. Specially modified weapons are needed to make use of system. Sensors in weapon determine exactly where it is aimed. Information is transmitted through hookup in palm of hand and displayed in user’s field of vision as dot or small crosshair. System allows user to know exactly how many rounds remain in weapon’s clip / magazine, as well as being able to mentally command ejecting the clip from weapon. Bonuses: +3 to strike on aimed shots and +2 to strike on bursts.

Toxic Filter: Lung implant with a mechanism designed to filter out most toxic gases before they get to the lungs and has an 80% chance to work against nerve gases and toxic gases.

Molecular Analyzer: Micro-chip based sensor used for testing and analyzing impurities in the air. Transmits to an ear implant.

O.C.C. Skills: Electrical: Basic Electronics (+10%) 61%, Espionage: Detect Ambush (+10%) 61%, Detect Concealment (+10%) 56%, Sniper (+2 to Strike on Aimed Shot), Mechanical: Basic Mechanics (With Armorer) 71%, Military: Armorer (+20%) 81%, Find Contraband (+12%) 56%, Recognize Weapon Quality (+20%) 66%, Physical: Hand to Hand Expert, Pilot: Horsemanship (General) 58%, Motorcycle (+10%) 88%, Technical: Languages: American 95%, Languages: Spanish 95%, W.P.; Ancient: Sword (+2 [+8 / +6] Strike/+2 [+12 / +10] Parry), W.P.; Modern: Sharpshooting & W.P. Revolver (+5 Aimed/+2 Burst/+2 Attack), Sharpshooting & W.P. Energy Pistol (+5 Aimed/+2 Burst/+2 Attack), Sharpshooting & W.P. Energy Rifle (+5 Aimed/+2 Burst/+2 Attack), Heavy (+4 Aimed/+2 Burst/+1 Attack), Heavy Energy Weapons (+4 Aimed/+2 Burst/+1 Attack), Wilderness: Land Navigation (+10%) 64%.

O. C. C. Related Skills: Espionage: Intelligence (+5%) 55%, Tracking [Gained at Second Level] (+5%) 46%, Wilderness Survival (+5%) 56%, Rogue: Streetwise (+8%) 46%, Technical: Literacy: American (+10%) 61%, Lore: Demon and Monster [Gained at Fourth Level] (+10%) 41%.

Secondary Skills: Medical: Paramedic [Gained at Third Level] 51%, Physical: Boxing, Gymnastics, Running [Gained at Third Level].

Skills From Gymnastics: Sense of Balance 71%, Work parallel bars & rings 75%, Climb Rope 82%, Climbing 46%, Back Flip 91%, Prowl 51%.

Appearance:

Stacey is fairly tall (5 foot 7 inches tall) women with slender hips and moderate sized breasts. While athletic, she is quite attractive with medium complexion Caucasian skin, brown eyes, and a small birthmark to the left side of her left eye. Somehow the birthmark fits perfectly within her face. She wears red lip gloss and brown eyeshadow. She wears her lustrous brown hair often in a very intricate design similar to those worn by southern women during the civil war. When worn free, it hangs down to virtually her waist.

Of course the lower half of her right arm is obviously bionic. Her arm is a gunmetal grey. The basic proportions of the bionic arm are identical to her remaining flesh and blood arm. It is slender and still appears feminine. This is the only obvious cybernetic system she has.

Stacey has an affinity for the historic time frame of the American Civil War. When on the trail, she likes to wear clothing patterned after Southern Army Civil War cavalry officer’s uniform. This is grey with gold trim, braid, and designs. When not traveling, she likes to wear classically style southern belle dresses especially those with low bodices which reveal her chest quite well.

Weapons, Normal: All Ranged weapons are modified to use cybernetic gun link

Survival Knife: Damage: 1D6 S.D.C. + Strength Bonus Weight: 1 lbs (.5 kg)

Buffalo Laser Rifle: Weight: 14 lbs (6.4 kg).

The Gun is a JA-12 Laser Rifle in a case that looks a Sharps Buffalo Express rifle. Mega-Damage: Laser, 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade, 3D6 to 10 ft (3 m) radius. Rate of Fire: Standard Effective Range: Laser, 4000 ft (1220 m). Grenade, 2000 ft (610 m). Payload: 10 Shots short E-Clip, 30 Shots long E-Clip, has built in energy Canister (Cannot be removed but can be recharged) that holds an additional 30 Energy shots, and has a 4 shot pump magazine for grenade launcher. Bonus: +1 on Aimed Shots with laser only.

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

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.

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.

4 Plasma Hand Grenades:  Mega Damage: 5D6 (Effects a 12 ft (3.6 m) area). Range: 120 ft (40 m)

2 Smoke Hand Grenade: Damage: Smoke (Effects a 40 ft (12 m) area). Range: 120 ft (40 m)

Ammunition (Used by Multiple weapons): 0 Short E-Clips, 15 Long E-Clips, 0 Canister E-Clips, 10 Revolver Cartridge Speed loaders.

Rifle Grenades: 16 High Explosive Grenades (3D6), 8 Smoke Grenades, 8 Knock Out Gas Grenades, 4 Neural Disruption Grenades, 4 Flare Grenades.

Magical Weapons:

Magical Cavalry Saber: Weight: 2.9 lbs (1.3 kg) Length: 2.3 feet (0.7 m)

Mega Damage: 4D6+8. Ancient Pre-Rifts weapon of maximum human quality weapon which is believed to be specially crafted for a confederate officer (+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.

Armor, Normal:

Altarain Body Armor: M.D.C. (Main Body): 30. Weight: 4 lbs (2 kg).   Prowl Penalty: None

Usually worn under clothing and overcoat.

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

Custom styled to look like a Confederate Cavalry Jacket. Usually worn over Altarain Body Armor.

Other Equipment, Magic Items:

Altarain Talisman of Armor:

A magic talisman that allows the character to create an Armor of Ithan around himself or herself three times per day. M.D.C.: 100 Duration: 10 Minutes (40 Melees) Charges: 3 Charges and recharges in 24 hours

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.

Amulet of “Protection against the Supernatural”:

Adds a bonus of +2 to save vs horror factor.

Magical Boots of Fleetness and Mystery:

Leather Knee high boots. Boots double maximum speed (Speed 44 on her), doubles leaping distance, and character leaves no tracks and has +5% to prowl skills. Can be tracked by smell but is at -20% to do so.

Container of Much Water:

Waterskin enchanted to provide up to six gallons of clean, fresh, drinkable water every 24 hours

Techno-Wizard Power Weapon Scabbard:

Specially made for her Sabre. With an M.D.C. inflicting melee weapon, damage is increased by 25% as long as the scabbard has enough P.P.E. to activate spell and S.D.C. weapons have damage converted into M.D.C., Her Sabre inflicts 4D6+8 MD normally and is increased to 5D6+10 when drawn from scabbard. See Federation of Magic, page 144 for spell details. Scabbard has 7 emeralds that each store 20 P.P.E. that allows enchantment to be activated 4 times. P.P.E. cannot be used for other purposes. Duration: 16 melees, Cost of Activation: 35 P.P.E., draws P.P.E. from crystals. Each crystal stores 20 P.P.E. for a total of 140 P.P.E. Scabbard regenerates at rate of 2 P.P.E. / hour normally, 10 P.P.E. / hour at a ley line, and 20 P.P.E. / hour at a nexus point.

Other Equipment, Non-Magical:

Vehicles: “Beauregard” Bionic Horse

Clothing: Confederate Cavalry Uniforms, Cavalry hat, Riding Cloths, Southern belle dresses, Utility Belt.

Other Equipment: Makeup and Feminine Items, Comb and Brush, Goggles, Flashlight, Binoculars, laser distancer, Portable Language Translator, Pocket Magnifying Glass, Cigarette Lighter, Small Silver Cross and Chain, Hand Sized Wooden Cross, Knapsack, 2 Canteens, 200 feet of lightweight rope, 3 handcuffs, 6 ft length of chain (18 M.D.C.) and Lock (5 M.D.C.), 4 weeks food rations, Mini First Aid Kit, Bed Roll, 5 Signal Flares, Notebook & Pens, 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, 30 ft climbing cord, Climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 5 weeks food rations), E-Clip Rechargers (Plugs into bionic horse).

Valuables: 9,388,229 Credits, 4,957,143 in trade credits with Ironworks Inc., Many books and recordings about the American Civil War, Pre-Rifts wanted poster for Jesse James, 1,300 Credits of Civil War artifacts, Old Kingdom coin with Gems, 10 silver coins, a large ranch house (M.D.C. constructed)


Bionic Horse “Beauregard”:

Full conversion bionic horse with the body obviously mechanical. The horse appears metallic grey with a white artificial fur tail, mane, and around the horses rear feet. Was grey when a normal horse. Nuclear powered with 15 year life span. Has two large and four medium compartments in the main body.

M.D.C. Values: Head: 150, Front Legs (4): 160 each, Rear Legs: 180 each, Main Body: 450, and Heavy Barding: 450.

Speed: Running: 120 m.p.h. (192 kmph) maximum. Running does NOT tire out the Cyborg and maximum speed can be maintained indefinitely. Leaping: Powerful robot legs can leap 15 feet (4.6 m) up or across from a stationary position. Can leap up to 40 feet (12.2 m) lengthwise with a running leap (at least 60 mph). Height is still limited to 15 feet (4.6 m).

Statistical Data: Weight: 1600 lbs (726 kg), Physical Strength & Statistics: P.S. 28, P.P. 22, P.B. 12, SPD 180

Weapon Systems: 2 attacks per melee, +6 to Strike, +11 to Dodge, +9 to initiative

Ion Eyes (2): Mega-Damage: 3D6 for one or 6D6 for both, Range: 720 feet (220 m), Payload: Effectively Unlimited. Has +1 to strike.

Mini-Missile Launchers (2): Mega-Damage: By missile type, Range: By missile type, Rate of Fire: 1, 2, 4, 5, or 10, Payload: 10 each for 20 mini-missiles.


Stacey’s Background:


Even after all the destruction, farming communities dot the Mid-Western plains of what was the American Empire before the coming of the Rifts. Stacey Hendrickson was born in what had once been western Kansas in one of these small communities. While Stacey’s parents were simple farmers, they were remarkably unprejudiced and even adopted a mutant mouse that apparently escaped from the laboratories in the Coalition Lone Star Complex. In the same community, Elves and other non humans also lived. For the most part, Stacey lived a comfortable childhood with her brothers and sisters.


Years before Stacey’s birth, a large cache of pre-rifts books and video recordings were unearthed. The location was likely a large pre-rifts library that was forgotten through the ages. The video recording were one of the main forms of entertainment and the books were mostly ignored due to almost no-one in the town being literate. From age four, Stacey was hooked on both historical information and fiction about the American Civil War. She got one of the few citizens who could read and write to teach her how so she could read more about it. As time went on, she asked her mother to make outfits for her copied from Confederate uniforms and dresses of souther belles. She collects information whenever possible and many people that have met her believe that she knows more about the American Civil War than anyone else since the coming of the Rifts.


Because of occasional raids by both human bandits and monsters, all able bodied residents of the communities learn how to shoot energy rifles and some basic ability to fight. Because the community had a good number of non-humans, there was also concern that the Coalition would attack the community. Due to this training, Stacey’s community was more capable of protecting itself than most of the other smaller communities. Stacey was started on the rifle when she was eight years old. She was a natural and was better than most of the adults when she first started. She practiced almost constantly and buy age twelve was the best shot in the village.


With ability came responsibility. Even before she went though puberty, Stacey became a member of the communities defenders. She found in several battles against both human and monstrous raiders. At age fifteen, one of the largest bandit raids attacked the village. Attempting to reduce the amount of people killed, she challenged the leader of bandits to a duel. He accepted and having their leader killed by a fifteen year old girl unnerved the other bandits and they quickly scattered. The leader had an antique cavalry sable that had it enchanted. She claimed this weapon as a prize for defeating him.


After this occurred, it seemed like many of the other members of the community were nervous around her. As a result, she decided to leave he home when she was sixteen. She gathered up all of her possessions, her horse, and left the community looking for her own fame and fortune. Her oldest brother had left several years before and had become a power armor pilot. Stacey traveled around a lot. She worked on weapon repair in the communities she went though as well defending the same villages and protecting convoys and pack trains. She made a good living and traveled far and wide in the west.


While defending a moderate sized community, her horse was mortally wounded and she though she would have him put down. The town had a veterinarian who specialized in making cyborg animals and her offered to save her horse by converting him into a cyborg. He gave her a substantial discount because she had been fighting to protect his town. Even so, it still cost her almost all of the money that she had. It saved her beloved horse and she is grateful for that. In most ways, her horse is far more dangerous due to the fact that she had several weapon systems added to him and is far faster than it was as normal horse.


Soon she was back on the trail and lost her arm when she was escorting a convoy a few seasons later. The convoy was attacked by Indians. In the heat of battle, she was knocked of her horse and she had her lower right arm run over by one of the vehicles in the convoy. Her gladiator armor could not protect her from the direct pressure and it got crushed to the point it could no be repaired. The leader of the convoy brought her to the nearest large town and had her destroyed lower arm replaced by a bionic arm. At first she was bitter, but she was able to adapt quickly. The reflexes of her bionic arm were slight slower but added options to make it very useful to her. This included acquiring a Coalition FIWS and getting special purpose bionic fingers.


Stacey continued adventuring after recovering from the loss of her arm. After several other jobs, she helped with the theft of a Coalition Stealth Fighter. She worked with a number of other adventurers including her brother. All of the adventurers earned a large amount of money from their employers. Stacey used her money to purchase a number of magic items for herself and bought a large ranch house in the mountains of Colorado. Most recently, she went of a frightening trip to Atlantis where she acquired a Altarain Talisman of Armor.




[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Image drawn and copyrighted by Saniika.

More Saniika artwork at DeviantArt.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008 & 2014, Kitsune. All rights reserved.



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