Weysselle Nal'sam:

Name: Weyss

True Name: Weysselle Nal'sam

Alignment: Scrupulous (Good)

Hit Points: 38 S.D.C.: 86

Attributes: I.Q.: 17 (+3%/+1), M.E.: 10, M.A.: 10, P.S.: 19 (+4), P.P.: 23 (+4), P.E.: 23 (+16%/+4), P.B.: 13, SPD: 29.

Weight: 88 lbs (39.9 kg) Height: 4 feet 8 inches (1.45 meters).

Age: 15 years Race: Kankoran Sex: Female P.P.E.: 19

Horror Factor: 10


Some Kankoran dislike modern technology but Weyss does not feel that way. Sure, she loves the bow but also likes carrying a powerful pistol as backup. As well, there are a large number of nifty technological arrow heads that are extremely useful. Finally, body armor protected by an integral force fields keeps one from getting dead in combat. She also does not mind using magic items and has managed to acquire a pair of enchanted swords and a number of enchanted arrows. She considers herself to be a quite practical person in what she uses.

Even though she does not dislike the trapping of modern society, she still prefers the wilderness over areas with large populations. Doesn’t really differentiate too much between humans and the other races with the exception of the Coalition. She tries to avoid them as far as possible. Otherwise, when she visits civilization to stock up, does not worry too much about who is them. Of course in many cases they take her to being some kind of Psi-Hound. Supernatural creatures of evil are one thing she does consider threatening, in many ways just as dangerous as the Coalition.

Weyss tends to be a bit on the shy side. Still, once she makes a friend, she is extremely loyal to them. The few friends she has are really important no matter what race they are. Her family is also extremely important to her even though she rarely gets a chance to visit them. In all cases, those she considers to be under her protection, she will give her all to make sure that they are not harmed.

Generally, Weyss is pretty serious although not normally the truly stuff personality. Does not mind others using humor and usually, although not always, gets it. Is slow to anger generally and not likely to take offense to most jokes. She realizes that it is often a way of releasing anger and frustration.

O.C.C.: Wilderness Scout Experience Level: Third (3)

Combat Skill: Hand to Hand; Basic and Boxing

Attacks per Melee: Five (5)

Bonuses, Combat: Critical Strike: Natural 20, Knock Out: Natural 20, Bonuses: Damage: +4, Strike: +4, Parry: +9, Dodge: +9, Roll (With Punch / Fall / Impact): +6, Pull Punch: +4, Initiative: +3. Has Kick attack (Inflicts 1D6), Punch or Claw: 2D4 +P.S. bonus, Bite: 1D4

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] +4, Non-Lethal Poison [16] +4, Harmful Drugs [15] +4, Insanity [12], Psionics [12] +0, Magic [12/16] +4, Horror Factor [Varies] +3

Psionics: Minor: 34 I.S.P. (+1D6 I.S.P. Per Level), Powers: Sensitive: Mind Block (4), Sixth Sense (2),

Special Abilities:

Racial (Kankoran): Nightvision 40 feet (12.2 m), excellent day vision (equal to human), keen smell and hearing, and a unique understanding of nature and people.

Track Blood Scent: Follow scent of blood up to 1000 feet (305 m) away - 30%+4% per level.

Recognize Scent of Others: Recognize / follow scent up to 50 feet (15 m) away - 20%+4% per level - +10% recognize / follow mate / offspring scent. Roll every 100 feet (30.5 m) following trail. Failed roll means trail is lost.

Keen Hearing: Hearing is as keen as a dog's.

Bonuses: Has +3 initiative, +2 pull punch, +1 vs Horror Factor lvls 1, 2, 3, 5, 7, 9, 11, 13 and 15. Also has +5% bonus to espionage and wilderness skills.

O.C.C. (Wilderness Scout): Add 3D6+10 to the character's physical S.D.C. and a roll of 1D4 to P.E. attribute

O. C. C. Skills: Domestic: Cooking (+5%) 53%, Fishing (+10%) 63%, Espionage: Wilderness Survival (+20%) 68%, Physical: Hand to Hand: Basic, Athletics - General, Climbing (+20%) 80%/70%, Prowl (+15%) 60%, Pilot: Horsemanship (+20%) 71%, Technical: Language: American (+15%) 78%, Language: Dragonese / Elven (+15%) 78%, Language: Faerie Speak (+15%) 78%, Wilderness: Hunting, Identify Plants (+20%) 58%, Land Navigation (+20%) 67%, Track Animals (+20%) 58%, W.P.; Ancient: W.P. Archery & Targeting (+1 [+10] Parry / +1 [+5] Strike / 4 Attacks), W.P. Knife (+1 [+5] Throw, +1 [+5] Strike, +1 [+10] Parry), W.P. Sword (+2 [+6] Strike / +2 {+11] Parry.), W.P.; Modern: Energy Pistol (+3 Aimed/+1 burst)

O. C. C. Related Skills: Espionage: Detect Ambush (+10%) 53%, Intelligence (+10%) 58%, Tracking (+10%) 53%, Medical: First Aid [Gained Third Level] (+10%) 58%, Physical: Boxing, Gymnastics (+10%), Swimming (+10%), 73%, Technical: Lore: Demon and Monster (+15%) 53%, Lore: Magic [Gained Third Level] (+15%) 43%/33%/28%, Wilderness: Trap Creation [Gained Third Level] (+20%) 43%, Trap / Mine Detection (+20%) 48%, W.P.; Ancient: Sharpshooting - Compound Bow (+1 [+10] Parry, +2 [+6] Aimed Shot / +3 [+7] Called Shot, 5 Attacks, +2 Initiative]

Secondary Skills: Communication: Radio - Basic Communications 58%, Domestic: Dance 43%, Mechanical: Basic Mechanics [With Field Armorer] 63%, Field Armorer 53%, Physical: Running, Science: Mathematics - Basic 53%, Technical: Literacy: American 43%, Literacy: Dragonese / Elven 43%, Literacy: Wolfen 43%

Racial Skills: Technical: Language: Gobblely 98%, Language: Wolfen 98%, W.P.; Ancient: W.P. Swords - Paired Weapons.

Skills from Gymnastics: Sense of Balance (+10%) 73%, Work Parallel Bars & Rings (+10%) 79%, Climb Rope (+10%) 87%, Back Flip (+10%) 93%


Even though pretty strong, Weyss is fairly short for a Kankoran at four foot eight inches in height. Quite slim as well. One can tell that she is female by her figure however although her breasts are relatively small. Otherwise, she has reddish fur with a back tail instead of the classic white tail of a fox. Been a few jokes that she got it burned. Otherwise, her tail is quite fluffy. Her chest area and under her muzzle is the classic white of a fox although with spots of black. As well, her ears are black. Finally, her eyes are an amber color and she has the classic black nose.

As far as clothing, when on the trail she usually wears armor for protection. Otherwise, she dresses practically. Does not particularly cares much for skins as far as clothing. Instead, she will usually wear manufactured type clothing, often those made for Psi-Hounds. Prefers loose fitting shirts and pants, often fatigue type pants. She also considers T-shirts to be pretty comfortable. Her prefers colors are greens. Normally also wears modern hiking boot types. More lightweight than traditional Kankoran shoes.

Weapons of Note (Magical):

20 Enchanted Arrows:

Mega-Damage: 4D6+6 M.D.C. Arrow are is enchanted by spells of “Enchant Weapon Lesser” with a duration of three years. Arrows have about 50 M.D.C. each and are only damaged by attacks against the bolts. Eight have silver plated arrow heads.

2 Enchanted Sabres: Weight: 2.9 lbs (1.3 kg) each Length: 2.3 feet (0.7 m)

Mega-Damage: 4D6+8. Maximum human quality construction (+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.

Weapons of Note (Non-Magical):

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

Hand Axe: Weight: 2 lbs (.9 kg) Damage: 1D8 S.D.C. + Strength Bonus

Modern Compound Bow: Weight: 2.9 lbs (1.32 kg)

Damage: 2D6 (Mega-Damage by Magic / Specialty Arrow Heads) Range: 700 feet (213 meters).

NG-45LP “Long Pistol”: Weight: 6 lbs (2.7 kg).

Particle Beam. Mega-Damage: 5D6. Rate of Fire: Single Shot. Effective Range: 1200 feet (365 m). Payload: 8 shots. (Has 8 extra E-Clips) It has a laser targeting system (Gives +3 to Strike).

Specialty Arrow Heads:

8 Common Arrow Heads - Inflict 2D6 S.D.C.

4 Concussion Arrow Heads

4 Knock Out Gas Arrows

4 Neural Disruption Arrows

4 Smoke Arrows

4 Stun / Flash Arrows 

Armor of Note:

Crusader Body Armor: M.D.C. (Main Body): 55. Weight: 21 lbs (9.5 kg). No Prowl Penalty

Painted in various shades of green with the design of leaves and vines. Acts as a decent camouflage although not a traditional camouflage style.

Force Field: Has N-20A Naruni Force Field - M.D.C.: 75 (Shield regenerates 1 M.D.C. per melee unless overloaded [cannot be activated for 12 hours]) Duration: 8 hours per E-Clip

T.W. Enchantments: Chameleon (Fifth Level) - 6 P.P.E. / 12 I.S.P. - 90 melee / 22.5 minute duration.

Other Equipment:

Vehicles: None

Clothing: 2 sets of green fatigue type pans, 2 long sleeve shirts, 4 T-Shirts, 2 sets of boots

Other Items: Comb and brush, first-aid kit, knapsack, back pack, utility/ammo belt, 2 sacks, 100 feet (30 m) lightweight rope, several short pieces of cord for tying things, 6 iron spikes, 6 wooden spikes, hammer and a mallet, animal skinning knife, folding fishing gear, animal snares, six flares, Infrared binoculars with digital distancing readout, and a pair of passive night vision goggles.

Valuables: 100,000 credits and 500,000 in gems of various types.

Character History:

Weyss is a second generation Kankoran in the world of Rifts. Her parents were born in another world, one without any real advanced technology. Instead, magic is the way of the world, doing many of the jobs that technology does in this world. The tribe which they belonged to was caught in a dimensional rift. The rift deposited them in the northern lands of North America, what had once been known as Canada.

While the tribe tried to make the best of the lands they settled in, there was a lot of trouble adjusting. Technology was virtually alien to them. Even today, much of the tribe have a certain distrust for the technology of the modern Rifts world. The Kankoran did manage to make some friends and allies including among the Indian tribes.

As with many societies, it was the children who managed to adapt to the new world they found themselves in. Happened often where immigrant families never quite adapt to a new nation they move to but their children find themselves comfortable in the family’s new home.

One of these children of course was Weyss. Third born of four children, she was the only girl. Weyss was always pretty comfortable around technology. Still, she straddled the world of her parents and the modern Rifts world. While she used modern equipment such an energy pistol, she loved using a bow and the sword. In fact, she became an absolute master with the bow.

From an early age, she loved exploring and wanted to be a scout. She often went with the hunting parties of the tribe, bringing back both game and helping to skin animals for some trade value. Some of her brothers were more the soldier types than she was. One actually became a Psi-Knight. While a capable warrior from an early age, she never was primarily interested in becoming a soldiers like her brothers.

Eventually, it came time to go off on her own. While she can ride a horse or mule, she can move pretty rapidly on her own. Many she travels with also have vehicles that travel far faster than any animal so would be left behind. She also prefers to keep her gear relatively light.

Early in her travels, she had a run in with the Coalition. At first, the troops she met thought she was a runaway Psi-Hound. Luckily, she as able to escape. Since then she has met a few rogue Psi-Hounds, both escaped from the Coalition and those who were free born.

Her adventures also put her in contact with a Ley Line Walker. For helping to save the Mage’s life, she was made both a pair of enchanted swords and a number of enchanted arrows. Managed to also acquire a technological force field generator for her body armor and the enchantment of chameleon.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2014, Kitsune. All rights reserved.