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Rifpri 27

Fire Fly is a dragon-like creature with natural abilities like teleportation, flaming scales, and fire breath. He can teleport short distances, light his scales on fire for extra damage, and breathe fire in an area or at range. Sir Michael Cross is a noble cyber-knight with high physical and mental attributes, powerful armor, weapons, and skills. He has medical and survival equipment and can use psionics and magic. Both are experienced fighters with bonuses to combat skills.

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0% found this document useful (0 votes)
30 views1 page

Rifpri 27

Fire Fly is a dragon-like creature with natural abilities like teleportation, flaming scales, and fire breath. He can teleport short distances, light his scales on fire for extra damage, and breathe fire in an area or at range. Sir Michael Cross is a noble cyber-knight with high physical and mental attributes, powerful armor, weapons, and skills. He has medical and survival equipment and can use psionics and magic. Both are experienced fighters with bonuses to combat skills.

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Teleport (special): 29% up to five miles (8 km) away and can Land Navigation 68%, Literacy: American 85%,

can 85%, Language:


teleport once every other melee round. On a failed roll, nothing American & Dragonese 98%, Language: Spanish 98%, Lan-
happens. guage: Euro 98%, Lore: Demons & Monsters 50%, Lore: Fa-
Flaming Scales (special): Fire Fly can cause his scales to eries & Creatures of Magic 50%, Paramedic 75%, Swimming
burst into flames. He takes no damage from this, but does in- 85%, and Tracking (People) 50%, W.P. Sword, W.P. Blunt,
flict an extra 2D6 M.D. damage from claw and tail attacks. He W.P. Energy Pistol, W.P. Energy Rifle, Hand to Hand: Mar-
can maintain the flames for three minutes before needing a ten tial Arts, Boxing, Kick Boxing, Running, Athletics, Wrestling,
minute rest. W.P. Shield, W.P. Axe, and W.P. Heavy M.D. Weapons.
Fire Breath (special): 4D6 M.D. to a six foot (1.8 m) wide Attacks per Melee: Seven.
area. He can hit several opponents at once (2-6) simultaneously. Bonuses: +4 to initiative, +4 to strike, +8 to parry and dodge, +5 to
Range is 100 feet (30.5 m). Instead of a Fire Breath he can fire pull punch, +7 to roll with punch, fall, or impact, +2 to disarm,
small gouts of flames up to 300 feet (91.5 m) away and each +2 to entangle, +8 to S.D.C. damage, kick attack, and karate
does 2D6 M.D. The fire breath can be used as often as desired punch. +5 to save vs psionics and needs a 7 or higher to save on
and both attacks take one melee action each. psionic attacks, +4 to save vs magic and poison, +3 to Percep-
Other Combat and Damage: Punch 1D6+2 M.D., Claw tion Rolls.
Swipe 1D6+10 M.D., Kick 2D6+2 M.D., Tail Slap 2D6+2 Cybernetics: Cyber Armor: Shoulders (2) – 9 M.D.C. each,
M.D., Wing Attack 1D6+2, Bite 2D4, and Crush 1D6 M.D. Back/Shoulder Blades (2) – 9 M.D.C. each, Forearms (2) – 11
Attacks per Melee: Four. M.D.C. each, Thighs/Upper Legs (2) – 16 M.D.C. each, Chest
Bonuses: +2 on initiative, +8 to strike, +10 to parry and dodge, +5 Plate (main body) – 56 M.D.C. Armor Rating 16.
to pull punch, +4 to roll with punch, fall, or impact, +4 to save Equipment of Note: A set of dress clothes, a set of dark clothes
vs Horror Factor, +2 to save vs magic and illusions, and +1 on for covert operations, a gas mask and air filter, tinted goggles,
all other saving throws. hatchet for cutting wood, a survival knife (1D6 S.D.C. dam-
Psionics: Deaden Pain (4), Healing Touch (6), Increased Healing age), 4 wooden stakes, a handheld silver cross, first-aid kit with
(10), Induce Sleep (4), Stop Bleeding (4), and Suppress Fear extra bandages and antiseptics, suture thread, painkillers, tent,
(8). knapsack, backpack, saddlebags, two canteens, emergency ra-
Spell Knowledge: Armor of Ithan (10), Blinding Flash (1), Cloud tions for two weeks, and a Geiger counter.
of Smoke (2), Befuddle (6), Chameleon (6), Extinguish Fire Weapons: Sir Cross has a L-20 Pulse Rifle that does 2D6 M.D.
(4), and Invisibility: Simple (6). per blast or 6D6 M.D. for a burst, and has 40 single shots or 13
Weapons and Equipment: Other than a small selection of kid’s burst per E-Clip; range is 1,600 feet (488 m). Cross has four
clothes, Fire Fly uses no other equipment or weapons and relies E-Clips total. He also has a NG-57 Heavy-Duty Ion Blaster that
on his natural abilities. He does have a small treasure hoard of does either 2D4 or 3D6 M.D. per blast (it has two settings),
items he has collected over the years. He has a variety of items, range is 500 feet (152 m) and it has 10 shots per E-Clip; 4 clips
including toys, and an E-Clip that have a total value of 7,000 total for the pistol. Also has a Vibro-Sword 2D6 M.D. damage.
credits. His prize possession is a blue sapphire gem worth 5,000 He has a spare suit of Urban Warrior Armor with 50 M.D.C.
credits. His treasure is hidden in a cave that is difficult to find (-5% to Climb, Prowl and Swim).
and would require rappelling. Money: Has 35,000 in Universal Credits and 8,000 worth of trade
goods.

Sir Michael Cross


Noble Cyber-Knight NPC Helper
Michael Cross is a noble knight through and through. He has a
The Player
good heart and tends to be a bit paternal when it comes to younger
people and he always has a word of encouragement or advice to
offer. Characters
Alignment: Scrupulous.
Attributes: I.Q. 14, M.E. 22, M.A. 20, P.S. 24, P.P. 18, P.E. 20, Below is a selection of pre-generated characters that your play-
P.B. 14, Spd 24. ers can just pluck out of the book and use. Please feel free to make
Armor: 80 M.D.C. Cyber-Armor, plus 95 M.D.C. from Crusader photocopies and pass them around. Use all, use some or create
body armor worn over the Cyber-Armor (-15% to Climb, Prowl your own. Game Master who already own the Rifts® Ultimate
and Swim). Edition can allow their players to make their own characters if
Hit Points: 58 desired. Character creation is discussed in the Rifts® Ultimate
S.D.C.: 80 Edition starting on page 279. Game Masters should also feel free
Weight: 200 pounds (90 kg). to include any additional characters below as NPCs to help round
Height: 6 feet (1.8 m). out your group. HOWEVER, since the point of the Rifts® Primer
Age: 39 is to jump right in and start playing, a selection of “pre-made”
P.P.E.: 26 characters is the easy way to go.
I.S.P.: 61 It should be noted for those already familiar with Rifts® that
Level of Experience: 6th level Cyber-Knight. these characters were made rules light, that is they don’t have ev-
Skills: Anthropology 70%, Body Building, Climbing 75/65%, ery power, skill and ability of their RUE counterparts. This was
Fencing, Gymnastics, Horsemanship: Cyber-Knight 90/70%, done intentionally for ease of using this module as an intro game.

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