TEXT:  
   
  This kit is geared to make your job as a Palladium Game Master easier and to help you promote 
  Palladium Books. This kit includes the following:  
   
  Game Master Reference Sheet – This is a cheat sheet for the Game Master. Vital Game Master 
  information is available at your fingertips. 
   
  Rifts Combat Matrix – This useful Game Master aid will allow you to streamline combat in your 
  game, organize initiative rolls and easily keep track of number of attacks. 
   
  Rifts Skill List – Need to look up a skill percentage or even W.P. bonuses? This is not only a 
  useful Game Master tool, but an excellent aid when creating characters. 
   
  Alphabetized Spell Sheet – This quick reference for magic users lists all spells that are currently 
  in print in the Rifts Book of Magic, along with the page number. Again, this is another dual 
  purpose aid for both Game Masters and players. 
   
  'Borg Worksheet – Need to design a 'Borg as a pre-generated character? These worksheets allow 
  you to customize your 'Borg character and easily keep track of all of the 'Borg’s cybernetic and 
  bionic enhancements. 
   
  Rifts Mini-Posters – The mini-posters can be used to advertise the game you are running at your 
  local store or convention. Post them at your table or where allowed at the convention. Finally, if 
  anyone is interested in receiving Weekly Updates and Press Releases from Palladium, have them 
  write down their email addresses and pass the list along to Palladium Books. 
   
  Rifts Character Sheets & G.M. Logs  – These are the classic character sheets, G.M. Experience 
  Log, Mercenary Company Sheet, Robot Combat/Vehicle Log and Traveling Show Creation 
  Sheet. They're up on our website, but we thought we'd save you some time and include them here. 
   
  Rifts Sample Characters – 20 complete characters to hand out to players, use as NPCs, etc. 
   
  
  Game Master Reference Sheet 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
   
  Attributes  
   
   
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  I.Q.:  
  One time bonus to skills  
  +2% 
  +3% 
  +4% 
  +5% 
  +6% 
  +7% 
  +8% 
  +9% 
  +10% 
  +11% 
  +12% 
  +13% 
  +14% 
  +15% 
  +16% 
  M.E.:  Save vs Psionic Attack  
  +1 
  +1 
  +2 
  +2 
  +3 
  +3 
  +4 
  +4 
  +5 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
   
  Save vs Insanity 
   
  +1 
  +1 
  +2 
  +2 
  +3 
  +4 
  +5 
  +6 
  +7 
  +8 
  +9 
  +10 
  +11 
  +12 
  +13 
  M.A.:  Trust/Intimidate 
   
  40% 
  45% 
  50% 
  55% 
  60% 
  65% 
  70% 
  75% 
  80% 
  84% 
  88% 
  92% 
  94% 
  96% 
  97% 
  P.S. :  Hand to Hand Combat Damage 
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  +7 
  +8 
  +9 
  +10 
  +11 
  +12 
  +13 
  +14 
  +15 
  P.P.:  
  Bonus to Strike, Parry & Dodge 
  +1 
  +1 
  +2 
  +2 
  +3 
  +3 
  +4 
  +4 
  +5 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
  P.E.  
  Save vs Coma/Death 
   
  +4% 
  +5% 
  +6% 
  +8% 
  +10% 
  +12% 
  +14% 
  +16% 
  +18% 
  +20% 
  +22% 
  +24% 
  +26% 
  +28% 
  +30% 
   
  Save vs Magic/Poison 
   
  +1 
  +1 
  +2 
  +2 
  +3 
  +3 
  +4 
  +4 
  +5 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
  P.B.  
  Charm/Impress 
   
  30% 
  35% 
  40% 
  45% 
  50% 
  55% 
  60% 
  65% 
  70% 
  75% 
  80% 
  83% 
  86% 
  90% 
  92% 
  Spd.  
  Yards/meters per melee, running 
  80 
  85 
  90 
  95 
  100 
  105 
  110 
  115 
  120 
  125 
  130 
  135 
  140 
  145 
  150 
  Supernatural Strength & Damage 
  P.S. 
  Restrained Punch 
  Full Punch 
  Power Punch 
  15 or less 
  1D6 S.D.C. 
  4D6 S.D.C. 
  1D4 M.D. 
  16 - 20 
  3D6 S.D.C. 
  1D6 M.D. 
  2D6 M.D.  
  21 - 25 
  4D6 S.D.C 
  2D6 M.D.  
  4D6 M.D. 
  26 - 30 
  5D6 S.D.C.  
  3D6 M.D. 
  6D6 M.D. 
  31 - 35 
  5D6 S.D.C.  
  4D6 M.D. 
  1D4x10 M.D. 
  36 - 40 
  6D6 S.D.C. 
  5D6 M.D. 
  1D6x10 M.D. 
  41 - 50 
  1D6x10 S.D.C. 
  6D6 M.D. 
  2D4x10 M.D. 
  51 - 60 
  1D6 M.D. 
  1D6x10 M.D. 
  2D6x10 M.D. 
   
  Robot  Strength & Damage 
  P.S. 
  Restrained Punch 
  Full Punch 
  Power Punch 
  15 or less 
  1D6 S.D.C. 
  2D6 S.D.C. 
  4D6 S.D.C. 
  16 - 20 
  2D6 S.D.C. 
  1 M.D. 
  1D6 M.D.  
  21 - 25 
  6D6 S.D.C 
  1D4 M.D.  
  2D4 M.D. 
  26 - 30 
  1D4 M.D.  
  1D6 M.D. 
  2D6 M.D. 
  31 - 35 
  1D4 M.D.  
  2D4 M.D. 
  4D4 M.D. 
  36 - 40 
  1D4 M.D.  
  2D6 M.D. 
  4D6 M.D. 
  41 - 50 
  1D6 M.D.  
  3D6 M.D. 
  1D6x10 M.D. 
  51 - 60 
  2D6 M.D. 
  6D6 M.D. 
  2D6x10 M.D. 
   
  Saving Throws 
  Acid: None – Dodge! 
  Curses: 15 or higher. 
  Diseases: 14 or higher. 
  Lethal Poison: 14 or higher. 
  Non-Lethal Poison: 16 or higher. 
  Harmful Drugs: 15 or higher. 
  Insanity: 12 or higher. 
  Spell Magic: 12 or higher.  
  Ritual Magic: 16 or higher. 
  Psionics: 
     10 or better for Master Psychics 
     12 or better for Major & Minor 
  Psychics. 
     15 or better for ordinary people. 
   
  Ranged Combat References 
  All Ranged Attacks: Requires a roll of 8 to 
  strike (including W.P. & Sniping bonuses). 
  Aimed Shot: +2 to strike (takes 2 attacks). 
  Called Shot: No bonuses, takes 2 attacks and 
  can hit very small or difficult targets. 
  Aimed Called Shot: +2 to strike, can hit 
  small, difficult targets, takes 3 attacks. 
  Shooting Blind: -10 to strike. 
  Shooting Bursts: Reduce strike bonus by ½. 
  Shooting Wild: -6 to strike. 
  Shooting 30% Beyond Normal Range: -5 to 
  strike. 
  Target is Moving: -1 to strike, -1 additional 
  per 50 mph (80 km) beyond 20 mph (32 km), 
  and -1 for evasive action. 
  Target is Behind Cover: Requires Called 
  Shot. Impossible to hit if full cover. 
  Dodging Gunfire, within 10 feet (3 m): -10 to 
  dodge. 
  Dodging Gunfire, within 50 feet (15.2 m): -5 
  to dodge. 
  Shooting Missile Volleys 
  1. Defender must have an attack available. 
  2. Can only attack one missile (if volley). 
  3. Must deplete missile's M.D.C. 
  4. Roll percentiles: 
      01-30% One additional missile is 
  destroyed. 
      31-60% Half of the missiles are destroyed. 
      61-00% The entire volley is destroyed! 
  5. If the character uses missiles instead, roll: 
      01-75% The entire volley is destroyed. 
      100% chance if an equal number of 
  missiles are used. 
  Magic Combat – Casting Time 
   
  Levels 1-5: Take 1 melee attack. 
  Levels 6-10: Take 2 melee attacks. 
  Levels 11-15: Take 3 melee attacks. 
  Spells of Legend: Take 3 melee attacks. 
   
  Magic and Body Armor 
   
  1. Need to expend 20% more P.P.E.  
  2. Roll on the table below for various spell effects: 
     01-20% Reduce Damage or effects by 1D4x10%. 
     21-40% Reduce Duration by 1D4x10%. 
     41-60% Reduce Range by 1D4x10%. 
     61-80% Reduce Range & Duration by 20%. 
     81-00% Lucked out, no problems. 
  Quick Page Reference: 
   
  Black Market Bionics: Page 48 
  Coalition Combat Weapons: Page 257 
  Coalition Military Gear: Page 240 
  Common Gear: Page 261 
  Experience Tables: Page 295 
  Hand to Hand Tables: Page. 347 
  Insanity Rules/Tables. Page 332 
  Missile Stats & Prices: Page 256 
  Missile Table: Page 363 
  Perception Rolls: 367 
  Robot Combat Damage Tables: Page 353 
  Robot & Power Armor Combat: Page 351 
   
  Ready N.P.C. Names 
   
  _________________     _________________ 
   
  _________________     _________________ 
   
  _________________     _________________ 
   
  _________________     _________________ 
   
  _________________     _________________ 
   
   
  
  Rifts® Combat Matrix 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  The Rifts® Combat Matrix is a 
  combination chart for keeping track of 
  individual attacks and the number of melees, 
  and a quick reference tool for the Game 
  Master. Combat is somewhat inevitable in 
  most games and keeping all the information 
  organized can be a daunting task to newer 
  Game Masters. Well now with the Rifts 
  Combat Matrix, battles can flow a bit more 
  smoothly. 
   
  Top of the Combat Matrix  
   
   
  The top of the matrix has a section to 
  list the names of all of the Player Characters, 
  NPCs and villains or monsters. Write all the 
  names down then when combat is expected, 
  write down each character's initiative in the 
  “Initiative Roll” column. The remaining 
  columns are reference information for the 
  Game Master. You might want to collect 
  this information ahead of time from the 
  players. Sometimes it adds a little suspense 
  to a game if a player doesn’t know what he 
  or she is rolling for. For example, if the 
  players are in a seedy bar known for pick 
  pockets 
  and 
  one 
  of 
  the 
  players 
  is 
  “accidentally” bumped into by a patron, and 
  I tell the player to make a Perception Roll 
  and the roll is pathetic, the player knows the 
  character probably had his pocket picked. 
  On the other hand, if we replay that last 
  scene and I just tell the player to roll me a 
  D20 and the roll is low, then I just tell him 
  "a guy just brushed by you on the way out," 
  or if the player rolls very high, then I say "a 
  guy brushed by you on the way out and you 
  see him quickly putting something the size 
  of a Universal Credit Card in his pocket and 
  when you check, yours is missing!" Another 
  example is the ambush. What surprise is it to 
  the player if a G.M. tells the players to roll 
  their Detect Ambush skill? Gee, could an 
  ambush be coming? On the other hand, the 
  Game Master can just tell his players to roll 
  percentile dice. Those who make the roll see 
  a glint of a gun barrel reflecting in the 
  distance, while those who fail may lose 
  initiative and their first melee attack. In the 
  end, Game Masters, you should do what 
  works best for you. Use this information as 
  you see fit for your game. 
  The remainder of the combat matrix 
  is to keep track of melees and melee attacks. 
  After initiative has been rolled, write down 
  from first to last your initiative order next to 
  the first set of boxes. 
   
   
  The boxes next to each name 
  represent attacks per melee. The average 
  character will have 5 to 7 attacks per melee. 
  Starting at the top of the list and working 
  your way down, place a slash in the first box 
  to indicate that the character has used his 
  first melee attack. In some instances, 
  characters may be put on the defensive and 
  may have to use several of their attacks 
  dodging. As each melee attack is used, place 
  a slash in the next box. For characters who 
  have more than 8 melee attacks, just make a 
  slash going in the other direction so you 
  have an “X” in the box. Finally, I also find it 
  useful for keeping track of when magic 
  users cast their spells. If the character 
  decides to go for a high level spell and it is 
  going to take three attacks to cast, I’ll mark 
  the first two boxes with slashes and the third 
  box with an “S” so I know that the 
  character's spell is going to be cast on that 
  attack. It is also useful for determine the 
  duration of spells. If a character is caught in 
  a Magic Net spell and is trying to cut his 
  way out, I can plot it out on the matrix to let 
  me know when he has finally cut his way 
  free. 
  Each melee round has its own set of 
  boxes to represent numerous characters. 
  
  Prowl
  Detect 
  Ambush
  Character/N.P.C. Name
  Initiative Roll
  Perception Bonus
  H.F. Save
  Magic  
  Save
  Psionic 
  Save
  Penalties or 
  Bonuses
  Detect 
  Concealment
  Character/N.P.C. Name
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Melee
  Rifts® Combat Matrix
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®.
  Melee
  Melee
  
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Communication Skills 
   
  Barter (30%+4%) 
  Creative Writing (25%+5%) 
  Cryptography (25%+5%) 
  Electronic Countermeasures (30%+5%) 
  Language: Native Tongue (88%+1%) 
  Language: Other (50%+3%) 
  Laser Communications (30%+5%) 
  Literacy: Native Language (40%+5%) 
  Literacy: Other (30%+5%) 
  Optic Systems (30%+5%) 
  Performance (30%+5%) 
  Public Speaking (30%+5%) 
  Radio: Basic (45%+5%) 
  Sensory Equipment: (30%+5%) 
  Sign Language (25%+5%) 
  Sing (35%+5%) 
  Surveillance (30%+5%)  
  T.V./Video (25%+5%) 
   
  Cowboy Skills 
   
  Branding (50%+5%) 
  Breaking/Taming Wild Horse (20%+5%) 
  Herding Cattle (30%+5%) 
  Horsemanship: Cowboy (66%/50%+3%) 
  Horsemanship: Exotic (30%/20%+5%) 
  Lore: American Indians (25%+5%) 
  Lore Cattle/Animals (30%+5%) 
  Roping (20%+5%) 
  Trick Riding: See RUE page 306. 
  W.P. Rope 
   
  Domestic Skills 
   
  Brewing (25%/30%+5%) 
  Cook (35%+5%) 
  Dance (30%+5%) 
  Fishing (40%+5%) 
  Gardening (36%+4%) 
  Housekeeping (35%+5%) 
  Play Musical Instrument (35%+5%) 
  Recycle (30%+5%) 
  Sewing (40%+5%) 
  Sing (35%+5%) 
  Wardrobe & Grooming (50%+4%) +1 to P.B. 
   
  Electrical Skills 
   
  Basic Electronics (30%+5%) 
  Computer Repair (30%+5%) 
  Electrical Engineer (35%+5%) 
  Electricity Generation (50%+5%) 
  Robot Electronics (30%+5%) 
   
  Espionage Skills 
   
  Detect Ambush (30%+5%) 
  Detect Concealment (25%+5%) 
  Disguise (25%+5%) 
  Escape Artist (30%+5%) 
  Forgery (20%+5%) 
  Impersonation (30%/16%+4%) 
  Intelligence (32%+4%) 
  Interrogation (30%+5%) 
  Pick Locks (30%+5%) 
  Pick Pockets (25%+5%) 
  Sniper (+2 to strike on Aimed Shot) 
  Tracking (people) (25%+5%) 
  Undercover Ops (30%+5%) 
  Wilderness Survival (30%+5%) 
  Horsemanship Skills 
   
  Horsemanship: General (40%/20%+4%) 
  Horsemanship: Cowboy (66%/50%+3%) 
  Horsemanship: Cossack (55%/45%+5%) 
  Horsemanship: Cyber-Knight (70%/50%+3%) 
  Horsemanship: Equestrian (40%/30%+5%) 
  Horsemanship: Exotic (30%/20%+5%) 
   
  Mechanical Skills 
   
  Aircraft Mechanics (25%+5%) 
  Automotive Mechanics (25%+5%) 
  Basic Mechanics (30%+5%) 
  Bioware Mechanics (30%+5%) 
  Locksmith (25%+5%) 
  Mechanical Engineer (25%+5%) 
  Robot Mechanics (20%+5%) 
  Vehicle Armorer (30%+5%) 
  Weapons Engineer (25%+5%) 
   
  Medical Skills 
   
  Animal Husbandry (35%+5%) 
  Brewing: Medicinal (25%/30%+5%) 
  Crime Scene Investigation (35%+5%) 
  Cybernetic Medicine (40%/60%+5%) 
  Entomological Medicine (40%/20%+5%) 
  Field Surgery (16%+4%) 
  First Aid (45%+5%) 
  Forensics (35%+5%) 
  Holistic Medicine (30%/20%+5%) 
  Pathology (40%+5%) 
  Paramedic (40%+5%) 
  Medical Doctor (60%/50%+5%) 
  Psychology (35%+5%) 
  Veterinary Science (50%+4%) 
   
  Military Skills 
   
  Camouflage (20%+5%) 
  Demolitions (60%+3%) 
  Demolitions Disposal (60%+3%) 
  Demolitions: Underwater (56%+4%) 
  Field Armorer & Munitions Expert (40%+5%) 
  Find Contraband (26%+4%) 
  Forced March  
  Military Etiquette (35%+5%) 
  Military Fortification (30%+5%) 
  Naval History (30%+5%) 
  Naval Tactics (25%+5%) 
  NBC Warfare (35%+5%) 
  Parachuting (40%+5%) 
  Recognize Weapon Quality (25%+5%) 
  Trap/Mine Detection (20%+5%) 
   
  Physical Skills 
   
  No Hand to Hand Combat Skill 
  Hand to Hand: Basic 
  Hand to Hand: Expert 
  Hand to Hand: Martial Arts 
  Hand to Hand: Assassin  
  Hand to Hand: Commando 
  Acrobatics: +1 to P.S., P.P., P.E., +2 to roll, +1D6 S.D.C. 
  Aerobic Athletics: +1 to disarm and pull punch, +2 to kicking damage, 
  +2D4 S.D.C. 
  Athletics (General): +1 to P.S., parry, dodge, roll, +1D6 to Spd., +1D8 
  to S.D.C. 
  Body Building & Weight Lifting: +2 to P.S., +10 S.D.C.  
  Boxing: +2 to P.S., +2 to parry and dodge, +1 to roll, +1 attack per 
  melee round, and +3D6 S.D.C. 
  Rifts® Quick Reference Skill List 
  
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Climbing (40%/30%+5%) 
  Fencing: +1 to strike and parry, +1D6 to damage. 
  Forced March: +2 to P.E., +1D4 to Spd., +2D6 S.D.C.  
  Gymnastics: +2 to P.S., +1 to P.P., +2 to P.E. and roll, +2D6 S.D.C. 
  Juggling (35%+5%) +1 to initiative. 
  Kick Boxing: +1 to P.S., P.E., +1D10 S.D.C. 
  Outdoorsmanship: +1 to P.E. and +2D6 S.D.C.  
  Physical Labor: +2 to P.S., +1 to P.E. and +2D8 S.D.C. 
  Prowl (25%+5%) 
  Running: +1 to P.E., +4D4 to Spd., and +1D6 S.D.C. 
  Swimming (50%+5%) 
  SCUBA (50%+5%) 
  Wrestling: +2 to P.S., +1 to P.E. and roll, +4D6 to S.D.C. 
   
  Pilot Skills 
   
  Airplane (50%+4%) 
  Automobile (60%+2%) 
  Bicycling (44%+4%) 
  Boat: Motor, Race & Hydrofoil (55%+5%) 
  Boat: Paddle Types/Canoe/Kayak (50%+5%) 
  Boat: Sail Type (60%+5%) 
  Boat: Ships (45%/40%+5%) 
  Combat Driving 
  Flight Systems Combat (Juicer; 40%+5%) 
  Hover Craft (Ground; 50%+5%) 
  Hovercycles, Skycycles & Rocket Bikes (70%+3%) 
  Jet Aircraft (40%+4%) 
  Jet Packs (42%+4%) 
  Jump Bike Combat (Juicer; 45%+5%) 
  Military: Combat Helicopter (52%+3%) 
  Military: Jet Fighters (40%+4%) 
  Military: Submersibles (40%+4%) 
  Military: Tanks & APCs (36%+4%) 
  Military: Warships & Patrol Boats (40%+4%) 
  Motorcycles & Snowmobiles (60%+4%) 
  Robots & Power Armor (56%+3%) 
  Robot Combat: Basic (Special) 
  Robot Combat: Elite (Special) 
  Tracked & Construction Vehicles (40%+4%) 
  Truck (40%+4%) 
  Water Scooters (50%+5%) 
  Water Skiing & Surfing (40%+4%) 
   
  Pilot Related Skills 
   
  Navigation (40%+5%) 
  Sensory Equipment (30%+5%) 
  Weapon Systems (40%+5%) 
   
  Rogue Skills 
   
  Cardsharp (24%+4%) 
  Computer Hacking (20%+5%) 
  Concealment (20%+4%) 
  Find Contraband (26%+4%) 
  Gambling (Standard) (30%+5%) 
  Gambling (Dirty Tricks) (20%+4%) 
  I.D. Undercover Agents (30%+4%) 
  Imitate Voices & Sounds (42%/36%+4%) 
  Palming (20%+5%) 
  Pick Locks (30%+5%) 
  Pick Pockets (25%+5%) 
  Prowl (25%+5%) 
  Roadwise (26%+4%) 
  Safe-Cracking (20%+4%) 
  Seduction (20%+3%, plus attribute bonuses) 
  Streetwise (20%+4%) 
  Tailing (30%+5%) 
   
   
   
   
  Science Skills 
   
  Anthropology (30%+5%) 
  Archaeology (30%/20%+5%) 
  Artificial Intelligence (30%+3%) 
  Astronomy & Navigation (30%+5%) 
  Astrophysics (30%+5%) 
  Biology (30%+5%) 
  Botany (25%+5%) 
  Chemistry (30%+5%) 
  Chemistry: Analytical (25%+5%) 
  Chemistry: Pharmaceutical (30%+5%) 
  Mathematics: Basic (45%+5%) 
  Mathematics: Advanced (45%+5%) 
  Xenology (30%+5%) 
  Zoology (30%+5%) 
   
  Technical Skills 
   
  Appraise Goods (30%+5%) 
  Art (35%+5%) 
  Begging (30%+3%) 
  Breed Dogs (40%/20%+5%) 
  Calligraphy (35%+5%) 
  Computer Operation (40%+5%) 
  Computer Programming (30%+5%) 
  Cybernetics: Basic (25%+5%) 
  Excavation (40%+5%) 
  Firefighting (30%+5%) 
  Gemology (25%+5%) 
  General Repair & Maintenance (35%+5%) 
  History: Pre-Rifts (32%/24%+4%) 
  History: Post-Apocalypse (35%/30%+5%) 
  Jury Rig (25%+5%) 
  Law (General; 35%+5%) 
  Leather Working (40%+5%) 
  Lore: American Indians (25%+5%) 
  Lore: Cattle & Animals (30%+5%) 
  Lore: D-Bees (25%+5%) 
  Lore: Demons & Monsters (25%+5%) 
  Lore: Faeries & Creatures of Magic (25%+5%) 
  Lore: Juicers (30%+5%) 
  Lore: Magic (25%+5%) 
  Lore: Psychics & Psionics (25%+5%) 
  Masonry (40%+5%) 
  Mining (35%+5%) 
  Mythology (30%+5%) 
  Philosophy (30%+5%) 
  Photography (35%+5%) 
  Recycling (30%+5%) 
  Research (40%+5%) 
  Rope Works (30%+5%) 
  Salvage (35%+5%) 
  Ventriloquism (16%+4%) 
  Whittling & Sculpting (30%+5%) 
   
  Wilderness Skills 
   
  Boat Building (25%+5%) 
  Carpentry (25%+5%) 
  Dowsing (20%+5%) 
  Fasting (40%+3%) 
  Hunting 
  Identify Plants & Fruit (25%+5%) 
  Land Navigation (36%+4%) 
  Preserve Food (30%+5%) 
  Skin & Prepare Animal Hides (30%+5%) 
  Spelunking (35%+5%) 
  Track & Trap Animals (20/30%+5%) 
  Wilderness Survival (30%+5%) 
   
  
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Weapon Proficiencies (Ancient) 
   
   
  W.P. Archery: +1 to strike at levels 1, 2, 4, 6, 8, 10, 12 & 14. +1 to parry at levels 1, 2, 5, 10 & 15, and +1 to disarm 
  at levels 2, 5, 10 & 15. Rate of Fire: Two per melee round, +1 at levels 2, 4, 5, 8, 10, 12 & 14. 
  W.P. Axe: +1D6 to damage and +1 to strike & parry at levels 2, 5, 8, 12 & 15. +1 to strike when thrown at levels 5, 
  8 & 12. 
  W.P. Blunt: +1 to strike and parry at levels 1, 3, 6, 9 & 12. 
  W.P. Chain: +1 to strike at levels 1, 3, 7, 10 & 13. +1 to parry at levels 4, 8 & 12. 
  W.P. Forked: +1 to strike & entangle at levels 1, 3, 5, 8, 11 & 13. +1 to parry at levels 1, 3, 6, 10 & 13. +1 to strike 
  when thrown at levels 4, 10 & 15. 
  W.P. Grappling Hook: +1 to strike or entangle at levels 3, 6, 9 & 12. 
  W.P. Knife: +1 to strike at levels 2, 4, 7, 10 & 13. +1 to parry at levels 1, 3, 6, 9 &12. +1 to strike when thrown at 
  levels 1, 3, 6, 8, 10 & 13. 
  W.P. Paired Weapons (Men at Arms) – See Rifts® Ultimate Edition (RUE), page 327. 
  W.P. Pole Arm: +2 to damage at levels 2 & 8. +1 to strike and parry at levels 1, 3, 6, 9 & 12. +1 to strike when 
  thrown at levels 3, 8 & 12. 
  W.P. Quick Draw: +1 to initiative if P.P. is 17 or less. +2 to initiative if P.P. is 18-23, +3 to initiative if P.P. is 24 to 
  30 and +4 to initiative if P.P. is 31 or higher. 
  W.P. Rope: See RUE, page 306. 
  W.P. Shield: +1 to parry at levels 1, 3, 7, 10 & 13. +1 to strike at levels 4, 8 & 12. 
  W.P. Spear: +1 to strike and parry at levels 1, 3, 6, 9 & 12. +1 to strike when thrown at levels 3, 6, 10 & 14. 
  W.P. Staff: +1 to strike at levels 1, 3, 7, 10 & 13. +1 to parry at levels 2, 5, 8, 11 & 14. +1 to strike when thrown at 
  levels 5, 10 & 15. 
  W.P. Sword: +1 to strike at levels 1, 3, 6, 9, 12 & 15. +1 to parry at levels 2, 4, 7, 10 & 13. +1 to strike when thrown 
  at levels 4, 8 & 12. 
  W.P. Targeting: +1 to strike at levels 1, 3, 7 & 10. See RUE, page 328, for full details. 
  W.P. Whip: +1 to strike, disarm & entangle at levels 2, 4, 7, 10 & 13. +1 to damage at levels 2, 4, 8 & 12. 
   
  Weapon Proficiencies (Modern) 
   
   
   
   
   
   
   
   
  W.P. Handguns: +1 to strike at levels 2, 4, 6, 8, 10, 12 & 14. 
  W.P. Rifles: +1 to strike at levels 1, 3, 5, 7, 9, 11 & 13. 
  W.P. Shotgun: +1 to strike at levels 1, 3, 6, 10 & 14. 
  W.P. Submachine-Gun: +1 to strike at levels 1, 3, 6, 9, 12 & 15. 
  W.P. Heavy Military Weapons: +1 to strike at levels 1, 3, 6, 10 & 14. 
  W.P. Military Flamethrowers: +1 to strike at levels 2, 5, 10 & 15. 
  W.P. Harpoon & Spear Gun: +1 to strike at levels 2, 4, 7, 10 & 15. 
  W.P. Energy Pistol: +1 to strike at levels 1, 3, 5, 7, 9, 11, 13 & 15. 
  W.P. Energy Rifle: +1 to strike at levels 2, 4, 6, 8, 10, 12 & 14. 
  W.P. Heavy M.D. Weapons: +1 to strike at levels 2, 4, 7, 10 & 13. 
   
   
   
   
  
   
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Magic Spells 
   
  -A- 
  Agony (20) – pg. 114  
  Amulet (290+) – pg. 143  
  Animate/Control Dead (20) – pg. 114  
  Annihilate (600) – pg. 150  
  Anti-Magic Cloud (140) – pg. 138  
  Apparition (20) – pg. 110  
  Armorbane (100) – pg. 132  
  Armor Bizarre (15) – pg. 104  
  Armor of Ithan (10) – pg. 96  
  Astral Hole (120) – pg. 138  
  Astral Projection (10) – pg. 99  
  Aura of Death (12) – pg. 104  
  Aura of Doom (40) – pg. 126  
  Aura of Power (4) – pg. 93  
   
  -B- 
  Ballistic Fire (25) – pg. 115  
  Banishment (65) – pg. 132  
  Barrage (15) – pg. 110  
  Beat Insurmountable Odds (70) – pg. 126  
  Befuddle (6) – pg. 93  
  Blind (6) – pg. 99  
  Blinding Flash (1) – pg. 91  
  Bottomless Pit (100) – pg. 139  
  Breathe Without Air (5) – pg. 96  
   
  -C- 
  Calling (8) – pg. 104  
  Call Lightning (15) – pg. 111  
  Calm Storms (200) – pg. 143  
  Carpet of Adhesion (10) – pg. 99  
  Chameleon (6) – pg. 93  
  Charismatic Aura (10) – pg. 99  
  Charm (12) – pg. 104  
  Chromatic Protection (10) – pg. 100  
  Circle of Flame (10) – pg. 104  
  Circle of Travel (600) – pg. 152  
  Cleanse (6) – pg. 93  
  Climb (3) – pg. 93  
  Cloak of Darkness (6) – pg. 93  
  Close Rift (200+) – pg. 150  
  Cloud of Smoke (2) – pg. 91  
  Collapse (70-400) – pg. 147  
  Commune with Spirits (25) – pg. 119  
  Compulsion (20) – pg. 111  
  Concealment (6) – pg. 93  
  Constrain Being (20) – pg. 115  
  Control/Enslave Entity (80) – pg. 132  
  Create Golem (700 or 1,000) – pg. 147  
  Create Magic Scroll (100) – pg. 140  
  Create Mummy (160) – pg. 139  
  Create Steel (68) – pg. 127  
  Create Water (15) – pg. 111  
  Create Wood (10-20) – pg. 96  
  Create Zombie (250) – pg. 144  
  Crushing Fist (12) – pg. 111  
  Cure Illness (15) – pg. 111  
  Cure Minor Disorders (10) – pg. 100  
  Curse: Phobia (40) – pg. 127  
  Curse of the World Bizarre (100) – pg. 140  
   
  -D- 
  Death Curse (Special) – pg. 104  
  Death Trance (1) – pg. 91  
  Deathword (70) – pg. 132  
  Deflect (10) – pg. 100  
  D-Step (50) – pg. 127  
  Desiccate the Supernatural (50) – pg. 127  
  Detect Concealment (6) – pg. 94  
  Disharmonize (150) – pg. 140  
  Dimensional Portal (1,000) – pg. 152  
  Dimensional Teleport (800) – pg. 152  
  Dispel Magic Barriers (20) – pg. 115  
  Distant Voice (10) – pg. 105  
  Domination (10) – pg 105  
  Dragon Fire (40) – pg. 128  
   
  -E- 
  Electric Arc (8) – pg. 100  
  Enchant Weapon (400 to 1,000+) – pg. 152  
  Enemy Mind (100) – pg. 133  
  Energize Spell (12+) – pg. 111  
  Energy Bolt (5) – pg. 96  
  Energy Disruption (12) – pg. 106  
  Energy Field (10) – pg. 101  
  Energy Sphere (120) – pg. 140  
  Ensorcel (400) – pg. 144  
  Escape (8) – pg. 106  
  Exorcism (30) – pg. 119  
  Expel Demons (35) – pg. 120  
  Extinguish Fire (4) – pg. 94  
  Eyes of Thoth (8) – pg. 106  
  Eyes of the Wolf (25) – pg. 120  
   
  -F- 
  Familiar Link (55) – pg. 128  
  Fear (5) – pg. 94  
  Featherlight (10) – pg. 106  
  Fingers of Wind (5) – pg. 96  
  Fireblast (8) – pg. 101  
  
   
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Firequake (160) – pg. 141  
  Fire Ball (10) – pg. 111  
  Fire Blossom (20) – pg. 111  
  Fire Bolt (7) – pg. 101  
  Fire Globe (40) – pg. 120  
  Fire Gout (20) – pg. 115  
  Fist of Fury (10 or 50) – pg. 101  
  Float in Air (5) – pg. 96  
  Fly (15) – pg. 106  
  Fly as the Eagle (25) – pg. 115  
  Fool's Gold (10) – pg. 101  
  Forcebonds (25) – pg. 120  
  Fortify Against Disease (15) – pg. 112  
  Fuel Flame (5) – pg. 96  
  Frequency Jamming (15) – pg. 112  
  Frostblade (15) – pg. 112  
   
  -G- 
  Giant (80) – pg. 133  
  Globe of Daylight (2) – pg. 91  
  Globe of Silence (20) – pg. 115  
  Greater Healing (30) – pg. 121  
   
  -H- 
  Hallucination (30) – pg. 121  
  Havoc (70) – pg. 133  
  Heavy Air (200) – pg. 144  
  Heavy Breathing (5) – pg. 94  
  Heal Self (20) – pg. 116  
  Heal Wounds (10) – pg. 106  
  Horrific Illusion (10) – pg. 106  
  Horror (10) – pg. 106  
  House of Glass (12) – pg. 107  
   
  -I- 
  Ice (15) – pg. 112  
  Id Alter Ego (130) – pg. 141  
  Id Barrier (600) – pg. 151 
  Ignite Fire (6) – pg. 97  
  Illusion Booster (15) – pg. 112  
  Illusion Manipulation (25-60) – pg. 128  
  Illusory Forest (45-90) – pg. 133  
  Illusory Terrain (55-120) – pg. 141  
  Illusory Wall (15 or 30) – pg. 112  
  Impenetrable Wall of Force (600) – pg. 151  
  Impervious to Energy (20) – pg. 113  
  Impervious to Fire (5) – pg. 97  
  Impervious to Poison (5) – pg. 97  
  Implosion Neutralizer (12) – pg. 107  
  Influence the Beast (12) – pg. 107  
  Instill Knowledge (15) – pg. 108  
  Invincible Armor (30) – pg. 121 
    
  Invisibility: Simple (6) – pg. 97 
  Invisibility: Superior (20) – pg. 116 
  Invulnerability (25) – pg. 116 
  Influence the Beast (12) – pg 107  
  Ironwood (50+) – pg. 145  
   
  -L- 
  Lantern Light (1) – pg. 92  
  Levitation (5) – pg. 94  
  Ley Line Fade (20) – pg. 116  
  Ley Line Ghost (80) – pg. 134  
  Ley Line Phantom (40) – pg. 129  
  Ley Line Restoration (800) – pg. 153  
  Ley Line Shutdown (3000) – pg. 153  
  Ley Line Storm Defense (180) – pg. 141  
  Ley Line Tendril Bolts (26) – pg. 121  
  Ley Line Time Capsule (15) – pg. 121  
  Ley Line Time Flux (80) – pg. 129  
  Ley Line Transmission (30) – pg. 101  
  Lifeblast (15) – pg. 108  
  Lifeward (40) – pg. 121  
  Life Drain (25) – pg. 117  
  Life Source (2 +Special) – pg. 97  
  Light Healing (6) – pg. 97  
  Light Target (6) – pg. 97  
  Lightblade (20) – pg. 117  
  Lightning Arc (30) – pg. 122  
  Locate (30) – pg. 122  
  Luck Curse (40) – pg. 122  
   
  -M- 
  Magic Net (7) – pg. 101  
  Magic Pigeon (20) – pg. 113  
  Magical-Adrenal Rush (45) – pg. 122  
  Magic Shield (6) – pg. 97  
  Magic Warrior (60) – pg. 135  
  Manipulate Objects (2+) – pg. 94  
  Mask of Deceit (15) – pg. 113  
  Memory Bank (12) – pg. 113  
  Mend the Broken (10+) – pg. 108  
  Mental Blast (15) – pg. 109  
  Mental Shock (30) – pg. 117  
  
   
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
  Metamorphosis: Animal (25) – pg. 117  
  Metamorphosis: Human (40) – pg. 122  
  Metamorphosis: Insect (60) – pg. 129  
  Metamorphosis: Mist (250) – pg. 145  
  Metamorphosis: Superior (100) – pg. 135  
  Meteor (75) – pg. 135  
  Mindshatter (130) – pg. 142  
  Minor Curse (35) – pg. 122  
  Multiple Image (7) – pg. 102  
  Mute (50) – pg. 130  
  Mystic Alarm (5) – pg. 95  
  Mystic Fulcrum (5) – pg. 98  
  Mystic Portal (60) – pg. 135  
   
  -N- 
  Negate Magic (30) – pg. 123  
  Negate Mechanics (20) – pg. 118  
  Negate Poison/Toxin (5) – pg. 98  
  Null Sphere (220) – pg. 145  
   
  -O- 
  Oracle (30) – pg. 123  
  Orb of Cold (6) – pg. 98  
   
  -P- 
  Paralysis: Lesser (5) – pg. 98  
  Phantom Mount (45) – pg. 130  
  Plane Skip (65) – pg. 135  
  Power Bolt (20) – pg. 113  
  Power Weapon (35) – pg. 123  
  Protection Circle: Simple (45) – pg. 130  
  Protection Circle: Superior (300) – pg. 148  
  Purge Other (100) – pg. 136  
  Purge Self (70) – pg. 130  
  Purification (Food/Water) (20) – pg. 118  
   
  -R- 
  Reality Flux (75) – pg. 136  
  Realm of Chaos (70) – pg. 130  
  Reduce Self (20) – pg. 113  
  Reflection (7) – pg. 102  
  Remove Curse (140) – pg. 142  
  Re-Open Gateway (180) – pg. 142  
  Repel Animals (7) – pg. 102  
  Resist Fire (6) – pg. 98  
  Restoration (750) – pg. 151  
  Restore Life (275) – pg. 148  
  Restore Limb (80) – pg. 136  
  Resurrection (650) – pg. 151  
  Ricochet Strike (12) – pg. 102  
  Rift to Limbo (160) – pg. 142  
  Rift Teleportation (200) – pg. 142  
  Rift Triangular Defense System (840) – pg. 151  
   
  -S- 
  Sanctum (390) – pg. 149  
  Seal (7) – pg. 102  
  Second Sight (20) – pg. 118  
  See Aura (6) – pg. 92  
  See in Magic Darkness (125) – pg. 143  
  See the Invisible (4) – pg. 92  
  See Wards (20) – pg.118  
  Sense Evil (2) – pg. 92  
  Sense Magic (4) – pg. 92  
  Shadow Meld (10) – pg. 103  
  Shadow Wall (400) – pg. 149  
  Shatter (5) – pg. 95  
  Sheltering Force (20) – pg. 114  
  Shockwave (45) – pg. 123  
  Sickness (50) – pg. 124  
  Sleep (10) – pg. 109  
  Sonic Blast (25) – pg. 119  
  Sorcerous Fury (70) – pg. 124  
  Soultwist (170) – pg. 145  
  Speed of the Snail (50) – pg.131  
  Speed Weapon (100) – pg. 136  
  Spinning Blades (20) – pg. 119  
  Spoil (Water/Food) (30) pg. 124  
  Stone to Flesh (30) – pg. 125  
  Sub-Particle Acceleration (20) – pg. 119  
  Summon & Control Animals (125) – pg. 143  
  Summon & Control Canines (50) – pg. 131  
  Summon & Control Entity (250) – pg. 146  
  Summon & Control Rain (200) – pg. 146  
  Summon & Control Rodents (70) – pg. 136  
  Summon & Control Sea Serpents (350) – pg. 151  
  Summon & Control Storm (300) – pg. 149  
  Summon Ally (600) – pg. 153  
  Summon Fog (140) – pg. 143  
  Summon Greater Familiar (80) – pg. 136  
  Summon Lesser Being (425) – pg. 149  
  Summon Ley Line Storm (500) – pg. 146  
  Summon Shadow Beast (140) – pg. 137  
  Super-Healing (70) – pg. 137  
  Superhuman Endurance (12) – pg. 109  
  Superhuman Strength (10) – pg. 109  
  Superhuman Speed (10) – pg. 109  
  Sustain (12) – pg. 109  
  Swallowing Rift (300) – pg. 146  
  Swap Places (300) – pg. 149  
  Swim as a Fish (6) – pg. 103  
  Swim as a Fish: Superior (12) – pg. 109  
  Swords to Snakes (50) – pg. 131  
  
   
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
  -T- 
  Talisman (500) – pg. 150  
  Tame Beast (60) – pg. 131  
  Targeted Deflection (15) – pg. 114  
  Teleport: Lesser (15) – pg. 114  
  Teleport: Superior (600) – pg. 153  
  Time Hole (210) – pg. 146  
  Time Slip (20) – pg. 114  
  Telekinesis (8) – pg. 98  
  Thunderclap (4) – pg. 93  
  Throwing Stones (5) – pg. 95  
  Tongues (12) – pg. 114  
  Trance (10) – pg. 103  
  Transferal (50) – pg. 132  
  Transformation (2,000) – pg. 153  
  Turn Dead (6) – pg. 95  
   
  -V- 
  Void (700) – pg. 154  
   
  -W- 
  Wall of Defense (55) – pg. 132  
  Wall of Not (70) – pg. 137  
  Wall of Wind (40) – pg. 125  
  Wall of the Weird (180) – pg. 147  
  Wards (90) – pg. 138  
  Warped Space (90) – pg. 138  
  Watchguard (10) – pg. 103  
  Water to Wine (40) – pg. 132  
  Wave of Frost (6) – pg. 99  
  Weight of Duty (10) – pg. 103  
  Wind Rush (20) – pg. 119  
  Winged Flight (35) – pg. 125  
  Wisps of Confusion (40) – pg. 126  
  Words of Truth (15) – pg. 114  
  World Bizarre (40) – pg. 126  
   
   
  Spells of Legend 
  Barrier of Thoth (3,000) – pg. 154  
  Blight of Ages (600) – pg. 154  
  Blood and Thunder (770) – pg. 155  
  Crimson Wall of Lictalon (6,000) – pg. 155  
  Doppleganger (Superior) (1,000) – pg. 156  
  Hivemind (350) – pg. 156  
  Ley Line Resurrection (2,000) – pg. 156  
  Metropolis (1,600 or Special) – pg. 157  
  Mystic Quake (420) – pg. 157  
  Sanctuary (1,500) – pg. 157  
  The Slowness (1,300) – pg. 158  
  Steel Rain (360) – pg. 158  
  Vicious Circle (350) – pg. 158  
  Warrior Horde (1,100) – pg. 159  
   
  Mini-Magic Index for the  
  Rifts Book of Magic 
  African Witch starts on page 32.  
  Cloud Magic starts on page 44.  
  Conjuring Magic starts on page 52.  
  Dolphin Magic starts on page 54.  
  Elemental/Warlock Magic starts on page 56.  
   
  Air Spells start on page 57.  
   
  Earth Spells start on page 67.  
   
  Fire Spells start on page 74.  
   
  Water Spells start on page 82.  
  Herb Magic starts on page 279.  
  Indian/Native American Magic (Shamanistic) 
  starts on page 209.  
  Inuit Magic (Shamanistic) starts on page 217.  
  Magic Items start on page 255.  
  Millennium Tree Magic starts on page 288.  
  Nature Magic (Russian) starts on page 168.  
  Necromancy Spells start on page 184.  
  Ocean Magic starts on page 200.  
  Russian Bone Magic starts on page 186.  
  Russian Nature Magic starts on page 168.  
  Russian Spoiling Magic starts on page 218.  
  Shamanistic Magic starts on page 209.  
  Spoiling Magic (Russian) starts on page 218.  
  Tattoo Magic (Atlantean) starts on page 229.  
  Temporal Magic starts on page 243.  
   
  
  Borg Construction Worksheet 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mouth/Jaw (5) ________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Throat/Neck (3)_______________ 
  _____________________________
  _____________________________
  _____________________________ 
  Eyes (3)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Ears (4)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
       Borg  
  Attributes 
   
  P.S.: _____ 
  P.P.: _____ 
  Spd: _____ 
  Head (6) ___________________ 
  ___________________________
  ___________________________
  ___________________________ 
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Right Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Left Forearm (2) ________ 
  _______________________
  _______________________
  _______________________ 
  Right Forearm (2) _______ 
  _______________________
  _______________________
  _______________________ 
  Left Wrist (1) ___________ 
  Right Wrist (1) __________ 
  Left Hand (2) ___________ 
  _______________________ 
  Right Hand (2)  _________ 
  _______________________ 
  Cyborg Armor  
  Type: ______________________ 
  M.D.C. by Location: 
  Main Body: _________________ 
  Head: ______________________ 
  Arms: ______________________ 
  Legs:  ______________________ 
  Penalties :  __________________ 
  Borg M.D.C. 
  Main Body: ____ 
  Head: _________ 
  Legs:  _________ 
  F-Arms: _______ 
  U-Arms:  ______ 
  Hands: ________ 
  Feet: __________ 
  Left Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Right Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Notes : 
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________ 
  Chest (4) __________ 
  __________________
  __________________
  __________________
  __________________ 
  
  Borg Construction Worksheet 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mouth/Jaw (5) ________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Throat/Neck (3)_______________ 
  _____________________________
  _____________________________
  _____________________________ 
  Eyes (3)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Ears (4)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
       Borg  
  Attributes 
   
  P.S.: _____ 
  P.P.: _____ 
  Spd: _____ 
  Head (6) ___________________ 
  ___________________________
  ___________________________
  ___________________________ 
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Right Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Left Forearm (2) ________ 
  _______________________
  _______________________
  _______________________ 
  Right Forearm (2) _______ 
  _______________________
  _______________________
  _______________________ 
  Left Wrist (1) ___________ 
  Right Wrist (1) __________ 
  Left Hand (2) ___________ 
  _______________________ 
  Right Hand (2)  _________ 
  _______________________ 
  Cyborg Armor  
  Type: ______________________ 
  M.D.C. by Location: 
  Main Body: _________________ 
  Head: ______________________ 
  Arms: ______________________ 
  Legs:  ______________________ 
  Penalties :  __________________ 
  Borg M.D.C. 
  Main Body: ____ 
  Head: _________ 
  Legs:  _________ 
  F-Arms: _______ 
  U-Arms:  ______ 
  Hands: ________ 
  Feet: __________ 
  Left Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Right Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Notes : 
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________ 
  Chest (4) __________ 
  __________________
  __________________
  __________________
  __________________ 
  
  Borg Construction Worksheet 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
   
   
   
   
  Mouth/Jaw (5) ________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Throat/Neck (3)_______________ 
  _____________________________
  _____________________________
  _____________________________ 
  Eyes (3)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Ears (4)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
       Borg  
  Attributes 
   
  P.S.: _____ 
  P.P.: _____ 
  Spd: _____ 
  Head (6) ___________________ 
  ___________________________
  ___________________________
  ___________________________ 
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Right Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Left Forearm (2) ________ 
  _______________________
  _______________________
  _______________________ 
  Right Forearm (2) _______ 
  _______________________
  _______________________
  _______________________ 
  Left Wrist (1) ___________ 
  Right Wrist (1) __________ 
  Left Hand (2) ___________ 
  _______________________ 
  Right Hand (2)  _________ 
  _______________________ 
  Cyborg Armor  
  Type: ______________________ 
  M.D.C. by Location: 
  Main Body: _________________ 
  Head: ______________________ 
  Arms: ______________________ 
  Legs:  ______________________ 
  Penalties :  __________________ 
  Borg M.D.C. 
  Main Body: ____ 
  Head: _________ 
  Legs:  _________ 
  F-Arms: _______ 
  U-Arms:  ______ 
  Hands: ________ 
  Feet: __________ 
  Left Hand  
  Finger (1) 
  Knucklers (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Right Hand  
  Finger (1) 
  Knucklers (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Notes : 
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________ 
  Chest (4) __________ 
  __________________
  __________________
  __________________
  __________________ 
  
  Borg Construction Worksheet 
  Permission to photocopy this printed sheet for personal use only. Copyright 2011 Palladium Books®. 
   
   
   
   
   
   
   
  Mouth/Jaw (5) ________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Throat/Neck (3)_______________ 
  _____________________________
  _____________________________
  _____________________________ 
  Eyes (3)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
  Ears (4)  _____________________ 
  _____________________________
  _____________________________
  _____________________________ 
       Borg  
  Attributes 
   
  P.S.: _____ 
  P.P.: _____ 
  Spd: _____ 
  Head (6) ___________________ 
  ___________________________
  ___________________________
  ___________________________ 
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Leg (3)  ____________________ 
  _______________________________ 
  _______________________________ 
  _______________________________ 
   
  Left Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Right Shoulder/Upper Arm (1) 
  ___________________________ 
  ___________________________ 
  Left Forearm (2) ________ 
  _______________________
  _______________________
  _______________________ 
  Right Forearm (2) _______ 
  _______________________
  _______________________
  _______________________ 
  Left Wrist (1) ___________ 
  Right Wrist (1) __________ 
  Left Hand (2) ___________ 
  _______________________ 
  Right Hand (2)  _________ 
  _______________________ 
  Cyborg Armor  
  Type: ______________________ 
  M.D.C. by Location: 
  Main Body: _________________ 
  Head: ______________________ 
  Arms: ______________________ 
  Legs:  ______________________ 
  Penalties :  __________________ 
  Borg M.D.C. 
  Main Body: ____ 
  Head: _________ 
  Legs:  _________ 
  F-Arms: _______ 
  U-Arms:  ______ 
  Hands: ________ 
  Feet: __________ 
  Left Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Right Hand  
  Finger (1) 
  Knuckles (1) 
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________ 
  Notes : 
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________
  _____________________________________________________________ 
  Chest (4) __________ 
  __________________
  __________________
  __________________
  __________________ 
  
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
   AMMO:
   AMMO:
   AMMO:
   AMMO:
  NOTES
  MONEY
   SALARY:
                      :
   BLACK MARKET ITEMS:
  OUTFITS
   J
   J
   J
   J
   J
  COMBAT SKILL
  # OF ATTACKS:_____ INNITIATIVE:+_____
  DAMAGE: +_____   STRIKE: +______
  PARRY: +_______   DODGE: +_______
  ROLL: +______ RESTR. PUNCH:_______
  PUNCH:______ POWER PUNCH:_______
  KICK:________       LEAP KICK:_______
  KNOCK OUT:_______________________
  CRITICAL:______________________ 20
  DEATH:___________________________
  FLIP:____________________(+   )      %
  LEAP:_________  FT.____________FT.__
  LIFT:_______LBS.     CARRY:_______LBS.
  THROW(MAX):_______LBS.  ________FT.
  RUN:_____MPH    (MAX)_______MELEES
  ________FT/MELEE  ________FT/ATTACK
  SWIM:_____MPH  (MAX)_______MELEES
  ________FT/MELEE  ________FT/ATTACK
  SAVING THROWS
   SAVE VS. SPELL MAGIC:
   SAVE VS. RITUAL MAGIC:
   SAVE VS. PSIONICS:
   SAVE VS. TOXINS/POISONS:
        /
   SAVE VS. HARMFUL DRUGS:
   SAVE VS. INSANITY:
   SAVE VS. POSSESSION:           +
   SAVE VS. HORROR FACTOR:   +
   SAVE VS. COMA/DEATH:        +              %
   SAVE VS. PAIN:
  DAMAGE RECORD
       .D.C.-______:_______________________
  _____________________________________
       .D.C.-______:_______________________
  _____________________________________
  _______-______:_______________________
  HIT POINTS:____________________________
   I.S.P.:________________________________
   CHI:__________________________________
   P.P.E.:________________________________
  RIFTS® CHARACTER SHEET
  NAME:_____________________ RACE:_________________
  TRUE NAME:_______________________________________
  OCCUPATION:______________________________________
  ALIGNMENT:______________ O.C.C.:__________________
  HIT POINTS:__________      .D.C.(PHYSICAL):____________
  EXPERIENCE LEVEL:_________ POINTS:_________________
  I.Q.:
  AGE:_____ LIFE SPAN:_____ P.P.E.:_______
  M.E.:
  SEX:___________________ CHI:________
  M.A.:
  HEIGHT:____ WEIGHT:_____ I.S.P.:_______
  P.S.:
  FAMILY ORIGIN:______________________
  P.P.:
  ENVIRONMENT:_______________________
  P.E.:
  SENTIMENTS TOWARD_______:____________
  P.B.:
  SENTIMENTS TOWARD_______:____________
  SPD:
  NATIVE LANGUAGE(S):__________________
  INSANITY (IF ANY):__________________________________
  INVOKE TRUST/INTIMIDATE:____%    CHARM/IMPRESS____%
  ¡
  ¡
  SPECIAL ABILITIES/SKILLS
  SKILLS
             +%/LVL  %
  SECONDARY SKILLS
           +%/LVL  %
  PAYLOAD
  RANGE
  WEAPON PROFICIENCIES
  PARRY/
  RANGE
  DAMAGE/
  RATE
  STR/THR
  AIM/BURST
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  DAMAGE
  EQUIPMENT
  SPECIAL ABILITIES/SKILLS
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  
  WEAPONS
   AMMO:
   AMMO:
   AMMO:
   AMMO:
   AMMO:
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  OUTFITS
   J
   J
   J
   J
   J
  ROBOT COMBAT/VEHICLE LOG
  TYPE:_____________ # OF ATTACKS:___
  STRIKE: +_________ PARRY:+_________
  DODGE: +__________ ROLL:+_________
  INNITIATIVE:+________ TEAR:_________
  RESTR. PUNCH:_______ PUNCH:_______
  POWER PUNCH:_______ STOMP:_______
  KICK:________ LEAP KICK:__________
  BODY FLIP/THROW:__________________
  BODY BLOCK/TACKLE:_______________
  __________:_______________________
  SPEED
  FLYING(SPACE/ATM.):________/_______
  FTL(___________):________________
  __________:______________________
  RUNNING:_________________________
  RANGE:___________________________
  STATISTICAL DATA
  HEIGHT:__________ WIDTH:__________
  LENGTH:_________ WEIGHT:_________
  CARGO:___________________________
  POWER SYSTEM:____________________
  VALUE-NEW:_________USED:_________
  WEAPON SYSTEMS
  TYPE
           DAMAGE             AMMO
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
      .D.C.  A.R.:___
  MAIN BODY:(     )____________________
  _________________________________
  HEAD:(    )_________________________
  LEFT LEG:(    )_____________________
  RIGHT LEG:(    )____________________
  LEFT ARM:(    )_____________________
  RIGHT ARM:(    )____________________
  SENSOR TURRET:(    )_________________
  PILOT'S COMP.:(    )_________________
  _________________________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  PSIONICS/MAGIC
  PSIONIC/SPELL
  RANGE
  DURATION
  EFFECT
  I.S.P./P.P.E.
  SAVING THROW
  DAMAGE
  RATE
  PARRY
  STR/THR
  AIM/BURST
  DAMAGE
  PAYLOAD
  RANGE
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  CHARACTER HISTORY
  CONTACTS
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  HEALING
  BIO-REGENERATE (SELF)
  DEADEN PAIN
  DETECT PSIONICS
  EXORCISM
  HEALING TOUCH
  INCREASED HEALING
  INDUCE SLEEP
  PSYCHIC DIAGNOSIS
  PSYCHIC PURIFICATION
  PSYCHIC SURGERY
  RESIST FATIGUE
  SENSITIVE
  ASTRAL PROJECTION
  CLAIRVOYANCE
  EMPATHY
  MIND BLOCK
  OBJECT READ
  PRESENCE SENSE
  SEE AURA
  SEE THE INVISIBLE
  SENSE EVIL
  SENSE MAGIC
  SIXTH SENSE
  SPEED READING
  TELEPATHY
  TOTAL RECALL
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  I.S.P.:________
  I.S.P. AT/ON OR WITHIN ONE
  MILE OF A LEY LINE:      ______
  I.S.P. AT OR NEAR A LEY LINE
  NEXUS:                  ______
  I.S.P. SPENT:_________
  ___________________
  6
  4
  6
  10
  6
  10
  4
  4
  8
  14
  4
  8
  4
  4
  4
  6
  4
  6
  4
  2
  3
  2
  2
  4
  2
  I.S.P.
  PHYSICAL
  ALTER AURA
  DEATH TRANCE
  ECTOPLASM
  IMPERVIOUS TO COLD
  IMPERVIOUS TO FIRE
  IMPERVIOUS TO POISON
  LEVITATION
  MIND BLOCK
  NIGHTVISION
  RESIST FATIGUE
  RESIST HUNGER
  RESIST THIRST
  SUMMON INNER STRENGTH
  TELEKINESIS
  SUPER
  BIO-MANIPULATION
  BIO-REGEN. (SUPER)
  ELECTROKINESIS
  EMPATHIC TRANSMISSION
  GROUP MIND BLOCK
  HYDROKINESIS
  HYPNOTIC TRANSMISSION
  MENT. POSSESS OTHERS
  MND BLCK AUTO DEF.
  MIND BOLT
  MIND BOND
  MIND WIPE
  P.P.E. SHIELD
  PSI-SHIELD
  PSI-SWORD
  PYROKINESIS
  TELEKINESIS (SUPER)
  TELEKINETIC FORCE FIELD
  TELEMECHANICS
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  2
  1
  (VARIES)
  2
  4
  4
  (VARIES)
  4
  4
  4
  2
  6
  4
  (VARIES)
  10
  20
  (VARIES)
  6
  22
  (VARIES)
  6
  30
  SPEC.
  (VARIES)
  10
  (SPECIAL)
  10
  30
  30
  (VARIES)
  10+
  30
  10
  PSIONICS
  PSIONICS
  I.S.P.
  K B
   BURSTER
  URSTER A
   ABILITIES
  BILITIES
  IMPERVIOUS TO FIRE MEGA DAMAGE: 1/10TH ELECTRICAL: 1/2
  EXTINGUISH FIRE  _________FT PERMANENT UNTIL RESTARTED
  FLAME BURST   _________ MIN.  DAMAGE:  6D6 / 1D4 / 2D4
  FIRE BOLT   ________FT   +4 TO STRIKE
       •S.D.C. DAMAGE:   2D6,  4D6, OR 6D6
       •MEGA DAMAGE PLASMA BOLT:    2D6
  FIRE ERUPTION      _________FT  STRIKE SPECIFIC AREA:  ______%
       •S.D.C. DAMAGE:1D4, 4D6, 1D4X10, 2D4X10
       •MEGA DAMAGE: 2D6/4D6/6D6
  SENSE FIRE:    __________FT AREA  1 MELEE CONCENTRATION
  SUPER FUEL FLAME: _________FT AREA   ________FT AWAY
  4
  4
  2
  4
  10
  20
  2
  8
  I.S.P.
  K P
   PSI
  SI-S
  -STALKER
  TALKER A
   ABILITIES
  BILITIES
  SENSE PSYCHIC & MAGIC ENERGY   (I.S.P. & P.P.E.)
    •STALK/TRACK SPECIFIC PSYCHIC SCENT _________/________%
       (-10% NEAR OTHER P.P.E. SOURCE)(1/2 NEAR LEY LINE)
       -RANGE:_________/________FT.  ROLL EVERY 1000FT.
    •RECOGNIZE FAMILIAR PSYCHIC SCENT _________/________%
  SENSE SUPERNATURAL BEINGS  IDENTIFY TYPE OF CREATURE _______%
   •STALK/TRACK BY PSYCHIC SCENT _________/________%
       (-10% NEAR OTHER P.P.E. SOURCE)(1/2 NEAR LEY LINE)
       -RANGE:_________/________FT.  ROLL EVERY 1000FT.
    •RECOGNIZE FAMILIAR PSYCHIC SCENT _________/________%
  PSIONIC EMPATHY WITH ANIMALS +15%/INTERACT DOMESTIC ANIMALS
  NOURSIHMENT NEED P.P.E.- 50 MINIMUM PREFERABLY 80-100 WEEKLY
  FOOD REQUIREMENTS:  1LB OF MEAT & 8 OUNCES OF WATER PER WEEK
  PSI-STALKER WEEKLY NOURISHMENT RECORD
  KKKKK KKKKK KKKKK KKKKK KKKKK
  KKKKK KKKKK KKKKK KKKKK KKKKK
  KKKKK KKKKK KKKKK KKKKK KKKKK
  KKKKK KKKKK KKKKK KKKKK KKKKK
  K M
   MUTANT
  UTANT D
   DO G
  O G P
   POWERS
  OWERS
  SENSE PSYCHIC & MAGIC ENERGY SAME AS PSI-STALKER
  SENSE SUPERNATURAL BEINGS  SAME AS PSI-STALKER
  SUPERIOR SENSE OF SMELL IDENTIFY SCENT ________FT _________%
    •RECOGNIZE & IDENTIFY COMMON SCENT _________FT _________%
  TRACK BY SMELL ALONE  HALF NORMAL PENALTIES WHEN BLINDED
  •STALK/TRACK SPECIFIC SCENT _________/________%
       (-10% NEAR OTHER P.P.E. SOURCE)(1/2 NEAR LEY LINE)
       -RANGE:_________/________FT.  ROLL EVERY 1000FT.
       -A FAILED ROLL MEANS THE TRAIL IS LOST
      -TWO OUT OF THREE SUCESSFUL ROLLS REFINDS THE TRAIL
  
  MUTATIONS
  HANDS:
  NONE
  PARTIAL
      FULL
   EXTRA
  BIPED:
  NONE
  PARTIAL
      FULL
  SPEECH:
  NONE
  PARTIAL
      FULL
  LOOKS:
  NONE
  PARTIAL
      FULL
  BUILD:
  SIZE LEVEL:         BIO-E:         BIO-E SPENT:
  NATURAL WEAPONS:
  POWERS:
  PSIONICS:
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
   AMMO:
   AMMO:
   AMMO:
   AMMO:
  NOTES
  MONEY
   SALARY:
                      :
   BLACK MARKET ITEMS:
  OUTFITS
   J
   J
   J
   J
   J
  COMBAT SKILL
  # OF ATTACKS:_____ INNITIATIVE:+_____
  DAMAGE: +_____   STRIKE: +______
  PARRY: +_______   DODGE: +_______
  ROLL: +______ RESTR. PUNCH:_______
  PUNCH:______ POWER PUNCH:_______
  KICK:________       LEAP KICK:_______
  KNOCK OUT:_______________________
  CRITICAL:______________________ 20
  DEATH:___________________________
  FLIP:____________________(+   )      %
  LEAP:_________  FT.____________FT.__
  LIFT:_______LBS.     CARRY:_______LBS.
  THROW(MAX):_______LBS.  ________FT.
  RUN:_____MPH    (MAX)_______MELEES
  ________FT/MELEE  ________FT/ATTACK
  SWIM:_____MPH  (MAX)_______MELEES
  ________FT/MELEE  ________FT/ATTACK
  SAVING THROWS
   SAVE VS. SPELL MAGIC:
   SAVE VS. RITUAL MAGIC:
   SAVE VS. PSIONICS:
   SAVE VS. TOXINS/POISONS:
        /
   SAVE VS. HARMFUL DRUGS:
   SAVE VS. INSANITY:
   SAVE VS. POSSESSION:           +
   SAVE VS. HORROR FACTOR:   +
   SAVE VS. COMA/DEATH:        +              %
   SAVE VS. PAIN:
  DAMAGE RECORD
       .D.C.-______:_______________________
  _____________________________________
       .D.C.-______:_______________________
  _____________________________________
  _______-______:_______________________
  HIT POINTS:____________________________
   I.S.P.:________________________________
   CHI:__________________________________
   P.P.E.:________________________________
  RIFTS® MUTANT ANIMAL CHARACTER SHEET
  NAME:_____________________ RACE:_________________
  TRUE NAME:_______________________________________
  OCCUPATION:______________________________________
  ALIGNMENT:______________ O.C.C.:__________________
  HIT POINTS:__________      .D.C.(PHYSICAL):____________
  EXPERIENCE LEVEL:_________ POINTS:_________________
  I.Q.:
  AGE:_____ LIFE SPAN:_____ P.P.E.:_______
  M.E.:
  SEX:___________________ CHI:________
  M.A.:
  HEIGHT:____ WEIGHT:_____ I.S.P.:_______
  P.S.:
  FAMILY ORIGIN:______________________
  P.P.:
  ENVIRONMENT:_______________________
  P.E.:
  SENTIMENTS TOWARD_______:____________
  P.B.:
  SENTIMENTS TOWARD_______:____________
  SPD:
  NATIVE LANGUAGE(S):__________________
  INSANITY (IF ANY):__________________________________
  INVOKE TRUST/INTIMIDATE:____%    CHARM/IMPRESS____%
  ¡
  ¡
  SKILLS
             +%/LVL  %
  SECONDARY SKILLS
           +%/LVL  %
  PAYLOAD
  RANGE
  WEAPON PROFICIENCIES
  PARRY/
  RANGE
  DAMAGE/
  RATE
  STR/THR
  AIM/BURST
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  DAMAGE
  EQUIPMENT
  SPECIAL ABILITIES/SKILLS
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  
  CHARACTER HISTORY
  CONTACTS
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  WEAPONS
   AMMO:
   AMMO:
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  OUTFITS
   J
   J
   J
   J
   J
  PSIONICS/MAGIC
  PSIONIC/SPELL
  RANGE
  DURATION
  EFFECT
  I.S.P./P.P.E.
  SAVING THROW
  DAMAGE
  RATE
  PARRY
  STR/THR
  AIM/BURST
  DAMAGE
  PAYLOAD
  RANGE
  /
  /
  /
  /
  /
  /
  /
  /
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  LEVEL ONE
  BLINDING FLASH
  CLOUD OF SMOKE
  DEATH TRANCE
  GLOBE OF DAYLIGHT
  SEE AURA
  SEE THE INVISIBLE
  SENSE EVIL
  SENSE MAGIC
  SENSE P.P.E.
  THUNDERCLAP
  LEVEL TWO
  BEFUDDLE
  CHAMELEON
  CLIMB
  CONCEALMENT
  DETECT CONCEALMENT
  FEAR
  HEAVY BREATHING
  LEVITATION
  MYSTIC ALARM
  TURN DEAD
  LEVEL THREE
  ARMOR OF ITHAN
  BREATH WITHOUT AIR
  ENERGY BOLT
  FINGERS OF THE WIND
  FLOAT IN AIR
  FUEL FLAME
  IGNITE FIRE
  IMPERVIOUS TO FIRE
  INVISIBILITY: SIMPLE
  NEGATE POISONS/TOXINS
  PARALYSIS: LESSER
  RESIST FIRE
  TELEKINESIS
  LEVEL FOUR
  ASTRAL PROJECTION
  CARPET OF ADHESION
  BLIND
  CHARISMATIC AURA
  CURE MINOR DISORDER
  ENERGY FIELD
  FOOL'S GOLD
  FIRE BOLT
  LEY LINE TRANSMISSION
  MAGIC NET
  MULTIPLE BEINGS
  REPEL ANIMALS
  SEAL
  SHADOW MELD
  SWIM AS A FISH
  TRANCE
  LEVEL FIVE
  CALLING
  CIRCLE OF FLAME
  DOMINATION
  ENERGY DISRUPTION
  ESCAPE
  EYES OF THOTH
  FLY
  HEAL WOUNDS
  HORRIFIC ILLUSION
  SLEEP
  SUPERHUMAN STRENGTH
  SUPERHUMAN SPEED
  SWIM AS A FISH: SUP.
  LEVEL SIX
  APPARITION
  CALL LIGHTING
  COMPULSION
  CURE ILLNESS
  FIRE BALL
  IMPERVIOUS TO ENERGY
  MAGIC PIGEON
  MASK OF DECEIT
  MEMORY BANK
  REDUCE SELF
  TELEPORT: LESSER
  TIME SLIP
  TONGUES
  WORDS OF TRUTH
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  P.P.E. AT/ON OR WITHIN ONE MILE OF A LEY LINE: ______
  P.P.E. AT OR NEAR A LEY LINE NEXUS:                    ______
  P.P.E. SPENT:_______________________________
  __________________________________________
  SPELLS
  SPELLS
  1
  2
  1
  2
  6
  4
  2
  4
  3
  4
  3
  6
  3
  6
  6
  5
  3
  5
  5
  6
  10
  5
  5
  5
  5
  5
  6
  5
  6
  5
  5
  6
  6
  10
  10
  6
  10
  10
  10
  10
  7
  30
  7
  7
  7
  7
  10
  6
  10
  8
  10
  10
  12
  8
  8
  15
  10
  10
  10
  10
  10
  12
  20
  15
  20
  15
  10
  20
  20
  15
  12
  20
  15
  20
  12
  15
  P.P.E.
  LEVEL SEVEN
  AGONY
  ANIMATE/CONTROL DEAD
  CONSTRAIN BEING
  DISPEL MAGIC BARRIER
  FLY AS THE EAGLE
  GLOBE OF SILENCE
  INVISIBILITY: SUPERIOR
  INVULNERABILITY
  LIFE DRAIN
  METAMORPHOSIS: ANIMAL
  PURIFY FOOD & WATER
  WIND RUSH
  LEVEL EIGHT
  COMMUNE WITH SPIRITS
  EYES OF THE WOLF
  EXORCISM
  HALLUCINATION
  LOCATE
  LUCK CURSE
  METAMORPH.: HUMAN
  MINOR CURSE
  NEGATE MAGIC
  ORACLE
  SICKNESS
  SPOIL FOOD & WATER
  STONE TO FLESH
  WISPS OF CONFUSION
  LEVEL NINE
  CURSE: PHOBIA
  FAMILIAR LINK
  METAMORPHOSIS: INSECT
  MUTE
  PROT. CIRCLE: SIMPLE
  SUMMON/CONT. CANINES
  SPEED OF THE SNAIL
  TRANSFERAL
  WATER TO WINE
  LEVEL TEN
  BANISHMENT
  CNTRL/ENSLAVE ENTITY
  METAMORPH.: SUPERIOR
  MYSTIC PORTAL
  SUMMON SHADOW BEAST
  SUMM./CONT. RODENTS
  WARDS
  LEVEL ELEVEN
  ANTI MAGIC CLOUD
  CREATE MUMMY
  CREATE MAGIC SCROLL
  REMOVE CURSE
  SUMM./CONT. ANIMALS
  SUMMON FOG
  LEVEL TWELVE
  AMULET
  CALM STORM
  CREATE ZOMBIE
  METAMORPHOSIS: MIST
  SUMMON ENTITY
  SUMMON RAIN
  TIME HOLE
  LEVEL THIRTEEN
  CREATE GOLEM
  PROT. CIRCLE: SUPERIOR
  SUMMON STORM
  SUMMON LESSER BEING
  SANCTUM
  TALISMAN
  LEVEL FOURTEEN
  CLOSE RIFT
  ID BARRIER
  IMPEN. WALL OF FORCE
  RESTORATION
  LEVEL FIFTEEN
  DIMENSIONAL PORTAL
  TELEPORT: SUPERIOR
  TRANSFORMATION
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  K
  20
  20
  20
  20
  25
  20
  20
  25
  25
  25
  20
  20
  25
  25
  30
  30
  30
  40
  40
  35
  30
  30
  50
  30
  30
  40
  40
  55
  60
  50
  45
  50
  50
  50
  40
  65
  80
  100
  60
  140
  70
  90
  140
  160
  100
  140
  125
  140
  290
  200
  250
  250
  250
  200
  210
  700/1000
  300
  300
  425
  390
  500
  2 + 200
  600
  600
  750
  1000
  600
  2000
  P.P.E.:________
  P.P.E.
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  MAGIC:  K WEAPON  K OBJECT
  NAME:__________________________
  TYPE:___________________________
  ABILITIES:_______________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  P.P.E.:(_____)____________________
  _____:(_____)____________________
  ANIMAL COMPANION
  NAME:__________________________
  TYPE:___________________________
  H.P.____     .D.C.:_______ A.R.:____
  A.P.M.:___ STRIKE:+___ PARRY:+___
  DODGE:+___ DAMAGE:+___ ROLL:+___
  CLAWS:___D_____ MOUTH:___D_____
  ______:___D_____ ______:___D_____
  NATURAL ABILITIES
   _______________________________
   _______________________________
   _______________________________
   _______________________________
  DAMAGE RECORD
  HIT POINTS:______________________
       .D.C.:_________________________
   _______________________________
  
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
   Character:
  Perform skill:
  Clever/futile idea:
  Clever/useful idea/action:
  Quick thinking idea/action:
  Critical plan/action -saves character/comrades:
  Critical plan/action -saves group/many people:
  Endangering own life -help others:
  Self-sacrifice/potential -life/death situation:
  Avoiding unnecessary violence:
  Deductive reasoning/insight:
  Good judgement:
  Playing in character:
  Daring:
  Killing/subduing minor menace:
  Killing/subduing major menace:
  Killing/subduing great menace:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
  25 pts.:
  25 pts.:
  100 pts.:
  100 pts.:
  200 pts.:
  400-1000 pts.:
  100-300 pts.:
  500-700 pts.:
  100 pts.:
  100-200 pts.:
  50 pts.:
  50 pts.:
  50-100 pts.:
  25-50 pts.:
  75-100 pts.:
  150-300 pts.:
   Perform skill
   Clever/futile idea
   Clever/useful idea/action
   Quick thinking idea/action
   Critical plan/action -saves character/comrades
   Critical plan/action -saves group/many people
   Endangering own life -help others
   Self-sacrifice/potential -life/death situation
   Avoiding unnecessary violence
   Deductive reasoning/insight
   Good judgement
   Playing in character
   Daring
   Killing/subduing minor menace
   Killing/subduing major menace
   Killing/subduing great menace
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
   Total Experience Points:
   Needed for Next Level: (   )
  Rifts® Game Master Experience Log
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  NOTES:
  
  Weapons:                           range   payload   damage
  # 1 _________________  _____  _____  ______
  # 2 _________________  _____  _____  ______
  # 3 _________________  _____  _____  ______
  # 4 _________________  _____  _____  ______
  # 5 _________________  _____  _____  ______
  # 6 _________________  _____  _____  ______
  # 7 _________________  _____  _____  ______
  # 8 _________________  _____  _____  ______
  Skills:__________________________________
  ________________________________________
  _________________________________________
  ________________________________________
  _________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  Equipment:_____________________________
  ________________________________________
  _________________________________________
  ________________________________________
  _________________________________________
  ________________________________________
  _________________________________________
  ________________________________________________________________________________
  _________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  
  I. Special Budget
  1. None
  2. Nickles and Dimes
  3. Small Potatoes
  4. Large Loans
  5. Big Bucks
  6. Mega Bucks
  J. General Alignment
  1. Miscreant/Diabolic
  2. Miscreant/Aberrant
  3. Anarchist
  4. Anarchist/Unpricipled
  5. Unprincipled/Scrupulous
  6. Scrupulous/Principled
  K. Criminal Activity
  1. Con Man (1)
  2. Prostitutes (3)
  3. Cyberdoc (1)
  4. Robbers (2D4 +2)
  5. Smugglers (1D6 +2)
  6. Expert Assassin (1)
  7. Psychic Enforcer (1)
  8. Special Forces (2)
  9. Safecracker/Locksmith (1)
         10. Forger (1)
  L. Reputation/Credentials
  1. Hunted
  2. Scoundrels
  3. Unknown
  4. Known
  5. Excellent Reputation
  6. Famous
  M. Salary
  1. None
  2. Freelance
  3. Pittance Salary
  4. Good Salary
  5. Excellent Salary
  6. Outrageous Salary
  Rifts® Mercenary Companies
  Step One: Size & Orientation
    Independant Operative
    Secret
    Criminal: Small Time Bandits
    Criminal: Organized Crime
    Government
    _________________ Front
  +10pts
  +10pts-equipment +10pts-outfits +10pts
  +10pts-criminal activities +10pts
  +20pts-intelligence resources +20pts-criminal activities +10pts
  +20pts-outfits +20pts-equipment +20pts
  +20pts-outfits +20pts-equipment +20pts-weapons +10pts-budget +10pts
  J
  J
  J
  J
  J
  J
  Total Points:
  Step Three: Features
  A. Outfits
  1. None
  2. Utility
  3. Open Wardrobe
  4. Specialty Clothing
  5. Gimmick Clothing
  6. Unlimited Clothing
  B. Equipment
  1. None
  2. Cheap Gear
  3. Electronic Supplies
  4. Medical Equipment
  5. Medical Clinic
  6. Magic Technologies
  7. High-Tech Augmentation
  8. Unlimited Equipment
  C. Vehicles
  1. None
  2. Basic Transportation
  3. Fleet Vehicles
  4. Combat Cars
  5. Specialty Vehicles
  6. Unlimited Vehicles
  D. Weapons, Power Armor & Bots
  1. None
  2. Basic Equipment
  3. Basic Weaponry
  4. Advanced Weaponry
  5. Extensive Weaponry
  6. Maximum Firepower
  E. Communications
  1. None
  2. Basic Service
  3. Secured Service
  4. Full Range System
  5. Deluxe Com. Network
  6. Superior Communications
  F. Internal Security
  1. None
  2. Lax
  3. Tight
  4. Iron-Clad
  5. Paranoid
  6. Impregnable
  G. Permanent Bases
  1. None
  2. Partial Headquarters
  3. Headquarters
  4. Fortified Headquarters
  5. Company Town
  6. Company City
  H. Intelligence Resources
  1. None
  2. Scout Detatchment
  3. Special Military Operatives
  4. Psionic and Magic Operatives
  5. D-Bee Specialists
  6. Infiltration Network
  0pts
  5pts
  10pts
  20pts
  30pts
  50pts
  0pts
  2pts
  5pts
  10pts
  20pts
  40pts
  40pts
  50pts
  0pts
  3pts
  10pts
  20pts
  30pts
  50pts
  0pts
  5pts
  10pts
  20pts
  40pts
  60pts
  0pts
  2pts
  10pts
  15pts
  25pts
  40pts
  0pts
  2pts
  10pts
  20pts
  40pts
  60pts
  0pts
  2pts
  10pts
  20pts
  40pts
  60pts
  0pts
  5pts
  10pts
  20pts
  20pts
  50pts
  0pts
  5pts
  15pts
  25pts
  45pts
  60pts
  0pts
  0pts
  2pts
  4pts
  7pts
  10pts
  5pts
  5pts
  10pts
  10pts
  15pts
  15pts
  15pts
  20pts
  25pts
  30pts
  0pts
  1pts
  5pts
  10pts
  25pts
  50pts
  0pts
  2pts
  5pts
  10pts
  20pts
  40pts
  Name:__________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  Weapons:                           range   payload   damage
  # 1 _________________  _____  _____  ______
  # 2 _________________  _____  _____  ______
  # 3 _________________  _____  _____  ______
  # 4 _________________  _____  _____  ______
  # 5 _________________  _____  _____  ______
  # 6 _________________  _____  _____  ______
  # 7 _________________  _____  _____  ______
  # 8 _________________  _____  _____  ______
  # 9 _________________  _____  _____  ______
  #10_________________  _____  _____  ______
  #11_________________  _____  _____  ______
  Step Two: Sponsorship
  60pts +10-vehicles +10-weapons
  95pts +10-equipment +10-vehicles
  145pts +10-vehicle +10 outfits +10-weapons
  200pts +10-vehicles +10-budget
  300pts +20-budget or weapons +20-outfits
  500pts +20-vehicles +20-budget
    Small Time Company or Squad
    Minor Company
    Free Company
    Large Company
    Mercenary Army
    Large Mercenary Army
  J
  J
  J
  J
  J
  J
   Point Modifications:
            +
   Total Points Used:
  Operational Territory:_____________________
  History:_________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  ________________________________________
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J x__
  J x__
  J x__
  J x__
  J x__
  J x__
  J x__
  J x__
  J x__
  J x__
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  
  WEAPONS
   AMMO:
   AMMO:
   AMMO:
   AMMO:
   AMMO:
  ROBOT COMBAT/VEHICLE LOG
  TYPE:_____________ # OF ATTACKS:___
  STRIKE: +_________ PARRY:+_________
  DODGE: +__________ ROLL:+_________
  INNITIATIVE:+________ TEAR:_________
  RESTR. PUNCH:_______ PUNCH:_______
  POWER PUNCH:_______ STOMP:_______
  KICK:________ LEAP KICK:__________
  BODY FLIP/THROW:__________________
  BODY BLOCK/TACKLE:_______________
  __________:_______________________
  SPEED
  FLYING(SPACE/ATM.):________/_______
  FTL(___________):________________
  __________:______________________
  RUNNING:_________________________
  RANGE:___________________________
  STATISTICAL DATA
  HEIGHT:__________ WIDTH:__________
  LENGTH:_________ WEIGHT:_________
  CARGO:___________________________
  POWER SYSTEM:____________________
  VALUE-NEW:_________USED:_________
  WEAPON SYSTEMS
  TYPE
           DAMAGE             AMMO
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
      .D.C.  A.R.:___
  MAIN BODY:(     )____________________
  _________________________________
  HEAD:(    )_________________________
  LEFT LEG:(    )_____________________
  RIGHT LEG:(    )____________________
  LEFT ARM:(    )_____________________
  RIGHT ARM:(    )____________________
  SENSOR TURRET:(    )_________________
  PILOT'S COMP.:(    )_________________
  _________________________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  ARMOR:___________________
  A.R.:____      .D.C.:______/______
  WEIGHT:______ COST:__________
  PROWL PENALTY: -____%
  _______________________________
  _______________________________
  _______________________________
  OUTFITS
   J
   J
   J
   J
   J
  ROBOT COMBAT/VEHICLE LOG
  TYPE:_____________ # OF ATTACKS:___
  STRIKE: +_________ PARRY:+_________
  DODGE: +__________ ROLL:+_________
  INNITIATIVE:+________ TEAR:_________
  RESTR. PUNCH:_______ PUNCH:_______
  POWER PUNCH:_______ STOMP:_______
  KICK:________ LEAP KICK:__________
  BODY FLIP/THROW:__________________
  BODY BLOCK/TACKLE:_______________
  __________:_______________________
  SPEED
  FLYING(SPACE/ATM.):________/_______
  FTL(___________):________________
  __________:______________________
  RUNNING:_________________________
  RANGE:___________________________
  STATISTICAL DATA
  HEIGHT:__________ WIDTH:__________
  LENGTH:_________ WEIGHT:_________
  CARGO:___________________________
  POWER SYSTEM:____________________
  VALUE-NEW:_________USED:_________
  WEAPON SYSTEMS
  TYPE
           DAMAGE             AMMO
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
  ____________:__D_____:(__)________
  _________________________________
      .D.C.  A.R.:___
  MAIN BODY:(     )____________________
  _________________________________
  HEAD:(    )_________________________
  LEFT LEG:(    )_____________________
  RIGHT LEG:(    )____________________
  LEFT ARM:(    )_____________________
  RIGHT ARM:(    )____________________
  SENSOR TURRET:(    )_________________
  PILOT'S COMP.:(    )_________________
  _________________________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  __________:(    )___________________
  PSIONICS/MAGIC
  PSIONIC/SPELL
  RANGE
  DURATION
  EFFECT
  I.S.P./P.P.E.
  SAVING THROW
  DAMAGE
  RATE
  PARRY
  STR/THR
  AIM/BURST
  DAMAGE
  PAYLOAD
  RANGE
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  CHARACTER HISTORY
  CONTACTS
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  NAME:                            OCCUPATION:                     NOTES:
  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  
  A. Outfits
  1. None
  2. Utility
  3. Open Wardrobe
  4. Specialty Clothing
  5. Gimmick Clothing
  6. Unlimited Clothing
  B. Equipment
  1. None
  2. Cheap Gear
  3. Electronic Supplies
  4. Medical Equipment
  5. Medical Clinic
  6. Unlimited Equipment
  C. Vehicles
  1. None
  2. Basic Transportation
  3. Company Fleet
  4. Deluxe Fleet
  5. Specialty Vehicles
  6. Unlimited Vehicles
  D. Communications
  1. None
  2. Basic Service
  3. Secured Service
  4. Full Range System
  5. Deluxe Com. Network
  6. Theater/Superior Com.*
  E. Internal Security
  1. None
  2. Lax
  3. Tight
  4. Iron-Clad
  5. Paranoid
  6. Impregnable
  F. Defenses/Military Power
  1. None
  2. Basic Defenses
  3. Weapons & Armor
  4. Militia
  5. Private Army
  6. Strike Force
  G. Types of Acts
  1. Average Clowns (6)
  2. Expert Clowns (6)
  3. Jugglers (4)
  4. Expert Jugglers (4)
  5. Expert tumblers (4)
  6. Average Minstrels (4)
  7. Expert Minstrels (4)
  8. Expert Side-show Barker
  9. Fortuneteller (non-psychic)
          10. Psychic/Mystic Fortuneteller
          11. Expert Stage Magician
          12. Pickpocket & Shill
          13. Expert Acrobats (8)
          14. Expert Animal Tamer
  12 trained dogs
  24 snakes
  4 bears
  6 horses
  6 elephants
  Rifts® Travelling Show
  Step One: Type
    Side Show
    Freak Show
    Travelling Medicine Show
    Travelling Troubadours
    Carnival
    Circus
  Step Two: Sponsorship
    Independant
    Secret
    Criminal: Small Time
    Criminal: Organized Crime
    Government
    _________________ Front
  +20pts-acts +20pts
  +10pts-acts +10-defense +30pts
  +30pts-criminal activity +10pts
  +10pts-security +10-defense +50-criminal activity
  +10pts-security +50pts
  +10pts-security +20-defense +10-equipment +40pts
  110pts +10-vehicles +30-acts
  150pts +20-acts +10-equipment
  140pts +10-security +20 criminal activity
  160pts +10-equipment +20-outfits
  240pts +50-acts +10-reputation
  300pts +90-acts +20-reputation
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  J
  Total Points:
  Step Three: Features
  Four African lions
  Two tigers
  Two leopards
  Small dinosaur
  Large herbivour dinosaur
  Common monster
  Exotic monster- tame
  Exotic monster- wild
          15. Real Magic Act
          16. Healer
          17. Showgirls (8)
          18. Live Freaks (2R-6F)
          19. Side Show Attractions(12)
          20. Pre-Rifts Movies
  Black & White
  Lousy Film
  Good drama, gangster, advent.
  Great drama, gangster, advent.
  Fair Sci-Fi
  Great Sci-Fi
          21. Rides
  Pony ride (6)
  Horse ride (6)
  Elephant ride (4)
  Other Animals (4)
  Exotic Animals (2)
  Carnival rides
          22. Games of Chance
          23. Gladiatorial Arena
  H. General Alignment
  1. Miscreant/Diabolic
  2. Miscreant/Aberrant
  3. Anarchist
  4. Anarchist/Unpricipled
  5. Unprincipled/Scrupulous
  6. Scrupulous/Principled
  I. Criminal Activity
  1. Medicine Man
  2. Prostitutes (3)
  3. Expert Forger
  4. Expert Worms (3)
  5. Cyberdoc
  6. Pickpocket Team (2)
  7. Robbers (2D4 +2)
  8. Smugglers (1D6 +2)
  9. Expert Assassin
          10. Psychic Enforcer
          11. Special Forces (2)
  J. Reputation
  1. Hunted
  2. Scoundrels
  3. Unknown
  4. Known
  5. Excellent Reputation
  6. Famous
  K. Salary
  1. None
  2. Freelance
  3. Pittance Salary
  4. Good Salary
  5. Excellent Salary
  6. Outrageous Salary
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  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  ________________ Level.:__ H.P.:___     .D.C.:_____
  _______________ A.R.:__     .D.C.:_____ A.P.M.:___
  H to H: __________________ Strike:+___ Parry:+___
  Dodge:+___ Roll:+___ Damage:+___ Innitiative:
  Weapons:___ ___ ___ ___ ___ ___ ___ ___ ___ ___
  Fled:
   K O:
    Dead:
       Surrendered:
       .D.C.-Natural:
       .D.C.-Armor:
   ______-______:
   H.P.:
  Notes/Skills:_________________________________
  _____________________________________________
  _____________________________________________
  _____________________________________________
  Weapons:                           range   payload   damage
  # 1 _________________  _____  _____  ______
  # 2 _________________  _____  _____  ______
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  # 9 _________________  _____  _____  ______
  #10_________________  _____  _____  ______
  #11_________________  _____  _____  ______
  Name:__________________________
  Operational Territory:_________________
  History:_____________________________
  ____________________________________
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  Copyright 1996 Palladium Books Inc.  Rifts® is a registered trademark of Palladium.
              This sheet can be reproduced for personal use only.
  
  “Bad, Bad” Terrence Clay
  Bonuses: +2 to strike, +3 to parry & dodge, +2 to dis-
  arm, +2 to roll with punch/fall/impact, +3 to pull 
  punch, kick attack does 1D8, karate punch (1D6 
  damage); +5 to save vs Horror Factor, +3 to save 
  vs possession or mind control, +1 to save vs magic.
  Magic: The following spells (Rifts Ultimate Edition, 
  page 120): Banishment (65), Charm (12), Ley Line 
  Transmission (30), Protection Circle: Simple (45), 
  Reality Flux (75), Sense Evil (2), Sheltering Force 
  (20), Trance (10).
  Psionics: None.
  Notable Equipment: Homemade M.D.C. armor (30 
  M.D.C.), .45 submachine-gun & 5 ammo clips (30 
  shots each), C-10 laser rifle & 2 E-Clips (20 shots 
  each), survival knife, hand axe, clothing, backpack, 
  knapsack, 2 small sacks, 1 large sack, pocket mir-
  ror, small silver cross, large wood cross, 4 cloves 
  of garlic, 6 wooden stakes & a mallet, salt, canteen, 
  binoculars, sunglasses, air filter, gas mask, pocket 
  laser distancer, pocket digital disc recorder/play-
  er, handheld computer, and a javelin-like iron rod 
  (sharpened at one end).
  Vehicle: QV-229 Bobcat Hovercycle (180 M.D.C.; 
  flight speed 440 mph/704 km).
  Money: 3,000 in credits and 4,000 credits worth of 
  Black Market goods.
  Terrence Clay was the 13th of 14 children born to 
  a poor farmer in Kentucky. When Terrence was 12, 
  his father (to rid himself of one more mouth to feed) 
  indentured Terrence off to a traveling magician. This 
  magician was a Shifter in need of a servant/assistant to 
  tend to his daily needs (such as cooking and cleaning). 
  Although many of Terrence’s chores were menial, 
  the mage did pass on much of his magic knowledge 
  to Terrence. Eventually, the mage met his demise due 
  to summoning something that disagreed with him and 
  Terrence suddenly found himself free.
  Since then, he has followed the path of his mentor 
  as a freelance Shifter. It is unknown who first gave 
  him the nickname of “Bad, Bad Terrence Clay.”
  Alignment: Anarchist.
  Attributes: I.Q. 12, M.E. 13, M.A. 12, P.S. 12, P.P. 
  13, P.E. 13, P.B. 11, Spd 26.
  Hit Points: 27
  S.D.C.: 14
  P.P.E.: 138
  Height: 6 feet, 4 inches (1.93 m).
  Weight: 210 lbs (95 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Shifter (Rifts Ultimate 
  Edition, pages 120-126).
  Shifter Abilities: Dimension Sense 50%, Communi-
  cation Rift 35%, see Rifts Ultimate Edition, pages 
  120-125, for other abilities, magic spells (below).
  Skills: Speaks American 98%, Dragonese & Chi-
  nese 74%, Literate in American 85%, Dragonese 
  65%, Archaeology 50/40%, Astronomy 65%, Basic 
  Mathematics 75%, Breed Dogs 60/40%, Cook 55%, 
  Holistic Medicine 50/40%, Horsemanship: Gener-
  al 52/32%, Land Navigation 58%, Lore: Demons 
  & Monsters 60%, Dimensions 50%, Faerie 55%, 
  Magic 55%, Pilot: Hovercycle 73%, Sailboats 75%, 
  Wilderness Survival 50%.
  Weapon Proficiencies: Knife (+2 to strike, parry or 
  throw), Submachine-Gun (+2 to strike), Energy Ri-
  fle (+1 to strike).
  Combat Skill: Hand to Hand: Expert.
  Attacks per Melee: Five.
  
  Bob McCrory
  Bob McCrory was born and raised in Kingsdale. 
  After serving his time in the Kingsdale militia to pay 
  them back for his M.O.M. implants, Bob headed west 
  to make his fortune. It was on one of these western ad-
  ventures that Bob saved the life of a Yhabbayar (who 
  then rewarded Bob with a magic Bubble Axe).
  Alignment: Unprincipled.
  Attributes: I.Q. 12, M.E. 11, M.A. 14, P.S. 22, P.P. 
  17, P.E. 21, P.B. 11, Spd 32.
  Hit Points: 62
  S.D.C.: 118
  P.P.E.: 3
  Height: 6 feet, ½ inch (1.84 m).
  Weight: 199 lbs (90 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 6th level Crazy (Rifts Ultimate 
  Edition, pages 53-61).
  Special Abilities (RUE, page 55): 1. Super Endur-
  ance, 2. Increased Strength, 3. Increased Speed, 4. 
  Heightened Reflexes & Agility, 5. Enhanced Senses, 
  6. Enhanced healing, 7. Crazies’ Bio-Regeneration.
  Insanities: 1. Phobia: Ley Lines (avoids them when-
  ever possible).
  2. Affective Disorder: Trauma Induced Migraine 
  (from high stress situations). Penalties: -1 on all 
  combat moves, -10% on skill performance, and 
  -10% to Spd.
  3. Frenzy (from Intense Pain). Occurs when all 
  S.D.C. and/or approximately half his Hit Points are 
  depleted. Bob flies into an uncontrollable rage. Bo-
  nuses & abilities: +1 attack per melee round, +30 to 
  S.D.C., +1 to strike, parry, dodge, & roll with im-
  pact, Spd is increased by 30%, and +1D6 to damage 
  by ALL physical attacks.
  4. Obsession: with the Coalition States (player’s 
  choice as to how this obsession manifests itself).
  Magic: None, other than the Yhabbayar axe (see be-
  low).
  Psionics: Impervious to Fire (4), Sense Evil (2), Sum-
  mon Inner Strength (4). Considered a Minor Psy-
  chic, needs a 12 or better to save vs psionic attacks.
  I.S.P.: 54
  Skills of Note: Speaks American 95%, Spanish 80%, 
  Automotive Mechanics 50%, Climbing 85/75%, 
  Combat Driving, Dance 70%, Demolitions Dis-
  posal 90%, Detect Ambush 65%, Detect Con-
  cealment 65%, Electronic Countermeasures 75%, 
  Escape Artist 75%, Field Armorer & Munitions Ex-
  pert 80%, First Aid 80%, Horsemanship: General 
  65/45%, Land Navigation 66%, Locksmith 60%, 
  Pilot: Automobile 75%, Boats: Paddle/Canoe/Kay-
  ak 75%, Prowl 70%, Radio: Basic 90%, Sensory 
  Equipment 65%, Streetwise 50%, Swimming 95%, 
  Tailing 70%, Tracking (people) 60%, Wilderness 
  Survival 55%, Wrestling, Gymnastics (sense of bal-
  ance 85%, work parallel bars/rings 95%, climb rope 
  90%, back flip 98%).
  Weapon Proficiencies: Axe (+2 to strike or parry, +1 
  to throw), Knife (+2 to strike, +3 to parry or throw), 
  Quick Draw (+1 on initiative), Targeting (+2 to 
  strike), Handguns, Submachine-Gun, Energy Pistol, 
  Energy Rifle, Heavy M.D. Weapons (+3 to strike 
  with all).
  Combat Skills: Hand to Hand: Martial Arts.
  Attacks per Melee: Six.
  Bonuses: +3 on initiative, +3 to strike, +5 to parry 
  & dodge, +4 to auto-dodge, +7 to S.D.C. damage, 
  +11 to roll with punch/fall/impact, +3 to pull punch, 
  +2 to entangle, Karate and any hand strike/punch, 
  Karate kick attack does 2D6, body flip/throw does 
  1D6, leap kick (3D8 damage, but counts as 2 melee 
  attacks), Critical Strike on 18-20; +3 to Perception 
  Rolls, +7 to save vs poison, +6 to save vs all forms 
  of mind control, +4 to save vs toxic gases, drugs & 
  diseases, +3 to save vs magic, +2 to save vs psionic 
  attacks & possession, +27% to save vs coma/death.
  Equipment: Homemade M.D.C. armor (57 M.D.C. 
  left), a gas mask & air filter, tinted goggles, hatchet 
  for cutting wood (1D6 S.D.C. damage), 2 knives 
  (1D6 S.D.C. damage), a Vibro-Knife (1D6 M.D.), 
  Wilk’s 210 Pocket Pistol, Wilk’s 447 Laser Rifle, 
  4 extra E-Clips for each, tent, knapsack, backpack, 
  saddlebags, 2 canteens, 18 days of food rations, 
  Geiger counter.
  Yhabbayar Axe: An extremely rare (possibly 
  unique) item given to Bob by a Yhabbayar whose 
  life he once saved. However, the axe is unstable 
  and, although the axe is enchanted to create magic 
  and/or psionic bubbles, it creates them randomly. 
  The wielder himself never knows what bubble(s) 
  
  will appear until after he activates the axe. Targets 
  get to save vs either magic or psionics (depending 
  upon the specific bubble). Roll percentile:
  01-08 Thunderclap (magic).
  09-15 Magic Pigeon (magic - upon touching some-
  one, this bubble will vanish and be replaced by 
  a mystic facsimile of a pigeon which will fly 
  around the person who is touched until it receives 
  a message to deliver. It will then fly away to de-
  liver its message.).
  16-23 Lantern Light (magic - the light will be under 
  the control of the axe wielder).
  24-30 Create Zombie (magic - whomever is touched 
  will become a zombie for 1D6 hours).
  31-38 Fist of Fury (magic - upon touching some-
  one, this bubble will vanish and be replaced by 
  a glowing red fist which will attack, doing 1D6 
  damage, twice per round for 1D6 rounds).
  39-45 Commune with Spirits (magic - allows 
  whomever is touched to see and speak with all 
  types of Entities).
  46-53 Levitation (psionic - affects up to 1D6 x 10 
  lbs/4.5 kg).
  54-60 Nightvision (psionic - whomever is touched 
  gains nightvision for 1D6 x 10 minutes).
  61-68 Blinding Flash (magic).
  69-75 Armor of Ithan (magic - whomever is touched 
  gains an invisible, noiseless, weightless, full suit 
  of mystic armor).
  76-83 Bio-Manipulation (psionic - roll 1D8, re-roll-
  ing rolls of 8, to determine which of the 7 attacks 
  is generated).
  84-90 Telekinetic Acceleration Attack (psionic - 
  this bubble will affect a number of small objects 
  and speed them up in a random direction. The axe 
  wielder can gain control of these objects with a 
  successful psionics saving throw.).
  91-98 Fly as the Eagle (magic - whoever is touched 
  will gain the ability to fly for 1D6 x 10 minutes).
  99-00 Combination of any 2 of the previous effects.
  Money: 400 in credits and 4,000 credits worth of 
  Black Market goods.
  
  Dr. Quaid
  Dr. Quaid originally hails from Canada. Howev-
  er, his search for medical knowledge has taken him 
  to various places. When he arrived at the Chi-Town 
  ‘Burbs, he was appalled by the lack of decent medi-
  cal treatment available in some areas, so he decided 
  to stay. This is one man who is determined to make a 
  difference.
  Name: Douglas Matthew Quaid.
  Alignment: Scrupulous.
  Attributes: I.Q. 13, M.E. 11, M.A. 16, P.S. 11, P.P. 
  11, P.E. 15, P.B. 11, Spd 10.
  Hit Points: 41
  S.D.C.: 26
  P.P.E.: 7
  Height: 5 feet, 10 inches (1.78 m).
  Weight: 160 lbs (72 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 7th level Body Fixer (Rifts Ulti-
  mate Ed. RPG, pages 86-88).
  Special O.C.C. Abilities (RUE, page 87): 1. Famil-
  iarity with D-Bees, 2. Disease Diagnostic Special-
  ist.
  Skills: Speaks American 98%, Dragonese/Elven & 
  Faerie Speak 88%, Literate in American 98%, 
  Dragonese/Elven 70%, Animal Husbandry 65%, 
  Athletics (general), Biology 90%, Brewing: Medic-
  inal 75/80%, Chemistry 80%, Crime Scene Investi-
  gation 80%, Cryptography 55%, Fencing, History: 
  Pre-Rifts 71/63%, Post-Apocalypse 80/75%, Lore: 
  D-Bees 80%, Math: Basic 90%, Advanced 75%, 
  Medical Doctor 98%, Outdoorsmanship, Pathology 
  98%, Pilot Hovercycle 98%, Public Speaking 75%, 
  Sensory Equipment (medical equipment 80%, other 
  65%), Sewing 80%, Wilderness Survival 75%, Xe-
  nology 80%.
  Weapon Proficiencies: Knife (+4 to strike, +3 to par-
  ry or throw), Shotgun (+3 to strike), Energy Pistol.
  Combat Skill: No formal Hand to Hand training.
  Attacks per Melee: Two, or five non-combat actions.
  Bonuses: +2 to dodge, +1 to disarm, +2 on most Per-
  ception Rolls (+4 on those involving drugs/chemi-
  cals, poison, or other medical-related matters), +3 to 
  save vs disease and insanity, +2 to save vs poison, 
  drugs, and Horror Factor.
  Magic: None.
  Psionics: None.
  Vehicle: MI-3000 Firefly Hovercycle (46 M.D.C. re-
  maining).
  Notable Equipment: Light M.D.C. body armor (24 
  M.D.C.), Wilk’s-Reni 104 Derringer & 2 E-Clips, 
  12 gauge shotgun & 2 extra magazines (7 feed), Vi-
  bro-Knife (1D6 M.D.C.), two scalpels (1D3 S.D.C. 
  damage), one Wilk’s Laser Scalpel, two surgical 
  gowns, a dozen pair of disposable surgical gloves, a 
  pair of reusable surgical gloves, surgical kit, medi-
  cal kit, IRMSS/Internal Robot Micro-Surgeon Sys-
  tem, RMK/Robot Medical Kit, handheld computer, 
  handheld blood pressure machine (computerized), 
  thermometer, six unbreakable vials, portable com-
  pu-drug dispenser, portable laboratory, backpack, 
  medical satchel, flashlight, pen flashlight, brimmed 
  hat, hooded cape, canteen, pair of sunglasses, air 
  filter, pocket notepad and 2 pens, some personal 
  items, 18 days of food rations.
  Money: 6,000 in credits and 9,000 credits worth of 
  Black Market goods.
  
  Elliott Armstrong
  Elliott Armstrong was born and raised in the Pecos 
  Empire and became a Pecos Raider upon reaching 
  adulthood. When the leader of his raider band (who 
  was well-disposed toward Elliott) was challenged and 
  deposed by a rival (who was hostile to Elliott), Elliott 
  decided that it was time to leave the Pecos Empire in 
  favor of better pickings elsewhere. He has been travel-
  ing around ever since.
  Alignment: Anarchist.
  Attributes: I.Q. 12, M.E. 12, M.A. 10, P.S. 14, P.P. 
  19, P.E. 18, P.B. 14, Spd 17.
  Hit Points: 52
  S.D.C.: 51
  P.P.E.: 3
  Height: 6 feet, 1 inch (1.85 m).
  Weight: 188 lbs (85 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 7th level Pecos Raider (Rifts Lone 
  Star, pages 153-154).
  Skills of Note: Speaks American & Spanish 90%, 
  Automotive Mechanics 55%, Climb 80/70%, Cook 
  75% (85% for game animals), Fishing 80%, Gar-
  dening 65%, Horsemanship: Cowboy 98/92%, 
  Hunting, Land Navigation 72%, Lore: Cattle & An-
  imals 60%, Pilot: Sail Boats 95%, Hovercraft 90%, 
  Hovercycle 98%, Radio: Basic 75%, Electronic 
  Countermeasures 60%, Recognize Weapon Qual-
  ity 60%, Recycling 60%, Sewing 70%, Streetwise 
  54%, Swim 90%, Tracking (people) 55%, Wilder-
  ness Survival 60%, Athletics (general).
  Weapon Proficiencies: Sword (+3 to strike & parry, 
  +1 to throw), Knife (+3 to strike, parry, or throw), 
  Quick Draw (+2 on initiative), Rope (+2 to strike, 
  +1 to entangle or disarm), Energy Pistol, Energy 
  Rifle (both +2 to strike), Paired Weapons.
  Combat Skills: Hand to Hand: Martial Arts.
  Attacks per Melee: Five.
  Bonuses: +1 on initiative, +4 to strike, +6 to parry or 
  dodge, +4 to roll with punch/fall/impact, +3 to pull 
  punch, +2 to disarm, +2 to entangle, any hand strike/
  punch, any kick, critical strike on 18-20, can per-
  form Holds, body flip/throw does 1D6; +2 to save 
  vs magic or poison, +6% to save vs coma/death.
  Magic: Two items: 1. cask of smoke - a small wood-
  en cask that can unleash a cloud of smoke 30x40 
  feet/9x12 m (like the Cloud of Smoke spell), 2. Orb 
  of Flight - confers the power of flight (like the Fly 
  spell). Both act at 6th level proficiency and are us-
  able 3 times per day.
  Psionics: Considered a Minor Psychic, needs a 12 or 
  better to save vs psionic attacks. Abilities are Ecto-
  plasm (6 or 12), and Summon Inner Strength (4).
  I.S.P.: 40
  Notable Equipment: A set of Plastic Man body armor 
  with a tinted visor, flashlight, cigarette lighter, pack 
  of cigarettes, comb, pocket mirror, 100 feet (30.5 
  m) of lightweight rope, binoculars, wooden dagger 
  and 7 stakes, survival knife, 2 Vibro-Knives, Bandit 
  LP1 laser pistol with 3 extra E-Clips, Wilk’s 567 
  “Long Gun” with 5 extra E-Clips, 4 hand grenades 
  (any type), 2 flares, knapsack, backpack, utility belt, 
  air filter, and 2 canteens.
  Vehicle: NG-300 Speedster Hovercycle (71 M.D.C.).
  Money: 238 in credits and 311 credits worth of Black 
  Market goods.
  567 "Long Gun" 
   - Strike +2 (add +1 for aimed shots) 
   - Range 2200ft 
   - Damage 1-5d6 (uses 1-5 shots) 
  Vibro-Knives 
   - Strike +7 
   - Parry +9 
   - Damage 1d6 
  LP1 Laser Pistol 
   - Strike +3 
   - Range 1000ft 
   - Damage 2d4 MD 
  Grenades 
   - Strike +4 
   - Range 100ft 
   - Damage 4d6 
  
  Erik Lovatt
  Erik Lovatt was born and raised in New York State 
  (not too far away from Madhaven). Eventually, Erik’s 
  parents grew tired of being so close to the terrible 
  city of Madhaven and headed west to Chi-Town. The 
  ‘Burbs were as far as they got. Sadly, both of Erik’s 
  parents eventually died, never having been allowed 
  citizenship into Chi-Town. Erik decided to spend the 
  rest of his life helping others who were unable to over-
  come this cruel system. Since he needed some way of 
  supporting himself, Erik became a Juicer, figuring that 
  life was short anyway so he might as well make his a 
  memorable one.
  Alignment: Principled.
  Attributes: I.Q. 12, M.E. 12, M.A. 15, P.S. 23, P.P. 
  14, P.E. 21, P.B. 13, Spd 68.
  Hit Points: 83
  S.D.C.: 225
  P.P.E.: 5
  Height: 6 feet (1.83 m).
  Weight: 190 lbs (86 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 8th level Juicer (Rifts Ultimate 
  Edition, pages 78-81).
  Special Abilities (RUE, page 79)*: 1. Super Endur-
  ance, 2. Super Strength, 3. Super Speed, 4. Super-
  Reflexes & Reaction Time, 5. Enhanced Healing.
  Penalties: 1. Hyperactive: Cannot sleep without seda-
  tives or tranquilizers, tends to be jumpy and anxious 
  when awake, easily bored and continually being 
  dosed by the bio-comp to compensate.
  2. Limited Lifespan: Has entered into his fifth 
  year as a Juicer (his 52nd month, to be precise) and 
  has (at most) less than three years to live. Chance of 
  successful detoxification is at only 9%.
  Magic: None.
  Psionics: None.
  Skills of Note: Speaks American 92%, Spanish and 
  Gobblely 81%, Climbing 98%, First Aid 80%, Gen-
  eral Repair & Maintenance 70%, Housekeeping 
  70%, ID Plants & Fruit 65%, Land Navigation 69%, 
  Pilot: Hovercycle 98%, Motorcycle 98%, Boat: 
  Motor Types 90%, Radio: Basic 90%, Recognize 
  Weapon Quality 70%, Running, Sewing 75%, Sign 
  Language 60%, Swimming 95%, Weapon Systems 
  80%, Wilderness Survival 70%, Acrobatics (sense 
  of balance, climb rope, or back flip, all at 98%, 
  Prowl 45%, walk tightrope/high wire 96%).
  Weapon Proficiencies: Knife (+2 to strike, parry or 
  throw), Forked Weapons (+3 to strike or entangle, 
  +2 to parry, +1 to throw), Handguns, Energy Pistol, 
  Energy Rifle, Military Flamethrowers (+2 to strike 
  with any), Paired Weapons.
  Combat Skills: Hand to Hand: Commando.
  Attacks per Melee: Eight.
  Bonuses: +8 on initiative, +2 (+4)** to strike, +3 to 
  parry, +4 to dodge, +4 to automatic dodge, +10 to 
  S.D.C. damage, +7 to roll with punch/fall/impact, 
  +7 to pull punch, +4 to disarm, karate strike/punch 
  (does 2D4), +3 to body flip/throw (does 1D6), body 
  block/tackle, backward sweep kick, karate kick at-
  tack (does 2D6), leap kick (3D8 damage, but counts 
  as 2 melee attacks), +2 to Perception Rolls, +4 to 
  save vs psionic attacks & possession, +6 to save vs 
  all forms of mind control, +3 to save vs poison, +8 
  to save vs toxic gases, drugs & diseases, +3 to save 
  vs magic, +3 to save vs Horror Factor, +32% to save 
  vs coma/death.
  Notable Equipment: Bio-comp and bio-data im-
  plants, drug harness and drug supply, Juicer light-
  weight flex-plate armor (45 M.D.C.), optic helmet, 
  JA-11 Energy rifle (with 6 extra E-Clips), IP-10 Ion 
  Pistol (with 4 extra E-Clips), .45 auto pistol (with 
  100 extra rounds), military fork (2D6 damage), 
  survival knife (1D6 damage), Vibro-Knife (1D6 
  M.D.), portable IRMSS kit, camouflage fatigues 
  and armor, extra set of grey fatigues, boots with 
  knife holster, gloves, backpack, utility belt, sun-
  glasses, canteen, compass, 17 days of food rations, 
  and personal items.
  Money: 1,000 in credits and 1,100 credits worth of 
  Black Market goods.
  Notes: * Bonuses already figured in.
  ** Strike bonus for kicks.
  
  Frank Donner
  Frank was working as an employee at a Techno-
  Wizardry shop, happily toiling away and saving his 
  money for the day when he could set up a shop of his 
  own. However, that goal fell by the wayside when he 
  heard that his older brother, Jerry (who was a freelance 
  adventurer), was missing. Frank quit his job, dipped 
  into his savings to purchase various items he felt nec-
  essary for adventuring, and set out to find Jerry. He 
  is accepting various assignments while continuing to 
  search for his brother.
  Alignment: Unprincipled.
  Attributes: I.Q. 13, M.E. 12, M.A. 18, P.S. 14, P.P. 8, 
  P.E. 19, P.B. 14, Spd 20.
  Hit Points: 38
  S.D.C.: 20
  P.P.E.: 112
  Height: 5 feet, 8 inches (1.72 m).
  Weight: 174 lbs (78 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Techno-Wizard (Rifts 
  Ultimate Ed. RPG, pages 126-129).
  Skills: Speaks American 98%, Chinese & Dragonese 
  74%, Literate in American 76%, Botany 50%, 
  Computer Operation 60%, Computer Programming 
  50%, Computer Repair 55%, Electrical Engineer 
  65%, Mechanical Engineer 60%, Land Navigation 
  53%, Mathematics: Basic 80%, Advanced 70%, Pi-
  lot: Combat Driving, Tanks & APCs 53%, Radio: 
  Basic 70%, Robot Mechanics 45%, Sensory Equip-
  ment 55%, Sewing 55%, Techno-Wizardry Con-
  struction 86%, Vehicle Armorer 55%, Wardrobe & 
  Grooming 62%.
  Weapon Proficiencies: Energy Pistol, Energy Rifle 
  (both +2 to strike), Knife (+2 to strike, parry & 
  throw), Paired Weapons.
  Combat Skill: Hand to Hand: Expert.
  Attacks per Melee: Five.
  Bonuses: +2 to strike, +3 to parry & dodge, +2 to roll 
  with punch/fall/impact, +3 to pull punch, +2 to dis-
  arm, Karate Punch, kick attack does 1D8; +3 on 
  Perception rolls (involving magic and/or machines), 
  50% to trust/intimidate; +3 to save vs magic, +2 to 
  save vs poison, possession, mind control, or Horror 
  Factor, +8% to save vs coma/death.
  Magic: Beginning spells (Rifts Ultimate Edition, page 
  128) plus Mystic Fulcrum (5), Sense Evil (2), Sum-
  mon/Control Rodents (70), & Words of Truth (15). 
  +1 to Spell Strength, Ley line Piloting 80%.
  Psionics: Considered a Minor Psychic, needs a 12 or 
  better to save vs psionics. Has abilities of Machine 
  Ghost (12), Mind Block (4), Object Read (6), Speed 
  Reading (2), Telemechanics (10), Total Recall (2).
  I.S.P.: 39
  Notable Equipment: Light M.D.C. body armor (35 
  M.D.C.) with 2 special features (Mystic Fulcrum 
  and Repel Animals), TW rifle (4D6 M.D.), TW 
  pistol (2D6 M.D.), 4 E-Clips for each, survival 
  knife, Swiss Army pocket knife, work overalls, nice 
  clothes, pilot style jumpsuit, tinted goggles, multi-
  optic band, magnifying glass, pocket flashlight, 6 
  signal flares, mini-tool kit, knapsack, backpack, 1 
  small sack, 1 large sack, pocket mirror, silver cross, 
  canteen, binoculars, air filter & gas mask, pocket 
  laser distancer, pocket digital disc recorder/player, 
  handheld computer, or weapons listed under Stan-
  dard Equipment in the O.C.C. description.
  Money: 200 in credits and 4,000 credits worth of 
  Black Market goods.
  
  Gaherus-Rukkh
  Gaherus-Rukkh was a follower of one of his fel-
  low tribesmen who tried to stage a coup against their 
  chief. The coup failed and Gaherus (among others) 
  was forced to flee into exile. The Goblins managed to 
  find jobs as mercenaries, but eventually, all of them 
  were killed except Gaherus (who is currently looking 
  for work).
  Alignment: Anarchist.
  Attributes: I.Q. 9, M.E. 13, M.A. 5, P.S. 18**, P.P. 
  18, P.E. 24, P.B. 8, Spd 19.
  M.D.C.: 57*
  Hit Points: 52*
  S.D.C.: 10*
  P.P.E.: 118
  Height: 4 feet, 5 inches (1.35 m).
  Weight: 105 lbs (47 kg).
  Horror Factor: 11
  Disposition & Description: Player’s choice.
  Experience Level: 3rd level Psi-Goblin (Psyscape, 
  pages 128-130).
  Natural Abilities: High physical attributes, double-
  jointed, Nightvision 1,000 feet (305 m), swim 55%, 
  climb 80/70%, Bio-Regeneration (2D6 points per 
  hour and can regrow fingers, ears and similar within 
  72 hours, a hand, arm or leg in 1D4 weeks), innate 
  magic abilities (below), psionics (below).
  Skills: Speaks Gobblely and Faerie at 98%, American 
  66%, Concealment 28%, Detect Ambush 40%, De-
  tect Concealment 35%, Escape Artist 60%, Gem-
  ology 35%, Intelligence 50%, Interrogation 50%, 
  Jury-Rig 35%, Land Navigation 54%, Leather 
  Working 50%, Pick Locks 40%, Streetwise 38%, 
  Track & Trap Animals 30/40%, Tracking (people) 
  35%, Wilderness Survival 55%.
  Weapon Proficiencies: Sword (+2 to strike, +1 to 
  parry), Axe (+1 to strike & parry), Targeting (+2 
  to strike), Handguns (+2 to strike), Energy Pistol, 
  Paired Weapons.
  Combat Skill: Hand to Hand: Expert.
  Attacks per Melee: Five.
  Bonuses: +3 on initiative, +6 to strike, +5 to parry and 
  dodge, +3 to damage, +5 to disarm, +4 to roll with 
  punch/fall/impact, +7 to pull punch, kick attack 
  (1D8 damage), karate punch (1D6 damage); imper-
  vious to disease, +3 to save vs psionics, radiation 
  and pollution, +7 to save vs magic, +5 to save vs 
  poison, +6 to save vs Horror Factor, +18% to save 
  vs coma/death.
  Magic: Each of the following can be performed up 
  to three times per 24 hour period (if Gaherus has 
  enough P.P.E.): Armor of Ithan (10), Energy Bolt 
  (5), Fool’s Gold (10), Forcebonds (25), Repel Ani-
  mals (7), Shadow Meld (10).
  Psionics: Considered a Major Psychic, needs a 12 or 
  better to save vs psionic attacks. Has the abilities of 
  Death Trance (1), Detect Psionics (6), Ectoplasm (6 
  or 12), Mind Block (4), See the Invisible (4), Sense 
  Evil (2), Sense Magic (3), Summon Inner Strength 
  (4), Telekinetic Leap (8).
  I.S.P.: 79
  Equipment: Short sword, battle axe, 7.65mm au-
  tomatic pistol & 2 ammo clips (15 rounds each), 
  Wilk’s 320 laser pistol & 1 E-Clip (20 shots), Vi-
  bro-Saber, clothes (pants, shirt, belt, boots, gloves, 
  hooded cloak), sleeping bag, blanket, backpack, a 
  medium-sized sack, 2 small pouches, 50 feet (15 m) 
  of rope, 5 weeks of food rations.
  Money: 450 in credits and 500 credits worth of Black 
  Market goods.
  Notes: * Gaherus is a Mega-Damage being on Rifts-
  Earth, his Hit Points and S.D.C. are only applicable 
  in a non-Mega-Damage environment.
  ** P.S. is Supernatural while on Rifts Earth.
  
  Jason Ingoldsby
  Jason Ingoldsby was born in Chi-Town to a fair-
  ly affluent family. Family connections (plus Jason’s 
  own talents) ultimately earned Jason a commission 
  in the Coalition States Army. Although Jason served 
  diligently (albeit without notable distinction) for sev-
  eral years, an incident involving the slaughter of some 
  helpless humans (who were merely suspected of abet-
  ting some D-Bees) soured him on military life. Jason 
  resigned his commission and has been a freelance ad-
  venturer ever since.
  Alignment: Scrupulous.
  Attributes: I.Q. 12, M.E. 12, M.A. 12, P.S. 16, P.P. 
  13, P.E. 15, P.B. 13, Spd 21.
  Hit Points: 37
  S.D.C.: 30
  P.P.E.: 4
  Height: 5 feet, 10 inches (1.78 m).
  Weight: 188 lbs (85 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 7th level CS Military Specialist 
  (Rifts Ultimate Ed. RPG, pages 235-236).
  Skills of Note: Speaks American 98%, Spanish 65%, 
  Literate in American 80%, Automotive Mechanics 
  60%, Computer Operation 85%, Cook 65%, Detect 
  Ambush 70%, Detect Concealment 65%, Electronic 
  Countermeasures 80%, Forgery 60%, History: Pre-
  Rifts 56/48%, Intelligence 66%, Math: Basic 95%, 
  Advanced 85%, Outdoorsmanship, Paramedic 
  70%, Pick Pockets 70%, Pilot: Automobile 87%, 
  Hovercraft 90%, Robots & Power Armor 84%, Ro-
  bot Combat: Basic, Radio: Basic 95%, Running, 
  Spelunking 65%, Tracking (people) 65%, Weapon 
  Systems 80%, Wilderness Survival 75%, Athletics 
  (general).
  Weapon Proficiencies: Handguns, Energy Pistol, En-
  ergy Rifle, Targeting (all are +3 to strike), Knife (+3 
  to strike, parry, or throw), Quick Draw (+1 on ini-
  tiative), Paired Weapons.
  Combat Skills: Hand to Hand: Expert.
  Attacks per Melee: Five.
  Bonuses: +2 to strike, +4 to parry or dodge, +1 to 
  damage, +3 to roll with punch/fall/impact, +3 to 
  pull punch, +2 to disarm, Critical Strike on 18-20, 
  Karate Kick attack (2D6 damage), Karate Punch 
  (2D4 damage), backhand strike (1D4 damage).
  Magic: None.
  Psionics: None.
  Cybernetics: Bionic right arm with built-in Comput-
  er, Calculator, and Metal Detector.
  Equipment: CA-1 “Dead Boy” armor (100 M.D.C.), 
  C-20 Laser Pulse Pistol, C-12 Heavy Assault Laser 
  Rifle, 4 extra E-Clips for each weapon, .44 automat-
  ic S.D.C. pistol, 5 extra ammo clips, Vibro-Knife, 
  6 grenades (4 high explosive, 2 smoke), 3 signal 
  flares, survival knife (1D6 S.D.C.), distancing bin-
  oculars, Robot Medical Kit, video disc recorder, 
  pocket computer, utility belt, air filter and gas mask, 
  walkie-talkie, uniform, combat boots, canteen, and 
  10 days of field rations.
  Money: 7,854 in credits and Black Market goods.
  C-20 Laser Pulse Pistol (p90 CWC) 
   - Strike +3 
   - Range 800ft 
   - Damage 2d6 MD 
  C-12 Heavy Assault Rifle (p91 CWC) 
   - Strike +3 (add +1 on aimed shot) 
   - Range 2000ft 
   - Damage 4d6 MD/2d6 MD/6d6 SD 
  Grenades (MD) 
   - Strike +3 
   - Range 100ft 
   - Damage 4d6, 6ft area 
  Vibro-Knife (MD) 
   - Strike +5 
   - Parry +7 
   - Damage 1d6
  
  Jody Voight
  Jody used to be a citizen of CS Lone Star until the 
  restrictive atmosphere (especially to a Master Psychic 
  like herself) became too stifling. She slipped out of 
  Lone Star and has been experiencing the freedom of 
  adventuring ever since.
  Alignment: Anarchist.
  Attributes: I.Q. 15, M.E. 20, M.A. 20, P.S. 9, P.P. 14, 
  P.E. 11, P.B. 17, Spd 15.
  Hit Points: 25
  S.D.C.: 25
  P.P.E.: 11
  Height: 5 feet, 9 inches (1.75 m).
  Weight: 114 lbs (51 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 3rd level Psi-Ghost (Rifts Psys-
  cape, pages 63-66).
  Psi-Ghost Abilities: 1. Heightened Presence Sense 
  (64%, 35 foot/10.6 m range), 2. Intangibility (Psys-
  cape, page 65), 3. Psionics (below).
  Skills: Speaks American 97%, Japanese & Spanish 
  80%, Literate in American 60%, Basic Electron-
  ics 50%, Basic Mechanics 45%, Climbing 65/55%, 
  Computer Operation 65%, Computer Hacking 40%, 
  Cryptography 40%, Escape Artist 50%, Gardening 
  44%, Mathematics: Basic 65%, Advanced 65%, 
  Navigation 55%, Outdoorsmanship, Pick Locks 
  55%, Prowl 45%, Radio: Basic 75%, Recycle 40%, 
  Sensory Equipment 40%, Streetwise 40%, Surveil-
  lance Systems 55%, Wilderness Survival 45%.
  Weapon Proficiencies: Energy Pistol (+2 to strike), 
  Knife (+1 to strike, +2 to parry & throw), Shield 
  (+2 to parry).
  Combat Skill: Hand to Hand: Basic.
  Attacks per Melee: Four.
  Bonuses: +2 on initiative, +2 to parry & dodge, +4 to 
  roll with punch/fall/impact, +3 to pull punch, kick 
  attack does 1D8; 60% to trust/intimidate, 35% to 
  charm/impress, +4 to save vs psionics, insanity, or 
  possession, +3 to save vs mind control, +2 to save 
  vs Horror Factor.
  Magic: None.
  Psionics: A Master Psychic, needs a 10 or better to 
  save vs psionic attacks. Has the abilities of Psi 
  Shield (30), Psionic Invisibility (10), Telemechan-
  ics (10), Alter Aura (2), Deaden Senses (4), Ma-
  chine Ghost (12), Mask P.P.E. (4), Mind Block (4), 
  Nightvision (4), Object Read (6), Resist Fatigue (4), 
  Resist Hunger (2), See the Invisible (4), Telekinetic 
  Leap (8).
  I.S.P.: 69
  Notable Equipment: Homemade M.D.C. armor (30 
  M.D.C.), Bandit LPI laser pistol, 6 E-Clips (20 shots 
  each), survival knife, Vibro-Knife, black fatigues, 
  small wardrobe (6 outfits), PDD/Portable Digital 
  Disk player & recorder, portable language trans-
  lator, handheld computer with micro-computer, 
  35mm camera & 10 discs of film, video disc camera 
  & 7 discs of film, microfilm camera, pen flashlight, 
  large flashlight, 100 feet (30.5 m) of super-strong/
  super-lightweight cord, grappling hook, 3 spikes, 
  roll of wire, standard tool kit, lock picking tools, 
  pry bar, glass cutter, laser scalpel, gas mask, tinted 
  goggles, knapsack, backpack, satchel, walkie-talkie, 
  and personal items, including 2 different photo I.D.s 
  (with aliases), fake birth certificate, & fake citizen 
  I.D.s to CS Lone Star and Los Alamo.
  Money: 5,000 in credits and 3,000 credits worth of 
  Black Market goods.
  
  John Bennett
  John Bennett’s Glitter Boy armor has been in his 
  family for four generations. After John inherited the 
  armor, he used it to become an enforcer for the local 
  Black Market. However, despite having to go heavy 
  on the muscle at times in his job, there was a line that 
  John would not cross.
  After John stood up and protected one of his as-
  signed targets from his gangster bosses, John decided 
  that even with the protection of his armor, a change 
  of location on his part would be advantageous to his 
  continued good health.
  Since then, John has been traveling about hiring 
  himself out as a mercenary to whomever is willing to 
  pay him well and not ask him to do anything that he 
  can’t stomach.
  Alignment: Unprincipled.
  Attributes: I.Q. 17, M.E. 14, M.A. 15, P.S. 12, P.P. 
  15, P.E. 12, P.B. 17, Spd 11.
  Hit Points: 22
  S.D.C.: 56
  P.P.E.: 5
  Height: 6 feet, 3 inches (1.91 m).
  Weight: 172 lbs (77 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Glitter Boy (Rifts Ulti-
  mate Ed. RPG, pages 67-74).
  Skills: Speaks American 98%, Euro & Spanish 82%, 
  Basic Electronics 58%, Detect Concealment 48%, 
  General Repair/Maintenance 63%, Land Navigation 
  57%, Mechanics (Automotive 53%, Basic 63%), 
  Paramedic 58%, Pick Pockets 43%, Pilot (Military 
  Submersibles 55%, Robots 68%, Ships 63/58%, 
  Truck 58%), Play Musical Instrument 53%, Radio: 
  Basic 73%, Read Sensory Equipment 58%, Robot 
  Combat (Basic, Elite: Glitter Boy), Weapon Sys-
  tems 68%.
  Weapon Proficiencies: Energy Pistol, Energy Rifle, 
  Heavy Energy Weapons*, Targeting (+2 to strike 
  on all).
  Combat Skill: Hand to Hand: Martial Arts.
  Attacks per Melee: Five/nine**.
  Bonuses: +2 (+4**) on initiative, +3 (+5**) to strike, 
  +3 (+5**) to parry & dodge, +3 (+6**) to roll with 
  punch/fall/impact, +5 (+9**) to pull punch, +1 to 
  disarm, karate kick attack does 2D6, body flip/
  throw does 1D6; +3 to save vs Horror Factor, 35% 
  to charm/impress.
  Magic: None.
  Psionics: None.
  Notable Equipment: Glitter Boy power armor com-
  plete with Boom Gun and full payload of ammuni-
  tion, C-10 laser rifle & 3 E-Clips (20 shots each), 
  Q1-02 ion pistol & 1 E-Clip (12 shots), 9mm auto-
  matic pistol & 1 ammo clip (15 rounds), 2 fragmen-
  tation grenades, 2 smoke grenades, 6 signal flares, 
  survival knife, gas mask & air filter, walkie-talkie, 2 
  pairs of fatigues, lightweight velcro strapped boots, 
  canteen, robot medical kit and IRMSS, and some 
  personal items.
  Money: 900 in credits and 2000 credits worth of Black 
  Market goods.
  Notes: * +4 to strike with Boom Gun.
  ** Increased bonuses when in the Glitter Boy 
  power armor.
  
  Kendarla
  Unlike many of her sisters, Kendarla chafed under 
  the brutal reign of her Splugorth overlords. When her 
  Slaver master was killed during a raid, Kendarla took 
  the opportunity to escape and see what the outside 
  world had to offer.
  Alignment: Unprincipled.
  Attributes: I.Q. 15, M.E. 17, M.A. 21, P.S. 29, P.P. 
  23, P.E. 30, P.B. 22, Spd 48.
  Hit Points: 63
  S.D.C.: 102
  M.D.C.: By armor & magic (below).
  P.P.E.: 5
  Height: 6 feet, 2 inches (1.88 m).
  Weight: 167 lbs (75 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 6th level Altara Warrior Woman 
  (Rifts D-Bees of North America, pages 15-18).
  Horror Factor: 12
  Natural Abilities: Superb physical condition, fast re-
  flexes and keen awareness. Recovers lost Hit Points 
  and S.D.C. three times faster than a human. Plus:
  1. Heightened Sense of Hearing: Equal to cyber-
  netic Amplified Hearing.
  2. Heightened Sense of Smell: Recognize spe-
  cific odors 90%, a person, animal or plant by scent 
  alone 75%, poisons & toxins 85%. Track by scent 
  80% (-20% in cities or ‘Burbs).
  3. Heightened Sense of Touch: Can recognize 
  items by feel 76%.
  4. Radar Sense: Knows/senses the location of 
  people, objects, movement, and the general shapes 
  of people, animals and objects in the environment 
  around her. Interpret shapes 85%, estimate distanc-
  es 95%, direction, speed, and exact location, all at 
  80%.
  5. Extraordinary Physical Endurance: Unnatural 
  physical endurance, reflected in P.E. attribute and 
  high S.D.C.
  Skills of Note: Speaks Demongogian 93%, American 
  & Spanish 80%, Athletics (general), Basic Mechan-
  ics 55%, Boxing, Climbing 80/70%, Cook 65% 
  (+10% for game animals), Detect Ambush 65%, 
  Find Contraband 46%, Forced March, Gambling: 
  Dirty Tricks 40%, Hunting, Identify Plants 55%, 
  Intelligence 57%, Land Navigation 61%, Lore: De-
  mons & Monsters 60%, Math: Basic 90%, Military 
  Fortification 65%, Paramedic 75%, Preserve Food 
  60%, Prowl 57%, Running, Skin & Prepare Animal 
  Hides 70%, Swimming 85%, Wilderness Survival 
  65%, Gymnastics (sense of balance 70%, work 
  parallel bars/rings 80%, climb rope 75%, back flip 
  85%).
  Weapon Proficiencies: Archery (+4 to strike, +2 to 
  parry or disarm, 5 shots per melee), Blunt (+3 to 
  strike or parry, +1 to throw), Knife (+2 to strike, 
  +3 to parry or throw), Staff (+2 to strike or parry, 
  +1 to throw), Sword (+3 to strike, +2 to parry, +1 
  to throw), Energy Pistol, Energy Rifle (+2 to strike 
  on either).
  Combat Skills: Altaran combat training.
  Attacks per Melee: Eight.
  Bonuses: +2 on initiative, +5 to strike, +9 to parry & 
  dodge, +16 to damage, +6 to roll with punch/fall/
  impact, +2 to pull punch, +3 to disarm, 65% to trust/
  intimidate, 60% to charm/impress, +3 on Perception 
  Rolls, +9 to save vs magic, +8 to save vs poison, +4 
  to save vs Horror Factor, +3 to save vs psionics, +1 
  to save vs insanity, +40% to save vs coma/death.
  Vulnerabilities: Senses are fouled by storms of all 
  kinds (rain, sand, snow, dust, and Ley Line Storms). 
  All radar, hearing, smell abilities and combat bo-
  nuses are halved. Cannot ever learn to read the writ-
  ten word (blind). Negative reputation as a former 
  Minion of Splugorth.
  Magic: Items only: 2 Aerobes, 3 Stasirobes, 2 
  Watrobes (and see below).
  Psionics: A Major Psychic, needs a 12 or better to save 
  vs psionics. Abilities are: Clairvoyance (4), Empa-
  thy (4), Mind Block (4), Object Read (6), Presence 
  Sense (4), Sense Evil (2), Sense Magic (3), Sixth 
  Sense (2).
  I.S.P.: 96
  Armor: Thin, rubbery looking suit & padded helmet 
  (30 M.D.C.). Magic Talisman (runic) that creates an 
  Armor of Ithan (100 M.D.C.) spell around herself 
  three times a day.
  Weapons: Net Gun*, Laser Wrist Blasters* (17 nets 
  remaining), Mental Incapacitator* (4 blasts remain-
  ing), WR-15 Laser Rifle (3D6 M.D.; 1,600 foot/487 
  m range, 26 rounds left), Vibro-Knife (1D6 M.D.). 
  S.D.C. weapons: scimitar (2D6), dagger (1D6), 
  short bow & 15 arrows (1D6).
  * Special Altaran weapons (D-Bees of North 
  America, page 18).
  Other Equipment: Backpack, 8 days of field rations.
  Money: 300 in credits and 800 credits worth of Black 
  Market goods.
  
  Kyle Scott
  Kyle Scott grew up on a remote farm. One day, 
  when he was tracking some goats that had wandered 
  off, Kyle fell asleep and had a vision. This vision 
  would prove to be the catalyst that sent him on his life 
  path – that of a Mystic.
  After his powers manifested, Kyle bid his family 
  farewell and has taken to wandering wherever his path 
  may lead. Although he is unsure of what his final des-
  tiny will be, he is content to explore this strange new 
  world and take in all of its wonders.
  Alignment: Principled.
  Attributes: I.Q. 11, M.E. 18, M.A. 10, P.S. 15, P.P. 
  15, P.E. 19, P.B. 15, Spd 14.
  Hit Points: 37
  S.D.C.: 21
  P.P.E.: 79
  Height: 6 feet, 1 inch (1.85 m).
  Weight: 169 lbs (76 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Mystic (Rifts Ultimate 
  Edition, pages 118-120).
  Skills: Speaks American 97%, Dragonese, Faerie & 
  Spanish all at 74%, Biology 45%, Dance 60%, Dis-
  guise 45%, Horsemanship: general 62/42%, Land 
  Navigation 58%, Lore: American Indians, D-Bees, 
  Faeries, & Magic, all at 55%, Math: Basic 60%, 
  Philosophy 65%, Play Musical Instruments (2 of 
  choice) 60%, Sensory Equipment 45%, Wilderness 
  Survival 60%.
  Weapon Proficiencies: Handguns, Energy Pistol (+2 
  to strike).
  Combat Skill: Hand to Hand: Martial Arts.
  Attacks per Melee: Five.
  Bonuses: +1 on initiative, +2 to strike, +3 to parry 
  & dodge, +3 to roll with punch/fall/impact, +3 to 
  pull punch, Karate Kick attack does 2D6, body flip/
  throw does 1D6; +2 to Perception Rolls (+4 on ley 
  lines), +4 to save vs magic, psionic attacks, posses-
  sion, or Horror Factor, +2 to save vs poison, insan-
  ity or mind control, +8% to save vs coma/death.
  Magic: The following magic spells at +2 to Spell 
  Strength: Befuddle (6), Blinding Flash (1), Breathe 
  Without Air (5), Carpet of Adhesion (10), Cleanse 
  (6), Climb (3), Cloud of Smoke (2), Cure Minor 
  Disorders (10), Fingers of the Wind (5), Fuel Flame 
  (5), Heavy Breathing (5), Lantern Light (1), Light 
  Healing (6), Manipulate Objects (2+), Turn Dead 
  (6), Thunderclap (4), Trance (10).
  Psionics: Sense Supernatural Evil 65%, Open Self to 
  the Supernatural (65% for invisibility). Has the fol-
  lowing psionic abilities: Mind Bolt (varies), Clair-
  voyance (4), Commune with Spirits (6), Exorcism 
  (10), Increased Healing (10), Mask P.P.E. (4), Med-
  itation (0), Psychic Diagnosis (4), Psychic Surgery 
  (14), Sixth Sense (2), Suppress Fear (8), Telepathy 
  (4). Considered a Major Psychic, needs a 12 or bet-
  ter to save vs psionic attacks.
  I.S.P.: 59
  Notable Equipment: Homemade M.D.C. armor (30 
  M.D.C.), .38 revolver & 3 ammo clips, Wilk’s 320 
  laser pistol & one E-Clip (10 shots), knapsack, 
  backpack, 2 small sacks, 1 large sack, 6 wooden 
  stakes & a mallet, small silver cross, canteen, bin-
  oculars, tinted glasses, air filter and gas mask, gui-
  tar, 2 hooded cloaks, and some personal items.
  Money: 5,000 in credits and 9,000 credits worth of 
  Black Market goods.
  Wilk's 320 Laser Pistol 
   - Strike +2 
   - Range 1000ft 
   - Damage 1d6 
  Add +2 to Strike 
  on Aimed shots. 
  
  Lady Karen Redling
  Karen Redling was raised in a small village. She 
  was a teenager when marauders raided and destroyed 
  her village (killing her family). One of the few sur-
  vivors of the raid, Karen was rescued by a band of 
  adventurers. Upon asking to join the group, one of 
  them (a Cyber-Knight) saw some potential in Karen 
  and took her on as an apprentice. Under his tutelage, 
  Karen eventually became a Cyber-Knight herself and 
  has been traveling about battling evil ever since.
  Alignment: Principled.
  Attributes: I.Q. 10, M.E. 12, M.A. 16, P.S. 21, P.P. 
  11, P.E. 20, P.B. 13, Spd 22.
  Hit Points: 46
  S.D.C.: 71
  P.P.E.: 23
  Height: 5 feet, 5 inches (1.65 m).
  Weight: 117 lbs (53 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 6th level Cyber-Knight (Rifts Ulti-
  mate Ed. RPG, pages 61-67).
  Skills: Speaks American & Dragonese/Elf 98%, Chi-
  nese & Spanish 97%, Literate in American 85%, 
  Anthropology 70%, Basic Electronics 55%, Body 
  Building, Breaking/Taming Wild Horses 55%, 
  Climbing 95/85%, Horsemanship: Cyber-Knight 
  85/65%, Hunting, Kick Boxing, Land Navigation 
  68%, Lore: Demon & Monster 70%, Outdoorsman-
  ship, Paramedic 75%, Prowl 67%, Swimming 85%, 
  Track & Trap Animals 60/70%, Wilderness Surviv-
  al 70%, Acrobatics, Aerobic Athletics, Gymnastics 
  (sense of balance, climb rope/rappel, back flip, all at 
  98%, walk tightrope/high wire, work parallel bars/
  rings, both at 80%).
  Weapon Proficiencies: Sword (+3 to strike, +2 to par-
  ry, +1 to throw), Shield (+2 to strike, +4 to parry), 
  Staff (+2 to strike & parry, +1 to throw), Targeting 
  (+2 to strike), Whip (+2 to strike, disarm, or entan-
  gle, +2 to damage), Handguns (+3 to strike), En-
  ergy Rifle, Energy Pistol (both +1 to strike), Paired 
  Weapons.
  Combat Skill: Hand to Hand: Martial Arts.
  Attacks per Melee: Six.
  Bonuses: +4 (+10*/+13**) on initiative, +2 to strike, 
  +3 (+5*) to parry, +3 (+6*) to dodge, +6 to damage, 
  +6 to roll with punch/fall/impact, +6 to pull punch, 
  +3 to disarm, +2 to entangle, kick attack does 2D6 
  (leap kick does 3D8 but counts as two attacks), 
  body flip/throw does 1D6; Critical Strike on 18-20, 
  +3 on Perception Rolls, 40% to trust/intimidate, +3 
  to save vs magic or poison, +2 to save vs Horror 
  Factor, +10% to save vs coma/death, Zen Combat 
  bonuses***.
  Magic: None.
  Psionics: A Major Psychic, needs a 12 or better to 
  save vs psionic attacks. Abilities are Healing Touch 
  (6), Machine Ghost (12), Psychic Purification (8), 
  Restore P.P.E. (4+), See Aura (6), Sixth Sense (2).
  I.S.P.: 56
  Notable Equipment: A set of personalized, heavy, 
  Mega-Damage body armor (85 M.D.C.), .38 revolv-
  er & 6 ammo clips (6 shots each), Wilk’s 330 laser 
  pistol & 5 E-Clips (12 shots each), 5.56 assault rifle 
  & 4 ammo clips (20 rounds each), C-14 laser assault 
  rifle & grenade launcher with 2 E-Clips (10 shots 
  each), longsword, shield, quarterstaff, bullwhip, 
  backpack, gas mask & air filter, tinted goggles, 
  hatchet, knife, silver cross, first-aid kit with extra 
  bandages, tent, knapsack, saddlebags, 2 canteens, 2 
  week supply of rations, and some personal items.
  Transportation: Riding horse (20 H.P., 26 S.D.C., 2 
  attacks per melee).
  Money: 500 in credits and 3,000 credits worth of sale-
  able goods.
  Notes: * These bonuses are when the Sixth Sense is 
  active.
  ** This bonus is vs technology.
  *** Shown in RUE, pages 65-66.
  
  Lefstinfoswap
  Originally from the Pecos Badlands, Lefstinfos-
  wap joined up with a group of adventurers who head-
  ed north and eventually wound up in the Chi-Town 
  ‘Burbs.
  Race: Psi-X Alien.
  Alignment: Unprincipled.
  Attributes: I.Q. 19, M.E. 21, M.A. 9, P.S. 10, P.P. 9, 
  P.E. 6, P.B. 5, Spd 14.
  Hit Points: 42
  S.D.C.: 8
  P.P.E.: 60
  Height: 4 feet, 4 inches (1.32 m).
  Weight: 112 lbs (50 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 7th level Psi-X Alien (Rifts Lone 
  Star, pages 98-100).
  Natural Abilities: Nightvision 3,000 feet (914 m), 
  hawk-like color vision, can see in the IR and UV 
  light spectrums, can also see EM energy and see 
  the invisible (includes Astral Beings, Entities and 
  energy beings), psionics (below), and natural mode 
  of transportation is to hover and move (at Spd at-
  tribute) 1-4 feet (0.3-1.2 m) off the ground (walking 
  requires a concentrated effort).
  Penalties: Terrible day vision (40 feet/12.2 m), eyes 
  are very sensitive to light (require some sort of 
  tinted protective covering; blinded by bright lights, 
  including flashbulbs and bright sunlight), insanities 
  (below).
  Insanities: Three phobias: 1. Contamination (germs), 
  2. Dog Boys, 3. Reptiles, snakes and snake-like 
  creatures. Also, obsessed with finding and studying 
  a Deevil Dragon.
  Skills: Speaks American and Spanish at 98%, Brew-
  ing 40/45%, Cardsharp 88%, Concealment 74%, 
  Find Contraband 75%, Gambling: Standard 85%, 
  Dirty Tricks 69%, I.D. Undercover Agents 98%, 
  Imitate Voices & Sounds 91/85%, Palming 79%, 
  Pick Locks 90%, Pick Pockets 85%, Pilot: Automo-
  bile 77%, Tracked & Construction Vehicles 69%, 
  Play Musical Instrument (harmonica) 60%, Prowl 
  80%, Safe-Cracking 69%, Streetwise 69%, Tailing 
  90%.
  Weapon Proficiencies: Knife (+3 to strike, parry, or 
  throw), Staff (+3 to strike, +2 to parry, +1 to throw), 
  Energy Pistol.
  Combat Skill: No formal Hand to Hand training.
  Attacks per Melee: Four physical or three psionic.
  Bonuses: +1 to dodge; +3 to save vs psionics, +4 to 
  save vs insanity, +5 to save vs magic, illusions, or 
  Horror Factor.
  Magic: None.
  Psionics: Considered a Major Psychic, needs a 12 or 
  better to save vs psionic attacks. Has the abilities 
  of Astral Projection (+20% to find way home)(8), 
  Bio-Regeneration (self)(6), Clairvoyance (5), De-
  tect Psionics (6), Ectoplasm (6 or 12), Object Read 
  (6), See Aura (6), Sense Magic (3), Telepathy (4).
  I.S.P.: 107
  Equipment: Survival knife, CP-30 laser pulse pistol 
  & 3 E-Clips (20 shots), backpack, knapsack, util-
  ity belt, air filter, protective eye goggles, universal 
  translator, cigarette lighter, notepad, canteen, 16 
  days of food rations.
  Money: 37 in credits and 60 credits worth of Black 
  Market goods.
  
  Roger Howard
  Roger was born to a noble family in a small king-
  dom. However, despite being raised to wealth and 
  privilege, Roger always felt that something was miss-
  ing in his life; that he was somehow destined for big-
  ger things.
  When his psionic abilities first manifested, Roger 
  felt that it was his destiny to go out into the world and 
  make a name for himself. He discussed this with his 
  king (who happened to be a distant cousin of his), 
  and it was decided that Roger would go out to see the 
  world. After honing his abilities and gaining valuable 
  experience, Roger would eventually return home to a 
  position of power and prestige as one of the king’s ad-
  visors. For now, Roger travels about in search of new 
  experiences and challenges.
  Alignment: Scrupulous.
  Attributes: I.Q. 13, M.E. 12, M.A. 9, P.S. 13, P.P. 18, 
  P.E. 12, P.B. 12, Spd 17.
  Hit Points: 30
  S.D.C.: 24
  P.P.E.: 7
  Height: 5 feet, 11 inches (1.8 m).
  Weight: 173 lbs (78 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 5th level Mind Melter (Rifts Ulti-
  mate Ed. RPG, pages 150-151).
  Skills: Speak American 98%, Speak Japanese & Gob-
  blely 92%, Literate in American 50%, Cook 55%, 
  Escape Artist 55%, Land Navigation 62%, Math-
  ematics: Basic 85%, Navigation 60%, Pilot: Air-
  plane 76%, Automobile 84%, Ships 75/70%, Water 
  Skiing & Surfing 61%, Sensory Equipment 50%, 
  Streetwise 51%, Weapon Systems 60%, Athletics 
  (general).
  Weapon Proficiencies: Handguns, Energy Pistol 
  (both +2 to strike), Quick Draw (+2 to initiative), 
  Forked Weapons (+3 to strike or entangle, +2 to 
  parry, +1 to throw), Paired Weapons.
  Combat Skill: Hand to Hand: Expert.
  Attacks per Melee: Five.
  Bonuses: +3 on initiative, +5 to strike, +6 to parry 
  & dodge, +3 to roll with punch/fall/impact, +5 to 
  pull punch, +4 to disarm, Karate Kick attack does 
  2D6, Karate Punch (2D4 damage); +3 on Percep-
  tion rolls, +4 to save vs possession or Horror Factor, 
  +3 to save vs magic illusions, +2 to save vs mind 
  control.
  Magic: None.
  Psionics: A Master Psychic, needs a 10 or better to 
  save vs psionic attacks. Abilities are: Group Mind 
  Block (22), Group Trance (15), Psi-Shield (30), 
  Psionic Invisibility (10), Psychic Body Field (30), 
  Radiate Horror Factor (8), Telemechanic Mental 
  Operation (12), Alter Aura (self; 4), Commune with 
  Spirits (6), Deaden Pain (4), Impervious to Poison 
  (4), Induce Sleep (4), Meditation (0), Mind Block 
  (4), Object Read (6), Psychic Diagnosis (4), Psychic 
  Purification (8), Read Dimensional Portal (6), Re-
  mote Viewing (10), See Aura (6), Sense Magic (3), 
  Sense Time (2), Sixth Sense (2), Stop Bleeding (4), 
  Summon Inner Strength (4), Telekinetic Leap (8), 
  Telekinetic Push (4), Telemechanics (10).
  I.S.P.: 152
  Notable Equipment: Homemade M.D.C. armor (30 
  M.D.C.), TX-26 particle beam pistol & 5 E-Clips (6 
  shots each), 9mm automatic pistol & 6 ammo clips, 
  pair of sais, extra set of traveling clothes, sleeping 
  bag, backpack, utility/ammo-belt, canteen, tinted 
  glasses, gas mask, knife, 3 weeks worth of food ra-
  tions, and personal items.
  Vehicle: A battered, rebuilt automobile (111 S.D.C.).
  Money: 800 in credits and 6,000 credits worth of 
  Black Market goods.
  
  Salan-Garv
  Salan-Garv is originally from the Eastern Woods 
  (specifically, the area known in pre-Cataclysmic times 
  as New England). After being enthralled by tales 
  from the tribal elders about the Coalition (a mighty 
  kingdom to the west that treated Stalkers with great 
  respect), Salan decided to see this place for himself. 
  After finding out that the stories about how well Stalk-
  ers were treated were not true, Salan decided not to 
  join up with the Coalition after all. However, there are 
  so many new things here to see, he is planning to re-
  main a while longer before returning home. While he 
  is here, he is open to tying new experiences and get-
  ting in new adventures.
  Alignment: Aberrant.
  Attributes: I.Q. 10, M.E. 17, M.A. 7, P.S. 10, P.P. 14, 
  P.E. 20, P.B. 9, Spd 22/10.
  Hit Points: 33
  S.D.C.: 80
  P.P.E.: 8
  Height: 6 feet (1.83 m).
  Weight: 225 lbs (101 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Wild Psi-Stalker (Rifts 
  Ultimate Edition, pages 155-156).
  Special Abilities (RUE, pages 153-154): 1. Sense 
  Magic & Psychic Energy 35/75%, 2. Sense Super-
  natural Beings 55/45%, 3. Nourished on P.P.E. or 
  I.S.P., 4. Psionic Empathy with Animals, 5. Mega-
  Damage Combat, 6. Attribute, Psionic & Magic bo-
  nuses (combined elsewhere).
  Skills of Note: Speaks American 90%, Spanish 84%, 
  Athletics (general), Breed Dogs 55/35%, Climbing 
  60/50%, Dance 45%, Detect Ambush 50%, Detect 
  Concealment 40%, Escape Artist 50%, Horseman-
  ship: Cowboy 85/69%, Exotic Animals 60/50%, 
  Land Navigation 58%, Mythology 45%, Pilot 
  Tracked & Construction Vehicles 52%, Prowl 50%, 
  Sign Language 40%, Spelunking 50%, Tracking 
  (humanoids) 50%, Wilderness Survival 75%.
  Weapon Proficiencies: Sword (+2 to strike or parry, 
  +1 to throw), Knife (+2 to strike, parry or throw), 
  Handguns, Rifle, Energy Pistol (+2 to strike with 
  any), Paired Weapons.
  Combat Skills: Hand to Hand: Expert.
  Attacks per Melee: Six.
  Bonuses: +4 to strike, parry or dodge, +3 to pull punch 
  or roll with punch/fall/impact, +2 to disarm, kick 
  attack (1D8 damage), can perform a Karate Punch 
  (1D6 damage); +5 to Perception Rolls, +5 to save vs 
  all forms of mind control & mind altering drugs, +6 
  to save vs Horror Factor or any magic, +3 to save vs 
  poison & possession, +1 to save vs psionic attacks 
  & insanity, +10% to save vs coma/death.
  Psionics: Empathy (4), Mask I.S.P. & Psionics (7), 
  Object Read (6), Presence Sense (4), Remote View-
  ing (10), Sixth Sense (2). Considered a Master Psy-
  chic, needs a 6 or better to save vs psionic attacks.
  I.S.P.: 77
  Magic: None.
  Equipment: M.D.C. body armor (30 M.D.C.), .45 pis-
  tol & 35 rounds, 5.56mm Assault rifle & 175 rounds, 
  Wilk’s 330 Laser Pistol & 2 E-Clips, 2 knives (1D6 
  S.D.C. damage), sword (1D8 S.D.C. damage), Vi-
  bro-Knife (1D6 M.D.), wooden spear (1D6 S.D.C.), 
  wooden cross, bone knife, backpack, 2 sacks, util-
  ity/ammo-belt, gun holster, canteen, tinted goggles, 
  gas mask, 14 days of food rations.
  Money: 13,000 credits worth of Black Market goods.
  
  Shawna Greene
  Shawna Greene grew up in the ‘Burbs of Chi-Town. 
  In an effort to survive the mean streets, she hooked 
  up with a gang. Running with this gang brought her 
  to the attention of a local criminal (who turned out to 
  be a magician). In exchange for running errands and 
  ferreting out information for him, he started to teach 
  her magic.
  However, before Shawna got past the rudiments of 
  magic, her mentor was killed in a CS sweep of the 
  ‘Burb. Since it was known that Shawna was an associ-
  ate of the now-dead mage, she fled the area before the 
  Coalition came after her. Ever since then, she has wan-
  dered about as a freelancer for hire (picking up some 
  additional skills and magic along the way).
  Alignment: Anarchist.
  Attributes: I.Q. 14, M.E. 22, M.A. 18, P.S. 19, P.P. 
  14, P.E. 14, P.B. 13, Spd 18.
  Hit Points: 29
  S.D.C.: 21
  P.P.E.: 69
  Height: 5 feet, 5 inches (1.65 m).
  Weight: 133 lbs (60 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 4th level Super-Spy (Rifts Merce-
  naries, pages 27-28).
  Skills: Speaks American 97%, Euro, Japanese, & 
  Techno-Can all at 74%, Astronomy 45%, Dance 
  60%, Fencing, First Aid 75%, Horsemanship (gen-
  eral) 62/42%, Land Navigation 58%, Lore: Cattle 
  60%, Lore: Juicers 60%, Lore: Magic 55%, Lore: 
  Psychics 60%, Philosophy 65%, Play Musical In-
  strument (two of choice) 60%, Preserve Food 50%, 
  Roadwise 43%, Wilderness Survival 60%.
  Weapon Proficiencies: Sword (+3 to strike & parry, 
  +1 to throw), Knife (+3 to strike & parry, +2 to 
  throw), Handguns, Energy Pistol, Energy Rifle (+2 
  to strike on all).
  Combat Skill: Hand to Hand: Expert.
  Attacks per Melee: Five.
  Bonuses: +2 to strike, +3 to parry & dodge, +4 to 
  damage, +2 to roll with punch/fall/impact, +2 to 
  pull punch, +2 to disarm, kick attack does 1D8, Ka-
  rate Punch; 50% to trust/intimidate, +4 to save vs 
  psionics, +5 to save vs insanity.
  Magic: Shauna is a minor magic user with the follow-
  ing spells: Blind (6), Climb (3), Energy Bolt (5), 
  Extinguish Fire (4), Fist of Fury (10 or 50), Globe 
  of Daylight (2), Invisibility: Simple (6), Manipulate 
  Object (2+), Negate Poison/Toxin (5), Repel Ani-
  mals (7), See Aura (6), See the Invisible (4). Her 
  only Ley Line abilities are sensing and reading 
  them (Sense Ley Lines 45%, Sense Ley Line Nexus 
  55%).
  Psionics: None.
  Notable Equipment: NE-CW20 Camouflage Vari-
  able Armor, WR-15 wilderness laser rifle & 1 ex-
  tra drum (40 rounds), Bandit IP-10 ion pistol & 5 
  E-Clips (10 shots each), .45 automatic pistol & 6 
  ammo clips, Vibro-Knife, survival knife, short 
  sword, black fatigues, video disc player, portable 
  language translator, handheld computer and micro 
  printer, 35mm camera & 8 discs of film, video disc 
  camera & 10 discs of film, micro-film camera, pen 
  flashlight, large flashlight, backpack, knapsack, 
  utility belt, ammo-belt, canteen, sunglasses and 
  goggles, walkie-talkie, air filter and gas mask, lock 
  picking tools.
  Money: 9,000 in credits and 1,000 credits worth of 
  Black Market goods.
  
  Shima Rintaro
  Shima Rintaro was born to a Samurai family in the 
  New Empire of Japan. Unlike most of his friends and 
  comrades who were content never to leave the Empire, 
  Shima always had a curiosity about the outside world. 
  Figuring that such knowledge and experience would 
  make Shima a better retainer, his Daimyo granted Shima 
  leave to explore the world on condition that after seven 
  years, or whenever Shima felt that he had learned (or ex-
  perienced) enough, Shima would return to take his place 
  in the Daimyo’s service. One of the Clan’s magicians 
  opened up a Rift which sent Shima to North America, 
  where he has been adventuring the past several years.
  Alignment: Aberrant.
  Attributes: I.Q. 9, M.E. 11, M.A. 10, P.S. 16, P.P. 12, 
  P.E. 17, P.B. 10, Spd 10.
  Hit Points: 47           S.D.C.: 87           P.P.E.: 6
  Height: 5 feet, 6 inches (1.68 m).
  Weight: 154 lbs (69 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 8th level True Samurai (Rifts Ja-
  pan, pages 43-49).
  Special Samurai Training (Rifts Japan, pages 46-
  47): 1. Way of the Horse and the Bow (Horse-
  manship 82%, Rate of Fire = 8 per melee round), 
  2. Daisho - Samurai Swordsmanship, 3. Chi M.D. 
  Death Blow, 4. Samurai Fan & the Art of Defense 
  (W.P. Iron fan: +3 to parry).
  Skills of Note: Speaks Japanese 98%, American & 
  Spanish 81%, Literate in Japanese 90%, Botany 
  75%, Calligraphy 80%, Climbing 80/75%, Cook 
  80%, Dowsing 70%, Go 75%, Horsemanship 98%, 
  Hunting, Lore: Demons & Monsters 75%, Math: 
  Basic 95%, Outdoorsmanship, Spelunking 70%, 
  Track & Trap Animals 65/75%, Tracking (people) 
  65%, Wilderness Survival 80%.
  Weapon Proficiencies: W.P. Samurai Archery (+5 to 
  strike, +1 to parry, +2 to disarm), W.P. Sword (+3 
  to strike or parry, +2 to throw), W.P. Chain (+3 to 
  strike, +2 to parry), W.P. Pole Arm (+3 to strike or 
  parry, +2 to throw or damage), W.P. Quick Draw 
  (+1 on initiative).
  Combat Skills: Hand to Hand: Zanji Shinjinken-Ryo.
  Attacks per Melee: Seven.
  Bonuses: +3 on initiative, +1 to strike, +1 (+3*) to 
  parry, +5 to dodge, +5 to damage, +3 to roll with 
  punch/fall/impact, +2 to pull punch, +1 to disarm, 
  +3 to maintain balance, critical strike from behind, 
  Critical Strike on 18-20, Death Blow on Natural 20, 
  knife hand (2D4 damage), kick attack (2D4 dam-
  age), knee and elbow strikes (1D6 damage), power 
  punch/stab (with hand or sword), jump kick and 
  backward foot sweep; +4 to save vs Horror Factor, 
  +1 to save vs mind control.
  Magic: None.
  Psionics: Considered a Major Psychic, needs a 12 or 
  better to save vs psionic attacks. Abilities are Bio-Re-
  generate (self) (6), Deaden Pain (4), Meditation (0), 
  Psychic Diagnosis (8), Psychic Surgery (14), Resist 
  Fatigue (4), Restore P.P.E. (4+), Suppress Fear (8).
  I.S.P.: 68
  Money: 6,050 credits in gold, gems & other valuables.
  Equipment: A suit of magic, Mega-Damage samurai 
  armor and helmet (89 M.D.C., but non-environmen-
  tal), 4 kimonos (2 silk, 2 cotton), sandals, a utility 
  belt, backpack, knapsack, 2 canteens, 5 days of ra-
  tions and a quality riding horse**.
  Weapons include the daisho (see below), a sam-
  urai longbow with 32 arrows (20 regular, 6 silver 
  tipped, and 6 magic; see below), a +2 nunchaku (+2 
  to strike and damage; inflicts 1D8+2), a pole arm 
  (2D6 damage), and a Mega-Damage samurai fan (7 
  M.D.C.).
  Daisho: Both swords are Lesser Rune Weapons. 
  They each have an I.Q. of 11, are of Aberrant align-
  ment, have a telepathic link with their master, and 
  are nearly indestructible (never dull).
  Katana: 500 M.D.C., inflicts damage of 6D6 
  S.D.C. to mortal foes and 6D6 M.D. to creatures of 
  magic and supernatural beings.
  Wakizashi: 200 M.D.C., inflicts damage of 4D6 
  S.D.C. to mortal foes and 4D6 M.D. to creatures of 
  magic and supernatural beings.
  Arrows: The normal arrows will inflict 2D6 dam-
  age, the silver arrows will inflict 2D6 damage to nor-
  mal foes but 3D6 damage to supernatural beings that 
  are vulnerable to silver, the magic arrows will inflict 
  4D6 damage to any adversaries (mortal or otherwise) 
  – three of the magic arrows are +0 to strike (no strike 
  bonuses but they will hit creatures not vulnerable to 
  normal weapons), the other three are +1 to strike.
  * +3 to parry with either sword or staff.
  ** The horse is 57 inches (1.45 m) tall at the 
  shoulder, weighs 1,260 lbs (567 kg), and has a max-
  imum speed of 66 (45 mph/72 km). It has 21 Hit 
  Points, 33 S.D.C., and 15 P.P.E. In combat, it has 
  +2 on initiative, +2 to strike, +4 to dodge, and can 
  bite for 1D4 damage or kick for either 2D6 (front) 
  or 3D6 (rear) damage.
  
  Stalking Wolf
  On the Cree tribal lands, Stalking Wolf had heard 
  many tales of wonder about the lands to the south. Fi-
  nally, his curiosity got the better of him and Stalking 
  Wolf left his people to see for himself if these tales 
  were true. He figures that when he finally returns, he 
  will have some interesting stories of his own to tell.
  Alignment: Anarchist.
  Attributes: I.Q. 11, M.E. 12, M.A. 11, P.S. 19, P.P. 
  11, P.E. 16, P.B. 13, Spd 11.
  Hit Points: 23
  S.D.C.: 52
  P.P.E.: 78
  Height: 6 feet (1.83 m).
  Weight: 194 lbs (87 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 3rd level Elemental Fusionist 
  (Rifts Ultimate Edition, pages 100-104).
  Elemental Fusionist Abilities: 1. 25% Resistance to 
  Earth/Air Elements.
  2. Speak Elemental 64%.
  3. Sense Earth/Air Elementals (100 foot/30.5 m 
  radius).
  4. Increased healing (2x normal rate in a remote 
  wilderness area, 3x normal rate if up in the moun-
  tains).
  5. Conduit of Elemental Force (bonuses listed be-
  low).
  6. Elemental spell magic (below).
  Skills: Speaks Cree (native) 88%, American & French 
  71%, Aerobic Athletics, Body Building, Brewing 
  35/40%, Climbing 65/55%, Gardening 44%, Ho-
  listic Medicine 40/30%, Horsemanship: General 
  48/28%, Exotic 45/35%, Lore: Demons & Mon-
  sters 45%, Faerie Folk 45%, Intelligence 50%, Land 
  Navigation 64%, Outdoorsmanship, Swimming 
  65%, Track Animals 50/60%, Tracking (human-
  oids) 45%, Wilderness Survival 45%, Wrestling.
  Weapon Proficiencies: Sword (+2 to strike, +1 to par-
  ry), Axe (+1 to strike & parry), Chain (+2 to strike), 
  Handguns (+2 to strike), Paired Weapons.
  Combat Skill: Hand to Hand: Basic.
  Attacks per Melee: Four.
  Bonuses: +2 to parry & dodge, +3 to roll with punch/
  fall/impact, +3 to pull punch, +1 to disarm, kick at-
  tack (does 1D8+2), body block/tackle (does 1D4 
  damage & 50% chance of knocking down target), 
  pin/incapacitate on 18-20, crush/squeeze (does 1D4 
  damage), +3* on Perception Rolls; +2 to save vs 
  disease and poison, +10% to save vs coma/death.
  Magic: Elemental Fusionist Magic Powers (Rifts Ul-
  timate Edition, pages 102-104): Alter Earth (3), 
  Floating Earth (4), Column of Air & Debris (4 per 
  melee round), Dust Blast (1), Hurl Tree Limb (5), 
  Iron Hide (3), Shifting Ground (6), Wind Lift (2); 
  Elemental Magic Spells (Rifts Book of Magic, pag-
  es 58-67): Electric Arc (4), Identify Minerals (3), 
  Walk the Wind (10).
  Psionics: None.
  Notable Equipment: Homemade M.D.C. armor (20 
  M.D.C.), Bandit LPI laser pistol & 3 E-Clips (20 
  shots each), Vibro-Saber, large axe, hand axe, sa-
  ber, a set of sturdy (outdoor) clothes and gloves 
  made of animal skins, boots, utility belt, 2 canteens, 
  backpack, 50 feet (15 m) of rope, 4 wooden stakes 
  & a mallet, a wooden cross, a hunting knife, and 3 
  weeks of food rations.
  Money: 300 in credits and 400 credits worth of sale-
  able items.
  Notes: * Perception Rolls are affected by surround-
  ings.
  
  Strong Arrow
  As a Spirit Warrior in good standing, Strong Arrow 
  was content to live among his people, the Mohawks. 
  However, when the tribe’s chief shaman had a vision 
  that could only be answered by warriors who were 
  willing to go on the vision quest, Strong Arrow had 
  no alternative other than to join the quest. In his heart, 
  Strong Arrow knows that someday he will return to 
  his people, but for now, he will follow wherever the 
  spirits may lead him.
  Alignment: Aberrant.
  Attributes: I.Q. 12, M.E. 18, M.A. 29, P.S. 16, P.P. 
  13, P.E. 12, P.B. 10, Spd 21.
  Hit Points: 21
  S.D.C.: 18
  P.P.E.: 72
  Height: 5 feet, 11 inches (1.8 m).
  Weight: 170 lbs (77 kg).
  Disposition & Description: Player’s choice.
  Experience Level: 3rd level Spirit Warrior (Rifts 
  Spirit West, pages 44-47).
  Spirit Warrior Abilities: 1. Three Realms of Power 
  (Fire, Water, Animal; Spirit West, page 46), 2. Su-
  per-Regeneration, 3. Fetishes (3).
  Magic Items: Three Fetishes: 1. (Minor) Luck, 2. 
  (Major) Supernatural Damage, 3. (Legendary) 
  Magic Spirit (Spirit West, pages 86, 89-90, 92).
  Skills: Speaks Mohawk (native) & American at 98%, 
  Faerie & Spanish at 66%, Basic Mathematics 75%, 
  Camouflage 40%, Climbing 60/50%, Detect Am-
  bush 50%, Horsemanship: General 48/28%, Hunt-
  ing, Identify Plants & Fruit 40%, Land Navigation 
  59%, Lore: American Indian 45%, Prowl 47%, 
  Sewing 50%, Tracking 55%, Wilderness Survival 
  60%, Athletics.
  Weapon Proficiencies: Archery (3 arrows/melee 
  round, +2 to strike, +1 to parry with bow, +1 to dis-
  arm), Axe (+1 to strike & parry), Blunt (+1 to strike 
  & parry), Knife (+1 to strike, +2 to parry & throw), 
  Targeting (+2 to strike).
  Combat Skill: Hand to Hand: Martial Arts.
  Attacks per Melee: Six.
  Bonuses*: +4 on initiative, +2 to strike, +4 to parry 
  & dodge, +1 to damage, +4 to roll with punch/fall/
  impact, +3 to pull punch, body flip/throw does 1D6 
  damage, Karate and any hand strike, Karate kick at-
  tack does 2D6, any foot strike (except leap kick); 
  96% to trust/intimidate, +2 to save vs psionics or 
  insanity, +1 to save vs Horror Factor.
  Magic: None.
  Psionics: None.
  Notable Equipment: TW rifle (4D6 M.D. damage) 
  and 1 E-Clip, Vibro-Knife, war club, tomahawk, 
  knife, extra set of clothes, soft moccasins, leather 
  belt with 4 pouches, 2 small sacks, backpack, sad-
  dlebag, bedroll, canteen, game traps, blanket, 50 
  feet (15 m)of rope, war paint, camouflage paint, 1 
  week of rations.
  Mount: A quality riding horse (27 H.P., 33 S.D.C., 3 
  attacks per melee).
  Money: 900 credits worth of tradeable goods.
  Notes: * Bonuses may vary with the use of the Spirit 
  Warrior Special Abilities.
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/Core Books/Rifts - Game Master Kit.pdf