Stacey Hendrickson
Name: Stacey
True Name: Stacey Hendrickson
Alignment: Unprincipled (Good / Selfish)
Hit Points: 43 S.D.C. (Physical): 76
Attributes: I.Q.: 20 (+6%/+3), M.E.: 11, M.A.: 13 P.S.: 19 (+4)
- Bionic Arm 20 (+5), P.P.: 22 (+4) - Bionic Arm 18 (+2), P.E.: 21 (+3/12%),
P.B.: 20 (50%), SPD: 22
Weight: 132 lbs (59.9 kg) Height: 5 feet 7 inches (1.7
meters)
Age: 20 years Race: Human Sex: Female P.P.E.:
10
Disposition:
The first thing most people see with her is that she loves the American
Civil War and loves to read about the battles and the various generals.
She is a strong sympathizer of the South, being in personal rights. Her
understanding of the war is romanticized although she is not blind towards
the problem. She has read a bit about women dressing up as male soldiers
which can be found in some stories. Even though she is a sympathizer towards
the South, she is in no way a supporter of slavery.
Stacy is both cheerful and adventurous, having a strong lust for life.
She tends to fall in and out of love easily although does not tend to take
the hurt of a broken love internally. It is quite possible that she just
simply enjoys the feelings of falling in love. She has had quite a number
of lovers even though she is still quite young. She loves to flirt with
male 'suitors' as she prefers to use the old term.
She gunfighter also has a strong protective streak and tends to often
put herself in situations of protecting those less able to protect themselves.
Still, she does not have the sense of honor found with many cyber knights.
She does have a word of honor and her friends are extremely important to
her. She is in no way suicidal and is a strong planner when it comes to
combat.
She has had some run ins with the Coalition and while does not hate
them, she does tend to distrust them. Magic has always been a part of her
life and she considers their fear and hatred of all things magical to be
silly. She is of course cautious of supernatural beings but has no true
hatred of them. Of course her caution sharpens when dealing with supernatural,
or anyone for that matter, that has a bad reputation.
It is with mixed feelings that she considers her bionic arm. For the
most part, Stacey has adapted to her bionic arm. Still, she finds it both
slower and less responsive than her original arm but the ability to use
a large amount of gadgets has some extraordinary advantages at the same
time. She has gotten about the maximum in cybernetics she can without effecting
her psychic abilities. She has not particular hatred for the Indians which
attacked her when she lost her original arm.
O.C.C.: Gunfighter Experience Level: Fourth (4) Experience
Points: 9,800
Combat Skill: Hand to Hand; Expert and Boxing
Attacks per Melee: Six (6), Seven (7) with all firearms and
energy weapons, Eight (8) with all weapons she has sharpshooting with.
Bonuses, Combat: +6 to Strike (+4 with Bionic Arm), +10 to Parry
(+8 with Bionic Arm), +11 to Dodge, +3 to Disarm on Called Shots,
+4 damage (+5 with Bionic Arm), +5 to Roll with punch, fall, or impact,
+2 to Pull Punch, +6 to Initiative, Knockout on Natural 20, Critical Strike
on Natural 20.
On the first round she usually gets an additional +6 to Initiative,
a +2 to Parry, and a +3 to dodge from Sixth Sense.
Bonus; Save: Lethal Poison [14] +3, Non-Lethal Poison [16] +3,
Harmful Drugs [15] +3, Insanity [12] +0, Psionics [12] +0 (+1 with Amulet),
Magic [12/16] +3 (+4 with Amulet), Horror Factor [Varies] +2 (+4 with Amulet)
Psionics (Major): ISP: 51 (Gains 1D6+1 Per level). Powers:
Healing: Bio-Regeneration (6), Physical: Mind Block (4),
Sensitive: Clairvoyance (4), Object Reading (6), See Aura (6), Sixth
Sense (2)
Special Abilities (Gunfighter):
Bonuses:
+1 extra attack per melee round when using any type of 'gun",
+3 to disarm on a "called" shot (the intent to disarm must be announced).
+2 to save vs horror factor
Weapon Repairs: Can take apart, clean and put together her favorite
types of weapons blindfolded. She can also clear jams, make repairs to
weapons, pack his own bullets, or make/modify special ammunition, jury-rig
an E-Clip recharger from a vehicle, generator or robot, and similar.
Quick-Draw Initiative: with Handguns & Rifles (special):
Has +3 (+5) to initiative with her normal arm and +1 (+2) to initiative
with her bionic arm.
Paired Weapons: Revolver & Pistol (special): She can draw
and shoot two handguns (or throw two knives) simultaneously at the same
target, inflicting full damage from both weapons, but counts as one melee
attack!
In the alternative, the two-gun attack can be divided between two different
targets visible to the shooter and within his rang of peripheral vision.
The quick draw initiative bonus still applies, but the shooter must roll
two separate times to hit each target (roll to strike for each) and the
bonuses to strike each is reduced by half.
W.P. Sharpshooting Specialties (3): Sharpshooting Revolver;
Sharpshooting Energy Pistol; and Sharpshooting Energy Rifle. Gives +1 melee
attack when using that specific weapon for the entire melee round, shooting
bonuses of +1 (+0 with Bionic Arm), and +2 (+5 / +11) to Initiative (+1
(+2 / +8) to Initiative with Bionic Arm), and trick shooting.
Cybernetics:
Bionic Lower Right Arm: It is flat metallic in color. PS: 20
PP: 18 MDC: 10 MDC For Hand, 40 MDC for Arm
Has a sensor hand: It has a built in Heat Detector, Motion Detector,
Radiation Detector, Radar Detector, Gyro-Compass, Clock Calender. The sensor
hand transmits to the ear implant
Bionic Weapons & Equipment:
FIWS: Combined Particle Beam weapon and vibro-blades that connects
to the top of the arm. Weapon system weighs 5 lbs and specially modified
from the Coalition weapon. Linked to Cybernetic Gun Link. Mega Damage:
Particle Beam; 5D6 for single blast, 1D6x10 for double blast. Vibro-Blades:
3D6. Range: Particle Beam: 500 ft. Vibro-Blades: Hand to Hand. Payload:
Particle Beam: 30 Single shots or 15 double shots from Long E-Clip
Finger Video Camera: A tiny video camera that fits into the
tip of one finger. The camera transmits to the via a headjack and optic
nerve implant. Video camera is very useful to see around corners without
being exposed to fire. If used to fire around a corner, shoot has no bonuses
other that if the gun has laser targeting or Cybernetic Gun Link. Has the
additional feature of light amplification. It is her bionic thumb.
Finger mounted Micro Automatic Lock Pick: Retracts to within
finger when not in use. The automatic lock pick works by throwing all pins
at the same time and never damages a lock. It will work on all types of
locks (Tumbler, spool, regular, or mushroom). Lock pick is the middle finger.
Laser Finger Blaster: A tiny mega-damage laser weapon contained
in a finger. Uses either a micro E-Cell (Same as used in most finger equipment)
in finger or a small E-clip to power the laser blaster. Laser Blaster is
Index Finger Mega-Damage: 1D4, Effective Range: 300 feet, Rate of Fire:
Up to 3 per melee, Payload: 6 blasts per micro E-Cell. A new micro E-cell
can be exchanged in one round and can be recharged in 30 minutes in a recharger.
Can also use a small E-Clip that gives 12 additional blasts.
Neural Stunner Finger: the system is very similar to the one
mounted in a Neural Mace but does not have the charge to continually stun
the target and has a limited number of charges. Finger has special shielding
to prevent the person using the neural stunner finger from being stunned
by it. Effect: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees
if save is made (Save 16 or Higher), must save each time hit, ineffective
against full environmental body armor but effective against non fully environmental
Armors. Payload: 20 stuns per micro E-Cell. A new micro E-cell can be exchanged
in one round and can be recharged in 30 minutes in a recharger. Can also
use a small E-Clip that gives 40 additional stuns.
Energy Clip Arm Port: A special connector unit is built into
the arm, enabling the character to slap in additional E-clips to power
his bionic energy weapons. Multiple weapons can be powered by one E-Clip
but the energy use must be carefully tracked.
Universal Headjack & Ear Implant It is a special connector
or jack that is built into the skull at the base of the head.
Special Augmentation: Special built in long range wide band
radio transmitter and receiver that can transmit a whisper and voices of
other people up to 6 feet (1.8 m) away. It has a range of 20 miles (32
km) and with an additional antenna range is increased to 100 miles (160
km)
Amplified Hearing: Special Sound Amplifiers that give the character
to be able to hear almost inaudible sounds and recognize specific sounds
and voices at 35% + 5% per Level. It also gives +1 to Parry, +2 to Dodge,
and +6 to Initiative
Ultra-Ear: Allows Character to hear into the Ultrasonic Ranges.
This allows the character to hear sound that cannot normally be heard.
This ability can be turned on or off by the character.
Sound Filtration System: Protects the ears from potentially
damaging sounds by either filtering or blocking the sound.
Optic Nerve Implant: Implant that connects headjack to optic
nerve implant. It allows person to see video transmissions.
Cybernetic Gun-Link: This cyber-system provides a link between
the gun and the users vision. Specially modified weapons are needed to
make use of this system. Sensors in the weapon determine exactly where
it is pointed. This information is transmitted through a hookup in the
palm of the user's hand and is displayed in the user's field of vision
as a dot or small crosshair. The system also allows the user to know exactly
how many rounds are left in the weapon's clip or magazine, as well as being
able to mentally issue commands to eject the clip from the weapon. Bonuses:
+3 to strike on aimed shots and +2 to strike on bursts
Toxic Filter: It is a lung implant. It is a mechanism that is
designed to filter out most toxic gases before they get to the lungs. It
has an 80% chance to work against nerve gases and toxic gases.
Molecular Analyzer: This is a micro-chip based sensor that is
used for testing and analyzing impurities in the air. It transmits to an
ear implant.
O.C.C. Skills: Electrical: Basic Electronics (+10%) 61%,
Espionage: Detect Ambush (+10%) 61%, Detect Concealment (+10%) 56%,
Sniper (+2 to Strike on Aimed Shot), Mechanical: Basic Mechanics
(With Armorer) 71%,
Military: Armorer (+20%) 81%, Find Contraband
(+12%) 56%, Recognize Weapon Quality (+20%) 66%, Physical: Hand
to Hand Expert, Pilot: Horsemanship (General) 58%, Motorcycle (+10%)
88%, Technical: Languages: American 95%, Languages: Spanish 95%,
W.P.; Ancient: Sword (+2 [+8 / +6] Strike/+2 [+12 / +10] Parry),
W.P.; Modern: Sharpshooting & W.P. Revolver (+5 Aimed/+2 Burst/+2
Attack), Sharpshooting & W.P. Energy Pistol (+5 Aimed/+2 Burst/+2 Attack),
Sharpshooting & W.P. Energy Rifle (+5 Aimed/+2 Burst/+2 Attack), Heavy
(+4 Aimed/+2 Burst/+1 Attack), Heavy Energy Weapons (+4 Aimed/+2 Burst/+1
Attack), Wilderness: Land Navigation (+10%) 64%,
O. C. C. Related Skills: Espionage: Intelligence (+5%)
55%, Tracking [Gained at Second Level] (+5%) 46%, Wilderness Survival (+5%)
56%, Rogue: Streetwise (+8%) 46%, Technical: Literacy: American
(+10%) 61%, Lore: Demon and Monster [Gained at Fourth Level] (+10%) 41%
Secondary Skills: Medical: Paramedic [Gained at Third
Level] 51%, Physical: Boxing, Gymnastics, Running [Gained at Third
Level]
Skills From Gymnastics: Sense of Balance 71%, Work parallel
bars & rings 75%, Climb Rope 82%, Climbing 46%, Back Flip 91%, Prowl
51%
Appearance:
Stacey is fairly tall (5 foot 7 inches tall) women with slender hips
and moderate sized breasts. While athletic, she is quite attractive with
medium complexion Caucasian skin, brown eyes, and a small birthmark to
the left side of her left eye. Somehow the birthmark fits perfectly within
her face. She wears red lip gloss and brown eyeshadow. She wears her lustrous
brown hair often in a very intricate design similar to those worn by southern
women during the civil war. When worn free, it hangs down to virtually
her waist.
Of course the lower half of her right arm is obviously bionic. Her
arm is a gunmetal grey. The basic proportions of the bionic arm are identical
to her remaining flesh and blood arm. It is slender and still appears feminine.
This is the only obvious cybernetic system she has.
Stacey has an affinity for the historic time frame of the American
Civil War. When on the trail, she likes to wear clothing patterned after
Southern Army Civil War cavalry officer's uniform. This is grey with gold
trim, braid, and designs. When not traveling, she likes to wear classically
style southern belle dresses especially those with low bodices which reveal
her chest quite well.
Weapons, Normal: All Ranged weapons are modified to use cybernetic
gun link
Survival Knife: Damage: 1D6 SDC + Strength Bonus Weight: 1 lbs
(.5 kg)
Buffalo Laser Rifle: Weight: 14 lbs (6.4 kg)
The Gun is a JA-12 Laser Rifle in a case that looks a Sharps Buffalo
Express rifle. Mega-Damage: Laser, 4D6 for Single Shot and 1D6x10+10
for 3 simultaneous blasts. Grenade, 3D6 to 10 ft (3 m) radius. Rate
of Fire: Standard Effective Range: Laser, 4000 ft (1220 m). Grenade,
2000 ft (610 m). Payload: 10 Shots short E-Clip, 30 Shots long E-Clip,
has built in energy Canister (Cannot be removed but can be recharged) that
holds an additional 30 Energy shots, and has a 4 shot pump magazine for
grenade launcher. Bonus: +1 on Aimed Shots with laser only.
Pump Pistol Cartridge Revolver: Weight: 6 lbs (2.7 kg)
Pistol uses the same cartridges as the TX-5 Pump Pistol but is instead
in a Revolver Configuration. Mega-Damage: 4D6. Rate of Fire: Standard.
Range: 800 feet (224 m). Payload: 5 rounds in a cylinder
2 Wilk's-Remi 104 Derringer: Weight: 10 ounces (.27 kg) each
Derringer is designed to be able to be plugged into a standard E-Clip
recharger. One is concealed in each boot. Mega-Damage: 2D4. Rate of Fire:
Two simultaneous shots Effective Range: 300 ft (91.5 kgs). Payload: 4 Shots.
Wilk's/Remi 137 Pulse Laser Pistol: Weight: 3.2 lbs (1.5 kg)
Mega-Damage: 3D6 per single blast and 6D6 per double blast. Rate of
Fire: Standard Effective Range: 500 ft (152 m) Payload: 8 double blasts
per short E-Clip or 16 double blasts per long E-Clips.
4 Plasma Hand Grenades: Mega Damage: 5D6 effects a 12 ft (3.6
m) area Range: 120 ft (40 m)
2 Smoke Hand Grenade: Damage: Smoke effects a 40 ft (12 m) area
Range: 120 ft (40 m)
Ammunition (Used by Multiple weapons):
0 Short E-Clips 15 Long E-Clips, 0 Canister E-Clips, 10 Revolver Cartridge
Speed loaders
Rifle Grenades:
16 High Explosive Grenades (3D6), 8 Smoke Grenades, 8 Knock Out Gas
Grenades, 4 Neural Disruption Grenades, 4 Flare Grenades
Magical Weapons:
Magical Cavalry Saber: Weight: 2.9 lbs (1.3 kg) Length: 2.3
feet (0.7 m)
Mega Damage: 4D6+8. Ancient Pre-Rifts weapon of maximum human quality
weapon which is believed to be specially crafted for a confederate officer
(+1 to strike, +2 to parry, +4 to damage, and +2 to initiative.) Enchanted
through spell of Enchant Weapon (Minor) permanently and has 300 M.D.C.
and is only damaged by attacks against the weapon.
Armor, Normal:
Altarian Body Armor: M.D.C. (Main Body): 30 Weight: 4 lbs (2
Kg) No Prowl Penalty
Usually worn under clothing and overcoat.
Branaghan Armor Overcoat: M.D.C. (Main Body): 28 Weight: 6 lbs
(2.7 kg) -5% Prowl Penalty
Custom styled to look like a Confederate Cavalry Jacket. Usually worn
over Altarian Body Armor.
Magic Items (Non Weapons):
Altarian Talisman of Armor: A magic talisman that allows the
character to create an Armor of Ithan around himself or herself three times
per day. MDC: 100 Duration: 10 Minutes (40 Melees) Charges: 3 Charges and
recharges in 24 hours
Amulet of protection against the Supernatural: Adds a bonus
of +2 to save vs horror factor
Amulet of Charm: Adds a bonus of +1 to save vs magic and psychic
attacks.
Amulet of See the Invisible: Enables only the wearer of the
medallion to see the invisible.
Magical Boots of Fleetness and Mystery: Leather Knee high boots.
Boots double maximum speed (Speed 44 on her), doubles leaping distance,
and character leaves no tracks and has +5% to prowl skills. Can be tracked
by smell but is at -20% to do so.
Container of Much Water: Waterskin enchanted to provide up to
six gallons of clean, fresh, drinkable water every 24 hours
Techno-Wizard Power Weapon Scabbard: Specially made for her
Sabre. Anytime an M.D.C. inflicting melee weapon, its damage is increased
by 25% as long as the scabbard has enough P.P.E. to activate the spell
and SDC weapons will have their damage converted into M.D.C., Her Sabre
inflicts 4D6+8 MD normally would be increased to 5D6+10 when drawn from
the scabbard. See Federation of Magic, page 144 for details on the spell.
The scabbard has 7 emeralds that each store 20 P.P.E. that allows the weapon
to be activated 4 times. The P.P.E. cannot be used for other purposes.
Duration: 16 melees, Cost of Activation: 35 P.P.E., draws P.P.E. from storage
in crystals. Each crystal stores 20 P.P.E. for a total of 140 P.P.E. The
Scabbard regenerates at the rate of 2 P.P.E. per hour normally, 10 P.P.E.
per hour at a ley line, and 20 P.P.E. per hour at a nexus point.
Other Equipment:
Vehicles: "Beauregard" Bionic Horse
Clothing: Confederate Cavalry Uniforms, Cavalry hat, Riding
Cloths, Southern belle dresses, Utility Belt.
Other Equipment: Makeup and Feminine Items, Comb and Brush,
Goggles, Flashlight, Binoculars, laser distancer, Portable Language Translator,
Pocket Magnifying Glass, Cigarette Lighter, Small Silver Cross and Chain,
Hand Sized Wooden Cross, Knapsack, 2 Canteens, 200 feet of lightweight
rope, 3 handcuffs, 6 ft length of chain (18 MDC) and Lock (5 MDC), 4 weeks
food rations, Mini First Aid Kit, Bed Roll, 5 Signal Flares, Notebook &
Pens, NG-S2 (Two Person Tent, Sleeping Bag, Flashlight with pocket knife,
Compass, Short range radio, Mini First Aid Kit, Hunting & Fishing Kit,
Saw-Wires (3), Fire Starter, wooden cross, 4 signal flares, 30 ft climbing
cord, Climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 5
weeks food rations), E-Clip Rechargers (Plugs into bionic horse).
Valuables: 9,388,229 Credits, 4,957,143 in trade credits
with Ironworks Inc., Many books and recordings about the American Civil
War, Pre-Rifts wanted poster for Jesse James, 1,300 Credits of Civil War
artifacts, Old Kingdom coin with Gems, 10 silver coins, a large ranch house
(M.D.C. constructed)
Bionic Horse "Beauregard":
Full conversion bionic horse with the body obviously mechanical. The
horse appears metallic grey with a white artificial fur tail, mane, and
around the horses rear feet. Was grey when a normal horse. Nuclear powered
with 15 year life span. Has two large and four medium compartments in the
main body.
M.D.C. Values: Head: 150, Front Legs (4): 160 each, Rear Legs:
180 each, Main Body: 450, and Heavy Barding: 450.
Speed: Running: 120 m.p.h. (192 kmph) maximum. Running
does NOT tire out the Cyborg and maximum speed can be maintained indefinitely.
Leaping: Powerful robot legs can leap 15 feet (4.6 m) up or across
from a stationary position. Can leap up to 40 feet (12.2 m) lengthwise
with a running leap (at least 60 mph). Height is still limited to 15 feet
(4.6 m).
Statistical Data: Weight: 1600 lbs (726 kg), Physical
Strength & Statistics: P.S. 28, P.P. 22, P.B. 12, SPD 180
Weapon Systems: 2 attacks per melee, +6 to Strike, +11 to Dodge,
+9 to initiative
Ion Eyes (2): Mega-Damage: 3D6 for one or 6D6 for both, Range:
720 feet (220 m), Payload: Effectively Unlimited. Has +1 to strike.
Mini-Missile Launchers (2): Mega-Damage: By missile type, Range:
By missile type, Rate of Fire: 1, 2, 4, 5, or 10, Payload: 10 each for
20 mini-missiles.
Stacey's Background:
Even after all the destruction, farming communities dot the Mid-Western plains of what was the American Empire before the coming of the Rifts. Stacey Hendrickson was born in what had once been western Kansas in one of these small communities. While Stacey's parents were simple farmers, they were remarkably unprejudiced and even adopted a mutant mouse that apparently escaped from the laboratories in the Coalition Lone Star Complex. In the same community, Elves and other non humans also lived. For the most part, Stacey lived a comfortable childhood with her brothers and sisters.
Years before Stacey's birth, a large cache of pre-rifts books and video recordings were unearthed. The location was likely a large pre-rifts library that was forgotten through the ages. The video recording were one of the main forms of entertainment and the books were mostly ignored due to almost no-one in the town being literate. From age four, Stacey was hooked on both historical information and fiction about the American Civil War. She got one of the few citizens who could read and write to teach her how so she could read more about it. As time went on, she asked her mother to make outfits for her copied from Confederate uniforms and dresses of souther belles. She collects information whenever possible and many people that have met her believe that she knows more about the American Civil War than anyone else since the coming of the Rifts.
Because of occasional raids by both human bandits and monsters, all able bodied residents of the communities learn how to shoot energy rifles and some basic ability to fight. Because the community had a good number of non-humans, there was also concern that the Coalition would attack the community. Due to this training, Stacey's community was more capable of protecting itself than most of the other smaller communities. Stacey was started on the rifle when she was eight years old. She was a natural and was better than most of the adults when she first started. She practiced almost constantly and buy age twelve was the best shot in the village.
With ability came responsibility. Even before she went though puberty, Stacey became a member of the communities defenders. She found in several battles against both human and monstrous raiders. At age fifteen, one of the largest bandit raids attacked the village. Attempting to reduce the amount of people killed, she challenged the leader of bandits to a duel. He accepted and having their leader killed by a fifteen year old girl unnerved the other bandits and they quickly scattered. The leader had an antique cavalry sable that had it enchanted. She claimed this weapon as a prize for defeating him.
After this occurred, it seemed like many of the other members of the community were nervous around her. As a result, she decided to leave he home when she was sixteen. She gathered up all of her possessions, her horse, and left the community looking for her own fame and fortune. Her oldest brother had left several years before and had become a power armor pilot. Stacey traveled around a lot. She worked on weapon repair in the communities she went though as well defending the same villages and protecting convoys and pack trains. She made a good living and traveled far and wide in the west.
While defending a moderate sized community, her horse was mortally wounded and she though she would have him put down. The town had a veterinarian who specialized in making cyborg animals and her offered to save her horse by converting him into a cyborg. He gave her a substantial discount because she had been fighting to protect his town. Even so, it still cost her almost all of the money that she had. It saved her beloved horse and she is grateful for that. In most ways, her horse is far more dangerous due to the fact that she had several weapon systems added to him and is far faster than it was as normal horse.
Soon she was back on the trail and lost her arm when she was escorting a convoy a few seasons later. The convoy was attacked by Indians. In the heat of battle, she was knocked of her horse and she had her lower right arm run over by one of the vehicles in the convoy. Her gladiator armor could not protect her from the direct pressure and it got crushed to the point it could no be repaired. The leader of the convoy brought her to the nearest large town and had her destroyed lower arm replaced by a bionic arm. At first she was bitter, but she was able to adapt quickly. The reflexes of her bionic arm were slight slower but added options to make it very useful to her. This included acquiring a Coalition FIWS and getting special purpose bionic fingers.
Stacey continued adventuring after recovering from the loss of her arm. After several other jobs, she helped with the theft of a Coalition Stealth Fighter. She worked with a number of other adventurers including her brother. All of the adventurers earned a large amount of money from their employers. Stacey used her money to purchase a number of magic items for herself and bought a large ranch house in the mountains of Colorado. Most recently, she went of a frightening trip to Atlantis where she acquired a Altarian Talisman of Armor.
[Federation of Magic TM, Adventures on the High Seas TM, and Woomwood are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[Rifts® and Nightbane® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc.]
Image drawn and copyrighted by "Ultamisia".
More "Ultamisia" artwork at DeviantArt
By Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.