Tarna Wolves-Daughter 
Name: Tarna Wolves-Daughter
True Name: Tarna Megans-Bane
Alignment: Scrupulous (Good)
M.D.C.: 271 (355 adding in physical skills)
Attributes: I.Q.: 22 (+8%/+4), M.E.: 15, M.A.: 16, P.S.: 29
(+14), P.P.: 24 (+5), P.E.: 26 (+6/22%), P.B.: 18 (40%), SPD: 31
Weight: 165 lbs (74.9 kg) Height: 6 ft (1.83 meters)
Age: 19 years (See Background) Race: Human (Clone) Sex:
Female
Disposition:
Tarna, due to her long period of abuse, is nervous around most people
and is very suspicious, expecting the worst out of just about everybody.
She also has a tendency to react violently when scared or threatened. She
is not an evil person and tries to help those who need her help. She may
feel bad when she harms someone due to being frightened but it will not
stop her reaction. She has trouble with males due to her abuse by the Sunaj
and has only been able to get physically close to one male, a male werewolf
named Romulus who has a similar background to her.
She seems to have inherited her progenitor's skill in tactics and is
quite capable of leading those in battle. Along with her violent tendencies,
she is extremely brave and is willing to fight in battles against overwhelming
numbers. She is not a fool and knows that there is time which she should
retreat and she does not have a death wish although in some fights, it
appears that way.
O.C.C.: Maxi-Man Experience Level: Fourth (4) Experience
Points: 21,051
Combat Skill: Hand to Hand; Martial Arts plus Boxing
Attacks per Melee: Six (6)
Bonuses, Combat: +7 to Strike, +7 to Throw, +11 to Parry, +11
to Dodge, +14 Damage, +9 to Roll with punch, fall, or impact, Knock-Out
Stun on Nat 20, Critical on Nat 20.
Bonus; Save: Lethal Poison +7, Non-Lethal Poison +7, Harmful
Drugs +7, Insanity +1, Psionics +2, Magic +11, Horror Factor +9.
Magic Abilities: Increased P.P.E. Recovery (12 P.P.E. per hour
of Rest or Sleep)
P.P.E.: 243 Magic Tatoos: Simple Weapons: Curved
Long Blade Dagger (2), War Hammer (2), Bull Whip (2),
Magical Weapons:
Battle Axe covered in Flames with a coiled Serpent (20), Long Bow with
Four Flaming Arrow with Wings (10), Flaming Shield (20), Animals:
Bird, Falcon (15), Wolf (20), Scorpion (10), Monsters: Dragondactyl
(100), Fire Worm (50), Powers: Chain with Broken Link [Strength]
(30), Chain Wrapped Around Cloud [Air Powers] (50), Eye of Knowledge [Language]
(15), Eye of Mystic Knowledge [Magic] (20), Eyes; Three [Supernatural Vision]
(20), Heart pierced by wooden stake [Protection from vampires] (15), Heart
encircled by chains [Invulnerability] (40), Power: Heart with Large Wings
[Flying] (20), Knight in Full Body Armor (25), Phoenix Rising From the
Flames [Resurrection] (124), Rose and thorny stem & Dripping Blood
[Healing] (30), Shark [Swim] (20), Skull Coiled with Thorns [Death Touch]
(40), Skull Engulfed in Flames [Fire Powers] (45), Monster Shaping:
Werewolf in Wolf Form (30)
OCC and Racial Skills: Communication: Radio; Basic (+5%)
73%, Espionage: Intelligence (+10%), Tracking (+15%) 63%, Wilderness
Survival (+5%) 58%, Medical: First Aid 68%, Physical: Hand
to Hand Martial Arts, Body Building, Boxing, Climbing (+10%) 85% / 80%,
Swimming (+5%) 78%, Technical: Languages: Dragonese 98%, English
98%, W.P.; Ancient: Archery & Targeting (4 attacks per melee
/ [+2] +9 to Strike / [+1] +12 to Parry), Blunt ([+2] +9 to Strike / [+2]
+13 to Parry), Knife ([+1] +8 to Strike / [+1] +8 to Throw, [+2] +13 to
Parry), Sword ([+2] +9 to Strike / [+2] +13 to Parry), W.P.; Modern:
Energy Pistols (+4 Aimed / +2 Burst), Energy Rifles (+4 Aimed / +2 Burst).
O. C. C. Related Skills: Espionage: Disguise (+10%) 58%,
Escape Artist [Learned at Fourth Level] (+10%) 48%,
Physical: Acrobatics
[Learned at Fourth Level], Gymnastics, Pilot: Horsemanship (+5%) 65%, Rogue:
Streetwise [Learned at Fourth Level] (+2%) 30%, Wilderness: Land
Navigation (+5%) 61%, Skin and Prepare Animal Hides (+5%) 58%.
Secondary Skills: Domestic: Sewing (+5%) 68%, Physical:
Athletics, General, Technical: Literacy: Dragonese 53%, Literacy:
English 53%, Lore: Demon and Monster 48%, W.P.; Ancient: Axe ([+2]
+9 to Strike / [+1] +8 to Throw, [+2] +13 to Parry).
Skills From Acrobatics & Gymnastics: Sense of Balance (+5%)
78%, Walk Tightrope or High wire (+5%) 73%, Work parallel bars & rings
(+5%) 82%, Climb Rope (+5%) 93%, Back Flip (+5%) 98%, Prowl (+5%) 63%.
Appearance:
Tarna is a very tall and muscular woman who looks both like and unlike
the woman who she is a clone of. She is attractive but has a strong stern
aspect about her and appears even more stern than the woman she is a clone
of although her basic build is identical to Megan Smith. The female Maxi-Man
has deeply tanned, although not real dark, dark Caucasian skin from long
exposer to the sun. She usually wears body makeup to hide her magical tattoos.
She looks out of blue-grey eyes which have a strong feeling of Sadness.
Tarna has dark blond hair which is slightly curly and hangs down just below
her neck. Other than wearing body makeup to cover her tatoos, Tarna wears
little in the way of makeup.
Tarna does not like to dress in armor or bulky clothing because it
prevents her from easily accessing her tatoos and restricting her movement.
As well, her altered structure means that she is unaffected by most environmental
conditions. Instead, she prefers to wear light leathers usually much abbreviated.
She usually wears a fur cloak which has as the hood the head of a wolf.
Her Rune Axe is usually carried on her shoulders beside her energy rifle
and the outline of both can be seen under her cloak.
Weapons, Normal: K-4 Laser Rifle (3D6+6 MDC single, 1D6x10+6
MDC/3 rd, 3000 ft, 30 Shots), Neural Mace (1D8 SDC + Strength Special:
Unconsciousness)
Ammunition (Used by Multiple weapons): 4 Long E-Clips
Weapons, Magical:
Grey Dawn: Greatest Rune Battle Axe
Plain grey rune axe with deep runes etched along the blade and handle.
Mega-Damage: 1D4x10 and can be thrown 300 ft and teleports back after being
thrown. Due to high quality has +2 to strike, +3 to Parry, and +2 on initiative.
Gives spells of: Teleport Lesser, Teleport Greater, Mystic Portal, Time
Hole, and Sanctum. Each spell can be cast 2 times per 24 hour period and
are cast at 10th level. Also has psionic at 6th level of experience (120
ISP): Has all sensitive, physical psionics, and has super psionics of Bio-Manipulation,
Bio-Regeneration (Super), and Pyrokinesis. Has an IQ of 15, communicates
via limited telepathy, Can parry Energy blasts at -6, links with wielder
being able to sense each other up to 4 miles away, add +1 on all saving
throws, Scrupulous alignment and does 1D6 SDC or 3D6 MDC to incompatible
alignments.
Magical Karabela: Weight: 1.8 lbs (0.8 kg)
Mega Damage: 3D6+7. Due to high quality, has the bonuses of +2 to Strike,
+3 to Parry, and +2 on initiative. Has the Properties of Additional Damage
(1D6), Eternally Sharp Blade (+3), and is Indestructible.
Armor of Note:
None (Armor restricts her access to Tattoos)
Magic Items:
Belt Pouch with 2 Permanent Dimensional Pocket Cast on it: Has
two separate compartments each with a permanent dimensional pocket that
will carry 90 lbs of items/equipment in each pocket.
Bird Skull, Claws, and Jade egg Necklace with various Amulets on
stones: Necklaces is valued at 2000 credits and Jade has Amulets on
them. See the Characters picture for appearance of the Necklace.
Amulet of Charm: Adds +1 to save vs magic and psychic attacks
Amulet of Protection vs the Supernatural: Add +2 to save vs
Horror Factor
Amulet of See the Invisible: Allows wearer to see the invisible.
Gem of Direction: Faceted Gem that is the size of a quarter
with a silver sliver that always points north.
Magical Boots of Fleetness and Mystery: Fur Knee high boots.
Boots double character maximum speed (Speed 62 / 155 ft per attack on her)
and character leaves no tracks and has +5% to prowl skills. Wearer of boots
can be tracked by smell but is at -20% to do so.
Magical Cloak of Untrackability: Wolf fur cloak that is knee
level length and has a hood that has a large wolf skull as part of the
construction of the cloak. Interior lining of cloak is black and silver
silk. Cloak has 20 MDC before being destroyed. Person wearing cloak is
at -20% to be tracked and will not show up via thermal detection (No heat
signature). Cloak also allows the wearer to levitate identical to spell
levitate twice per day with a ten minute duration each time.
Runic Keremond's Spellshield: Given to her by an Elf she rescued.
More powerful version of the standard Keremond's Spellshield which negates
the effect of spells cast against the wearer. Can absorb 200 P.P.E. released
from the amulet at the rate of 10 P.P.E. per hour. Does not explode when
overloaded although will shut down for a full 24 hours before being usable
again (Can absorb a full 200 P.P.E. at that time.) When overloaded, the
Spellshield will cause a variety of different side effects (See
writeup
for details). If a spell is absorbed and brings the pendent above the maximum
P.P.E then the spell is still is still negated unless the caster spends
enough magical energy to keep minimum required P.P.E. of spell above what
the Runic spellshield can absorbed. As the runic spellshield absorbs P.P.E.,
like the standard version, it glows brighter and hotter. When the shield
gets within 30 P.P.E. of being overloaded, the pendent begins humming.
An alchemist cannot absorb the magic from the Runic version of the Spellshield.
Does not prevent her from using magic on herself due to being linked.
Other Equipment:
Vehicles: None (Walks, Uses Tatoo Powers, or Rides a Horse)
Clothing: Leather Clothing (As per description), Fur Boots,
Leather Belt.
Other Items: Leather Backpack, Waterskin (1 gallon), 6 wooden
stakes and mallet, 50 feet of rope, Sleeping Bag, 2 man Tent, 8 weeks emergency
Rations, Makeup (Includes body makeup to cover tatoos) and Feminine Items,
Zippo style Lighter, First Aid Kit, Sewing and Tanning Kit, Solar powered
E-Clip Recharger.
Valuables: Gold Earrings worth 1000 Credits, Gold Bracelet worth
4000 Credits, Gold Bracelet worth 4000 Credits with tiny eight mile range
communicator that is activated by her voice, Gold ring worth 1000 Credits.
Character History:
There are a bunch of different saying such "Use a Thief to catch a
Thief" which basically state that the best way to defeat a person is to
use a person of similar nature. The ultimate concept is to send a person
against themselves. Many people biggest fear it to fight themselves, a
person who knows all your strengths and weaknesses. Creating clones is
one way to virtually send a person against themselves. A powerful lord
on Atlantis decided to just this and commissioned the Kittani to create
clones of a group of "adventurers" who broke into a top secret location
on the Continent of Atlantis and had caused him much embarrassment and
loss of face as a result. One of these "adventurers" was a Cyber-Knight
named Megan Smith. The Cyber-Knight is fairly famous on North America and
tales tell of her adventuring all over North America including fighting
against the Vampires in Mexico and Central America. There are also stories
of her adventuring in England, Europe, and even Africa. There is even a
story of her traveling to another dimension to fight against supernatural
evil.
It is unknown how many clones of Megan Smith were created but a whole
batch were created with the express purpose of the survivors being sent
against the Cyber-Knight to kill her. It was decided that several of the
clones would be tatoo warriors. The Lord did not want to take over a decade
to create his new warriors so he had several of the clones, including Tarna,
sent to a dimension where time moves far quicker than it does on Rifts
Earth. In addition to being able to speed up training, tatoos require huge
amounts of time. In order to make for more dangerous warriors, it was decided
that the clones would be trained by Sunaj assassins in order to make the
clones more dangerous. The training for the clones was absolutely brutal
with both physical and mental abuse. Abues even included rape. Few of the
clones survived the training with the Sunaj with the traitorous True Atlantians
deliberately trying to kill them in training. The clones were even pitting
against each other, sometimes in fights to the death. As a result of her
time among the Sunaj and listening to them talk, Tarna knows the secret
that they are True Atlantians who have allied themselves with the Splugorth.
In order to make the clones more effective in fighting the people who they
are cloned from, they had them study the individuals who they are suppose
to kill including the person's background. From studying Megan Smith, Tarna
learned an unintended lesson, which was that she was serving the side of
evil and she was really created for revenge for a slight. Still, there
was little she could do but survive.
Eventually, she was sent back to Rifts Earth. Before she was sent out
to hunt and kill Megan Smith, she was given some final training and background
on the woman who she was suppose to murder. She considered that her best
chance to escape would be once she was sent on her own. Part of her training
including fighting in the arenas with plans that the survivors being pitted
against their targets. While she did not like to kill those who did nothing
to her, it was them or her. She was brought through the market several
times on her way to the arenas. She pretended to be docile to the slavers
who she was with. On her final trip through the market, although not planned
as her final fight in the arena, she spotted a large axe on the display
of a magic weapon dealer. Her eyes were drawn to the weapon.
The Axe sensed the young Maxi-Man and telepathically contacted her.
The axe could tell that she was not evil like most of the creatures which
had passed by it. It told her that it had been created for a warrior ages
ago and had been taken by Splugorth minions after the murder of its previous
owner. It told her that if she could grab it, then they could both escape.
While she was skeptical, she saw it as her only chance to escape. She quickly
activated her tattoo with a battle axe, her tattoo of strength, and her
tattoo of armor. Because she had been so passive, none of the slavers noticed
what she had done. She began hacking at the creatures surrounding her and
caught them by complete surprise. Taking several down, she grabbed the
rune axe. Suddenly, she was gone. The teleport was as much of a surprise
to her as to the slavers.
Since then, her luck seems to brought her from place to place. One of
the first places which she ended up at was the mountains of Tibet where
she met a Werewolf monk who is named Romulus. They have had the bad of
luck of having been caught in multiple Rifts, always ending up in new places.
For some reasoning, the Rifting always seems to keep them together. It
might be that fate meant for them to be together. They have been Rifted
to Japan, North America where she fought Vampires among other enemies,
South America where she acquired the Tattoo of a Werewolf and even Wormwood.
In Wormwood, she was able to turn around a major attack by the side of
evil by teleporting and killing the leaders of the assault. Her treatment
under the Sunaj was hard to recover from but eventually her and Romulus
became lovers.
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[Rifts® and Nightbane® are registered trademarks owned by Kevin Siembieda and
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By Kitsune (E-Mail Kitsune).
Copyright © 2004, Kitsune. All rights reserved.