Abran Cortez

Abran

Guys, Guys! Slow down, you just gotta to slow down and take it easy…

Biography
Abran is from a clan of intelligent humanoid camels known as the Obie that are native to a small island in the Gulf of Mexico. The Obie people are an obstinate and belligerent lot that are often mistaken for D-Bees. However, the truth is that they are descended Earth Camels and the product of a criminal Pre-Rifts eugenics experiment gone wrong.
Abran is 280 pounds of raw muscle and stands with a slouch at approximately 6.8 feet. However, standing upright he towers in at an impressive 7.2 feet, though he finds this stance is uncomfortable. Furthermore, although the Obie people are well-known for being obnoxious, stubborn, and unpleasant to be around (they stink!), they are a good people at heart and Abran is no exception.
Furthermore, despite his large size and ugly mug, this fearsome brute, is a quiet philosopher and poet at heart and actually quite timid and selfless—never really drawing attention to his own needs. Abran grew up on the small island among his kin, training—as all men do in of his people as serpent raiders and vampire hunters (although Abran has an equal disgust for all supernatural evil and will attempt to seek them out and destroy them wherever they may be!). This drive to vanquish alien forces is in part tradition, but mostly stems from a traumatic incident where he lost his childhood Leopluradon Shasha to an attack by the Mahiki Milu.
Like all members of the Obie, Abran shares a deep spiritual kinship and symbiotic history with the Leopluradon and Ichthyosaurs that frequent the waters around their island. Since losing Sasha, Abran has found and bonded with a new mount he named Kip and loves her with an equal passion.
However, the love of their domesticated monster-lizards is not enough to keep the Obie strong. Genetic defects and inbreeding have started to plague their small island home. Thus, as one of the few purebred Obie left on the island, Abran was chosen by his clan’s Elders to venture out into the world in search of more of their kind or a man of science that might be able to help return them to their former glory.
To this end, the Obie were in a unique position to be approached by the Overseers of the Deus Project, who were desperately seeking access to any surviving data from the Pre-Rifts many overgrown eugenics labs strewn across about the island and scattered about the nearby sea bed. Desperate for a cure, the Council of Elders agreed and Abran, one of the few newly born Obie without deformities, was was given over to the overseers as a test subject along with as much of the Pre-Rifts eugenics data the Obie clan were able to recover.
In accordance with their agreement, the overseers had their scientists examined Abran and several other Obie of various ages in an effort to solve their genetic degeneration. However the examiners were shocked to find that the Obie were over 96% human; leaving many to question the true origins of this enigmatic species. Consequently, the cure was incredibly simple and the condition of the Obie easily reversible. However, in an effort to maintain control over the species and control over the few remaining eugenics labs within Obie territory, the Overseers concealed their discoveries and instead opted to slow any further genetic degeneration, claiming that a cure was possible… but it would take, time.
Like many of the other children involved in the Deus Project and Project: Zenith Day, Abran grew up on the island unaware of his involvement of the experiments; kept in check by precise memory wipes, implanted memories, and his surgeries concealed almost entirely by magical healing. Even so, as a young Obie Abran was very quiet and had few friends until he was transported to Hrrak Island. There Abran felt a strange kinship with the other children and ever-so slightly came out of his shell, leading them to water and allowing those who were suffering from exhaustion to ride on his back across the long treks across the isle.
Years later, Abran has gone to great lengths to meet his responsibility to the clan and become a mighty Serpent Slayer. However, although he is incredibly strong and fit, he is still relatively inexperienced and is never permitted to travel far from the island for long. Although the Deus Project has long-since been closed, he is still heavily (and unwittingly) involved Project: Zenith Day, although he is considered by far the most expendable.

NPC Statistics
Archetype: Mentor
Alignment: Principled (Good)
Motivation: Protect the Obie Camel People from the vampiric scourge and guard the seaways
Disposition: Solemn and reserved, but kind, mostly keeps to himself.
Race: Obie (Mutant Camel)
Sex: Male
Age: 19
Height: 6.8 feet
Weight: 280 pounds
Appearance: Abran is a tawny humanoid camel with melancholy features and a somewhat sagely disposition.
O.C.C.: Vampire Hunting Serpent Hunter
Level of Experience: 3rd level Serpent Hunter
Current Experience: 4,285/8,561
Affiliations/Factions: Children of Iméra
Attributes: I.Q. 8, M.E. 27, M.A. 8, P.S. 46 (Beastly), P.P. 8, P.E. 28, P.B. 6, Spd. 30 – 48 swimming (33 mph/28.6 knots); can dive 10 feet (3 m) naturally.
Attribute Bonuses/Penalties: + 2 on perception rolls (see saving throws for total bonus), – 5% on skills like Gambling, Intelligence (gathering), Performance, Public Speaking, and Undercover Ops, – 20% to Seduction, and + 5% to Interrogation.
Hit Points: 37
S.D.C.: 83
M.D.C.: None, except by armor. Abran is slightly larger than a normal man and cannot wear most armors unless they are taken out for him or custom fitted. Abran is currently wearing a suit of ceremonial mega-damage armor made by his people from the hide of slain sea serpents (80 M.D.C.). During long voyages at sea Abran wears a Lemurian Bio-Skin Gill suit that was gifted to him by his friend Gobi (29 M.D.C.; regenerates 1D4 per hour).
Horror Factor: None; 9 to Vampires and their minions; + 1 at levels 4, 8 and 12.
P.P.E.: 66
I.S.P.: 51
Attacks/Actions per Melee: 4 (+ 1 attack while mounted)
Combat Bonuses: + 2 on initiative (+ 1 at levels 4, 8, 12 and 15 when mounted, + 2 vs vampires and their minions), + 2 to strike (+ 1 when mounted, + 2 vs vampires and their minions; + 3 making a called shot to the Heart), + 3 to pull punch, + 31 to damage (+ 6 or + 6 M.D. on M.D. attacks when mounted), + 4 to dodge (+ 1 underwater, + 1 vs attacks from behind, + 3 vs vampires and their minions, + 3 when mounted, – 2 vs ranged attacks), + 5 to parry (+ 2 when mounted, + 2 vs vampires and their minions), + 6 to roll with impact (+ 2 when mounted)
Saving Throw Bonuses: + 2 on Perception Rolls (+ 2 vs snakes, serpents, sea serpents, dragons, monsters, + 3 vs vampires and their minions), + 3 to save vs Horror Factor (+ 6 vs serpents, sea serpents, dragons and aquatic monsters, + 3 vs vampires and their minions), + 15 to save vs drugs
+ 15 to save vs disease, + 10 to save vs insanity (+ 2 vs vampires and their minions), + 7 to save vs magic, + 7 to save vs pain, + 15 to save vs poison, + 6 to save vs psionics, + 26% to save vs coma & death

Natural Abilities – Obie Camel Mutant
1. Advanced Immune System: + 6 to save vs. disease and recovers from even the worst illness after 4D6 hours.
2. Advanced Camel Smell: Can smell water from up to 20 miles (32 km) away and can pick up the scent of growing plants 2 to 12 miles (3.2 to 19 km) away.
3. Beastly Strength: Can lift 200 times as much as normal and can carry 100 times as much. Additionally, because Abran’s P.S. exceeds 30 he can lift 60% more than normal.
4. Camel Brain: During tense situations where the character is at risk of physical harm he must save vs. insanity (12 or higher) or be taken over by fear and mindlessly flee from the threat.
5. Camel Endurance: Fatigues at one third the normal rate and gains a + 2 bonus to save vs. disease, poison, and drugs.
6. Camel Eyes: The character has no blind spots and gains + 1 to dodge attacks from behind, but suffers a -2 penalty to parry and dodge ranged attacks.
7. Camel Spit: A foul smelling saliva that if spat into the eyes causes temporary blindness (-10 to all combat-related rolls) for 1D4 melee rounds. Range: 12 feet (3 .6 m).
8. Camel Stink: The character has glands that produce a strong and smelly musk that makes him easier to track by creatures with a keen sense of smell and not someone you’d want to share an enclosed space with (+ 10% bonus to be tracked by smell; + 20% if he has not bathed in in 3D6 hours).
9. Water Storage: Can survive without water for two days per gallon (3.8 liters) of water drunk (maximum 20 days).
Legacy Power: Super Martial Arts Warrior

Special O.C.C. Abilities – Serpent Hunter
1. Empathy with Serpents & Monsters: The Serpent Hunter’s Empathy with Animals is replaced by a more specific Empathy with Serpents & Monsters. As a hunter, the usual Lemurian’s aura of peace, harmony and animal brotherhood does not apply nor work.
However, the Hunter’s intense study, familiarity and experience in dealing with serpents, sea serpents, sea monsters, snakes, large reptiles, predators and other monsters provides them with great insight into the personality, behavior and handling of these magnificent beasts. (Note: Dinosaurs fall into the “monster” category). Furthermore, Serpent Hunters have the ability to approach predators and monsters without them feeling threatened or immediately attacking. If the Serpent Hunter makes a successful empathic connection (roll under skill percentage), the serpent or monster is wary and watchful of him, but does not attack. If the hero moves slowly and makes no threatening gestures, the monster will allow him to draw it away from prey, let him touch/pet it, handle it, examine it, clean a wound, groom it, extract venom, enter the creature’s lair, share its food and sit with it or stay in its presence/proximity, without fear of attack or violence. This all establishes a tenuous sense of trust, rapport and acceptance by the creature. Base Skill: 82%; + 8% when the animal/monster is an actual serpent. A failed skill roll means the creature growls a clear warning to back off. Failure to do so causes it to attack.
Dominance and Control: Once a rapport is established, as noted above (takes 1D4 melee rounds of grooming and petting), the Serpent Hunter can use the Empathy with Serpents & Monsters to establish dominance. Base Skill: 72%; + 10% when the animal/monster is an actual serpent of some kind, and + 15% when the animal is already a tamed War Steed or domesticated animal. -20% when dealing with sentient monsters with even low human equivalent I.Q., and not applicable to true dragons and greater supernatural beings. A failed dominance roll means the creature growls a clear warning to back off. Failure to do so causes it to attack.
Successful dominance means the creature accepts the Serpent Hunter as his equal or superior – but not its master. This enables the Serpent Hunter to play and wrestle with the beast (and its young!), care for its young, handle it roughly, hunt alongside it, have it accompany him as an ally/brother, and ride on its back. The Serpent Hunter can even ask or encourage the serpent/monster to attack and fight with him against humanoids and other monsters/prey; an offer most predators are apt to accept. However, the animal cannot be forced to fight or made to do anything it does not want to do. In life and death situations or against a foe or force that the animal is ordinarily afraid of, the animal can decline to fight or even serve as a steed or companion, and leave. However, the monster may hang back and watch what unfolds from a hiding place or safe distance, joining the battle when it senses an advantage or easy kill. Or not.
50/50 chance.
Penalty Handling Other Animals: -20% penalty to riding and other skills that involve all other types of animals, even domesticated ones, from cattle to bunny rabbits.
2. Horsemanship: Serpent Hunter (Ride Sea Monsters & Sea Serpents): Like any knight of the realm, the warrior needs a war horse, but in this case, that steed is a sea monster or sea serpent. Training includes riding and fighting with a saddle and bareback, as well as the skills necessary to dismount and continue to fight together but separately in a coordinated combat. The warrior also knows how to maneuver across the entire length of his sea monster, swinging from spines and fins, avoiding tentacles and natural weapons of the animal, riding from the side or tail, hiding under a fin, upside down or even inside the creature’s mouth! Base Skill: 76%/56%; + 10% when the War Steed is one of the Hunter’s two personal War Steeds, and + 10% if the monster is intelligent and willing to let the Serpent Hunter ride on its back or is an actual serpent of some kind.
3. Sense Sea Serpents, Sea Monsters and Aquatic Monsters: Centuries of spending time hunting sea serpents, dragons and aquatic monsters has given the Serpent Hunter a knack for locating his quarry and sensing when such creatures are near (within one mile/1.6 km) or the beast is stalking him. Of course, finding such creatures and capturing or slaying them are two different things. Base Skill: 62%; -20% on dry land.
4. Dragon, Sea Serpent and Sea Monster Slaying: Years of training to hunt and slay sea monsters has given the Serpent Hunters knowledge of weak points and the best strategies and tactics to kill monsters.
Special Bonuses:
+ 1 attack per melee when battling serpents, dragons and monsters.
+ 2 to automatic dodge when battling serpents, dragons and monsters; the act of dodging does not use up a melee attack.
Double damage from behind.
Critical Strike (double damage) on an unmodified roll of 19 or 20 1st level of experience.
Critical Strike (double damage) on an unmodified roll of 18-20 at 4th level of experience.
Critical Strike Death Blow (triple damage) on an unmodified roll of 18-20 at 8th level of experience.
5. Lore: Vampires. Base Skill: 66%
6. Bad Feeling. Base Skill: 45%
7. Sense Vampiric Influence. Base Skill: 55%
8. Undead Investigation. Base Skill: 50%
9. Recognize Minion/Servant. Base Skill: 62%
10. Recognize Vampiric Mind-Control. Base Skill: 52%
11. Recognize Wild Vampire. Base Skill: 86%
12 Recognize Secondary Vampire. Base Skill: 66%
13 Recognize Master Vampire. Base Skill: 56%
14. Locate Vampire Lair. Base Skill: 19%; + 20% when on location.

O.C.C. Skills
Language Native: Spanish at 98%
Language Other: American at 70%
Language Other: Oceanic at 60%
Literacy Native: Spanish at 50%
Horsemanship: Aquatic Animals at 62%
-Break/Domesticate Wild Aquatic Animals at 42%
Horsemanship: Sea Monsters at 70% (+ 20% if the monster is intelligent and is willing)
-Break/Domesticate Sea Monsters at 45% (+ 20% if the monster is intelligent and is willing)
Lore: Demons & Monsters at 45% (+ 25% when dealing with serpents and sea monsters).
Lore: Faeries & Creatures of Magic at 45% (+ 15% when dealing with dragons)
Track Sea Animals at 70%
-Hunt Sea Animals at 60%
Underwater Navigation at 60%
Undersea & Sea Survival at 60%
W.P. Energy Rifle (+ 1 to strike; + 1 at levels 4, 6, 8, 10, 12 and 14)
W.P. Spear (+ 2 to strike; + 1 at levels 6, 9 and 12; + 1 to strike; + 1 when thrown at levels 6, 10 and 14, and + 2 to parry; + 1 at levels 6, 9 and 12)
W.P. Trident (+ 2 to strike; + 1 at levels 7, 11 and 15, + 2 to parry; + 1 at levels 7, 11 and 15)
W.P. Lance (+ 1 to strike; + 1 at levels 4, 7, 10, and 14. + 1 to parry; + 1 at levels 7, and 12. Plus, charge attacks inflict DOUBLE damage or TRIPLE damage on an unmodified roll of 19 or 20)
W.P. Harpoon & Spear Gun (+ 1 to strike; + 1 at levels 4, 7, 10, and 15)
W.P. Targeting (+ 2 to strike; + 1 at levels 7 and 10. Plus, Critical Strike on an unmodified roll of 18-20)
Hand to Hand: Paladin Combat (as per Martial Arts; + 1 on initiative, + 2 to strike, + 3 to pull punch , + 3 to dodge, + 3 to parry, and + 3 to roll with impact)
O.C.C. Related Skills: Plus select one additional skill at levels 3, 6, 9, 12 and 15.
Castaway/Shipwreck Survival 45%
Philosophy at 50%
Swimming: Advanced at 80%
Fasting at 60%
Skin & Prepare Hides at 35%
Secondary Skills: Plus one additional skill at 5, 9 and 13.
Athletics: General
Bodybuilding & Weightlifting
Running
Play Tonbak at 50%
Magical Knowledge: Intuitive Caster; cannot learn new spells. Spells: Breathe without Air (5), Globe of Daylight (2), Impervious to Fire (5), Lightblade (20), Magic Net (7), Magic Shield (6), Armor of Ithan (10), Sense Evil (2), Sense Magic (4), Tongues (12), and Chameleon (6).
Spell Strength: 12
Psionic Powers: Major Psychic (save vs psionics 10 or higher). Death Trance (2), Empathy (4), Impervious to Poison (4), Levitation (varies), Mind Block (4), Resist Fatigue (4), See the Invisible (4), Telekinetic Leap (8), and Telepathy (4).
Vulnerabilities: Prey Instincts, prey eyes (see Camel Eyes) and musky smell.

Combat & Weapons

Harpoon
Total Strike Bonus: + 5 with a normal strike or + 3 when thrown
Total Parry Bonus: + 7 (+ 2 when mounted, + 2 vs vampires and their minions).
Range: 480 feet (146.3 m).
Damage: 1D6 + 31 S.D.C.
Rate of Fire: Standard
Payload: 7; 7 per quiver

Harpoon, Silver-Tipped
Total Strike Bonus: + 5 with a normal strike or + 3 when thrown
Total Parry Bonus: + 7 (+ 2 when mounted, + 2 vs vampires and their minions).
Range: 480 feet (146.3 m).
Damage: 1D6 + 31 S.D.C.
Rate of Fire: Standard
Payload: 7; 7 per quiver

Heavy Object
Abran can pick up incredible weights (up to 14,720 pounds!), and either place it down on a foe harmlessly (incapacitating them) or use it to pound them into the ground. Heavy Objects inflict 1D6 S.D.C. + 1D6 for every 20 pounds (9 kg).
Damage: The average tree in north America weighs an upward of 1,500 pounds, inflicting 7D6 × 10 + 5D6 + 37 S.D.C.), and is an effective weapon when dealing with Vampires is open combat (inflicts damage directly to their Hit Points!).

Quick Damage
200 pounds (10D6) = 1D6 × 10 S.D.C.
2,000 pounds (10D6×10 S.D.C.) = 1D6 × 100 S.D.C. or 1D6 M.D. 20,000 pounds (10D6 M.D.) = 1D6 × 1,000 S.D.C. or 1D6 × 10 M.D.

Silver-tipped Lance
Total Strike Bonus: + 3 (+ 1 when mounted, + 2 vs vampires and their minions; + 3 making a called shot to the Heart).
Total Parry Bonus: + 6 (+ 2 when mounted, + 2 vs vampires and their minions).
Range: Close Combat (6 foot reach).
Damage: 3D6 + 37 S.D.C. with a normal strike or 6D6 + 37 S.D.C. when charging. Plus, charge attacks inflict DOUBLE (×3 from behind) damage or TRIPLE (×4 from behind) damage on an unmodified roll of 19 or 20.
Alternatively, an opponent may also be unseated with a modified strike roll that is 20 or greater. Opponents knocked from horseback take 1D6 damage from the lance, are knocked off their horse and take an additional 1D6 damage unless they successfully roll with impact/fall. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horseback, but standing on the ground can be similarly knocked off his feet and on his backside with the same result, except no additional damage from the fall. The player must announce his character’s intention as to whether he intends to inflict damage or unseat his opponent.

Vibro-Lance
Range: Close Combat (6 foot reach).
Total Strike Bonus: + 3 (+ 1 when mounted, + 2 vs vampires and their minions; + 3 making a called shot to the Heart).
Total Parry Bonus: + 6 (+ 2 when mounted, + 2 vs vampires and their minions).
Damage: 4D6 M.D. with a normal strike or 6D6 + 6 M.D. when charging. Plus, charge attacks inflict DOUBLE (×3 from behind) damage or TRIPLE (×4 from behind) damage on an unmodified roll of 19 or 20.
Alternatively, ab opponent may also be unseated with a modified strike roll that is 20 or greater. Opponents knocked from horseback take 1D6 damage from the lance, are knocked off their horse and take an additional 1D6 damage unless they successfully roll with impact/fall. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horseback, but standing on the ground can be similarly knocked off his feet and on his backside with the same result, except no additional damage from the fall. The player must announce his character’s intention as to whether he intends to inflict damage or unseat his opponent.

Equipment: One light suit of ceremonial armor, thirty silver-tipped harpoons, thirty harpoons, thirty silver-tipped crossbow bolts, one silver knife, vibro-knife, one silver-plated lance, Vibro-lance, eight wooden stakes, one mallet, five cloves of garlic, six inch wooden cross, a small silver cross, two canteens, food rations for two weeks, two sets of clothing, a cloak, 12 feet (3.6 m) of rope, and one Leopluradon mount (Kip).
Money: 2,000 credits
Cybernetics None


Kip

Kip
Juvenile Leopluradon

Kip is Abran’s trusty mount. Despite having a brain about the size of a pea, she is highly intelligent and remarkably affectionate. Furthermore, like the other Leopluradons and Ichthyosaurs domesticated by the Obie people, Kip is no longer a solitary predator but social creature and pack hunter. Though unable to speak, she is approximately intelligent as a 6-year old child (perhaps as a result of the same eugenics that created the Obie?) and highly spirited. In her spare time she is often seen playing in the water in a fashion similar to modern day dolphins. Kip loves Abran, and will always come when he calls (even if it is at her own detriment). Though highly socialized (she can even recognize and play with small children unmonitored), she is a fierce predator capable of overturning ships and biting through mega-damage steel. Leopluradon’s use the same stats as the Ichthyosaurs (see Rifts® Worldbook 32: Lemuria).

NPC Characteristics:
Alignment: Unprincipled.
Attributes: I.Q. 7, M.E. 12, M.A. 6, P.S. 26 (robot), P.P. 17, P.E. 20, P.B. 10, Spd. 5 – 39.5 mph (34.3 knots) swimming
M.D.C.: 35.
Horror Factor: 10.
P.P.E.: 20.
Equivalent Skills: Swimming 98%, Prowl 60%, Underwater Navigation 98%, Track and Hunt Sea Animals 90%.
Natural Abilities: As per page 172 of Rifts®: World Book 32: Lemuria.
Attacks/Actions per Melee: 3.
Damage: A restrained bite or nip inflicts 3D6 S.D.C., bite does 3D6 M.D., ram with nose 3D6 M.D., restrained tail slap does 4D6 S.D.C. and full strength tail slap does 1D6 M.D.
Combat Bonuses: +3 on Perception Rolls, +2 to initiative, +6 to strike, +5 to dodge, +5 to pull punch and +2 to roll with impact.



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Abran Cortez

Rifts®: Megaversal Highway™ LiamGray