From: ShawnM011@aol.com  Save Address Block Sender
Date: Tue, 3 Feb 1998 18:28:26 EST
To: palladium-frp@cis.altnews.com.au
Cc: palladium@dante.neonexus.com
Subject: [New][Fantasy][NPC] Jarson Telep (Pirate)

This is my first creation for the Palladium Fantasy system. I
made it using the 2nd edition rules. Any and all feedback will 
be appreciated. Note I would prefer this not be posted on 
anyone elses webpage. 

© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All 
rights reserved world wide. No part of this work may be reproduced in 
part or whole, in any form or by any means, without permission from the 
publisher. All incidents, situations, institutions, governments and 
people are fictional and any similarity to characters or persons living 
or dead is strictly coincidental.

Rifts®, Palladium Books®, Mechanoids®, The Mechanoid Invasion®, Rifts®, 
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and licensed by Kevin Siembieda and Palladium Books, Inc.

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	Jarson was born to a small noble family living in the city of
Old Timiro of the Timiro Kingdom. He was a good son studying and 
training hard so he could carry on the noble line of the family. This 
continued until his twentieth birthday. He surprised and shocked his 
family with an announcement he wanted to join the Timiro Royal Navy
and see more of the world. His family debated it for days but it was 
decided Jarson could go play sailor for a few years but then he must 
return home.

	He went to school to learn how to be an officer in the Royal
Navy and excelled as usual. That is to he made the mistake of falling
in love with a woman who was also desired by a son of a more 
powerful noble family. To make matters worse the women in 
question fell in love with Jarson. The angered noble son in a fit of 
anger framed Jarson in an attempt to kill the school's headmaster. 
Jarson knew his chances of getting justice were slim so he fled from 
the school because of the charges and his actions he was disowned 
by his family.

	Not knowing what to do he joined up as a crew member
of a small merchant ship that made runs between Timiro and the
Western Empire. He sailed this route for years going back and 
forth. While at the same time getting harder and more bitter with
every voyage. On a voyage during his third year working as a
sailor the ship he was on was captured by pirates. The pirate
captain liked what he saw in Jarson and allowed him to join his
crew.

	Jarson took an immediate liking to the life of a pirate. He
quickly worked his way up the ranks of the ship. After a couple
of years he made it to First Mate. When the captain got too old 
and tired to work so he retired and let Jarson buy out the ship.
Jarson has continued to sail the ship in the waters around the 
Floenry Isles and Timiro Kingdom mainly intercepting ships 
traveling between Timiro Kingdom and the Western Empire. He
treats his crew well so they will follow him anywhere he leads.

Name: Jarson Telep
Alignment: Anarchist (Selfish)
O.C.C. & Experience: 8th Level Human Pirate
Age: 38			Sex: Male
Height: 5 feet 9 inches		Weight: 180 pounds
Attributes: I.Q. 14,  M.E. 12,  M.A. 18,  P.S. 14,  P.P. 14,  
P.E. 15,  P.B. 12,  Spd 12
Hit Points: 38		S.D.C.: 14
P.P.E.: 12
Description: Jarson is a tall averaged built man. He has light brown
hair with dark brown eyes. He also prefers to wear dark colored 
clothes. The usual expression on his face is a stern one and he has a
smile that reminds most who see it of a shark.
Actions per Melee: 5; Hand to Hand: Expert
Bonuses: +2 to Strike, +3 to Parry, +3 to Dodge, +3 to Roll with 
punch/fall/impact, +2 to Pull punch, +1 to Initiative, +3 to Saving 
throw vs horror factor, Trust/Intimidate 50%, Kick Attack does 
2D4 S.D.C., Critical Strike on a unmodified 18, 19 or 20, Paired 
Weapons, Body throw/flip and disarm
Combat Skills: W.P. Blunt, W.P. Grappling Hook, W.P. Knife, 
W.P. Sword
Skills of Note: Astronomy & Navigation 70%, Athletics (general), 
Carpentry 65%, Castaway/Shipwreck Survival 63%, Climb/Scale 
Walls 85%/80%, Cook 65%, Fishing 65%, Flag Signaling 65%, 
Languages: Elven 80%, Languages: Human Eastern 98%, Literacy: 
Elven 70%, Literacy: Human Eastern 70%, Lore: Sea 65%, Math: 
Basic 85%, Prowl 65%, Rope Works 75%, Seamanship 65%, 
Sew 50%, Shipwright 59%, Swim 90%
Armor of Note: He usually just wears a suit of Soft Leather (full) 
but will wear Hard Leather (full) when combat is expected.
Weapons of Note: Jarson mainly uses a Dwarven Cutlass (+2 to
parry and strike) and a knife in each boot.
Underlings: 
	First Mate: Lawrence Stout (Human) 7th level air warlock
	Second Mate: Michael Falicov (Elf) 5th level pirate
	Third Mate: Gasher (Ogres) 6th level mercenary warrior
	Other crew members of note: Two 5th level air warlocks, 
	one 6th level fire warlock, ten 4th level pirates
Personal  Wealth: 31,000 in gold and owns the "Bleeding Cutlass" 
a Western Empire Caravel class ship.


	Hook, Line and Sinkers

The Bleeding Cutlass

Hook: The players are for one reason or another traveling on a ship.
I'm leaving it up to the GM why they are on the ship but they will need
to be on one for this HL&S.

Line: The player's ship is attacked by the "Bleeding Cutlass" and the 
crew is captured after a tough fight. Everyone on the ship is striped of
their possessions and herded on to the pirate ship.

Sinker: Captain Jarson plans to sell the crew of the captured ship into
slavery. This leaves the players with two main options. They can try to
escape but this will be harder without their equipment. They can also 
choose to join the crew of the "Bleeding Cutlass." That is if Jarson 
decides to trust them.

Bad Company makes for a bad day

Hook: The players are on a ship traveling from between the Timiro
Kingdom and the Western Empire when a large storm struck. The
ship rides out the storm but takes heavy damage. The captain moors
the ship in a small cove and sends some of the crew inland to start 
cutting tress down for the repairs.

Line: Not much farther down the cost line (about ten miles)
Jarson has moored his ship for the same reason. With the crews
so close together they are bound to bump into each other.

Sinker: What happens know will depend on how the players and
pirates react to each other. The pirates may have slaves the players
want to free or treasure they want to steal. The pirates will have about
the same reasons to want to go after the players except they will want 
to make the players slaves.

When the going gets tough go by land
For this HL&S Jarson is the reason for the adventure but is not actively 
involved in it.

Hook: Because of all the problems with pirates lately (Jarson being 
one of the worse) some merchants have started shipping small but 
valuable cargo over land.

Line: The players are approached to work as guards by the a merchant.
A possible trip could be from Timiro cities of Nisi to Credia. Normally
this would be a short voyage by sea but will be a long trip on land. Any
cities can use but it should be one with a short sea route between them
and a long land route.

Sinker: It should take several weeks for the trip. The players should face
attacks by bandits and monsters along the way. Depending on the cargo
all sorts of people could be interested in relieving the players of it.


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