Quemar Fuego

Burster, adventurer, avenger, warrior

Quemar is the first character I created when I started playing Rifts.  Since then, he has grown in levels, gained quite a bit of neat stuff, and I have modified a few times until reaching his current form.

Background
(abridged version)

Quemar's first memories are of waking up in a laboratory, covered in a gel-like goo.  The lab itself had long since been deserted, and he wandered for a few hours before finding an open elevator, and service ladder.  He discovered that the lab was an underground structure, and he was in the midst of thick wilderness.  Gathering what supplies he could, he set out to find civilization, and regain his lost memory.

He met up with a Mercenary in his wandering, and having learned of his pyrokinetic ability, joined up and sold his skills to whoever wanted to pay.   Quemar has since made allies of a number of other mercenaries, including a Glitter Boy pilot, and Anti-Monster from South America, a Techno-wizard, a former CS covert military specialist, a Ley Line Walker and various other people.  During a particularly dangerous mission, the crew (now known as the "Titans") where attempting to close a rift that had opened near a small town and realeased many dangerous critters.  The Line Walker and the TK wizard where concentrating on the Rift itself, and had almost closed it, when the last of the demons from the rift leapt back through, dragging Quemar with him.

Quemar did make his way back to earth, but only after some extensive rift hopping.  I have left the specifics of his travels open ended, so I might use him in various places, but the one place I have concretely decided he has visited is Wormwood.  Other specifics about his past, he has fought with the Confessor on Wormwood (Quemar lost, but it was a glorious fight), has met Erin Tarn on Wormwood, and he has been at least to South America and to Atlantis.  Quemar is actually from Pre-Rifts past, having been in cryogenic freeze since around 2001.  He uses his knowledge of American Pre-Rifts geography to find caches of good condition artifacts to sell and trade.

I have dabbled in giving him some limited magical ability, but the idea didn't sit well, so I have left him alone.  However, I wouldn't think it out of the question for him to have picked up some Fire Warlock spells in his traveling.  His psychic abilities are different from those listed in the Rifts Main book, but that is because I used an interesting Web Site all about the Delta 8 project, which Quemar was a participant of (which I will link to as soon as I find the URL again.  Darn AOL)

Quemar's Stats
Level: 10 Burster/D-8 Red
IQ: 11
ME: 23
MA: 11
PS: 19
PP: 13
PE: 23
Spd: 37

PPE: 30
ISP: 310

Age: 22
Gender: Male
Height: 6'1"
Weight: 210 lbs
Origin: Earth Mutant

Physical Description

Quemar is a tall, muscular man of Hispanic origin.  He speaks American fluently, but with a barely perceptible Spanish accent.  He tends to be reserved, but is very outspoken about things he cares about.  Despite his taciturn behaviour, he is very quick to anger and is extremely confident in his own abilities and power.  He takes insults seriously, but only if they are meant seriously.  He has a quick wit and an easy sense of humor.  He prefers his own company to large crowds, but is just as at home in the city as on the road.  He has very tan, almost sunburned skin, and his hair hangs down to his shoulders in thick, matted dreadlocks.  He always wears a tan brown trench coat and his bandoleer (described below), but his style of clothing tends to vary.  Usually he wears variations of black and red.  He is usually wearing a pair of Gargoyle sunglasses (pre-rifts) to hide his eyes, but not when he fully expects a dangerous fight.  His eyes are normally dark brown, but when he begins using his Pyrokinetic powers, they change.
When using his Pyrokinetic abilities, or when extremely angry, his eyes change to a bright red, and glow faintly when in combat.  His skin also turns a brighter red (all a result of the genetic manipulation which gave him his enhanced powers).  He never goes anywhere without his Flame Swords, the first powerful weapons he owned.

Psychic Abilitie
s
Impervious to Fire and Heat:
Identical to the Burster Ability


Extinguish Fires:
Identical to the Burster Ability

Fuel Flame:
Identical to the Burster Ability

Sense Fire:
Identical to the Burster ability, with the following exceptions;
Automatic and constant (no expenditure of ISP required) but half range adn with an accuracy of 74% + 4% per level (Quemar is at 98%).  The psychic can spend 4 ISP to double the range (the normal listed in the Rifts Main Book) and it will have a duration of 4 minutes.  Quemar can sense fires out to 900 feet automatically, and out to 1800 feet by spending 4 ISP




Fire Eruption:
Range: 120ft +20ft per additional level of experience
Duration: Instant, lasts for two minutes per level
I.S.P.tm Cost: 12
Save Throw: Dodge only

Without so much as a thought, the character can create an eruption of flame. This can take the form of a pillar, a circle, or a wall/barrier. Generally, the flames can be 5ft high +1ft per level and cover a maximum area of 36 square feet, plus four square feet per level. Thin circles or campfire sized pillars will do 2d6 damage when passed through, entire circles and large pillars do 4d6, and walls cause 6d6. Add a damage bonus of +1 for each level of the psychic. Victims take damage three times a melee if they remain in the fire. The fire also has a 75% chance of setting other things on fire, in which case it can last beyond the duration limit. To create a flame as an offensive attack requires the psychic to roll a strike roll using half his M.E. bonus (round up) as his attack bonus. A failed roll indicates that the fire erupts 2d4 yards/meters off target. Unconcious and immobile targets can be hit with a standard roll of a 1d20 (only a 1-4 is a miss).  Damages listed are SDC, but spending an additional 6 ISP will make them MDC.



Generate Flame (Superior):
Range: 720ft +60ft per additional level of experience
Duration: Instant
I.S.P.tm Cost: Varies
Save Throw: Dodge

The psychic can create up to 10d6 (or 1d6x10) blasts which cost 10 I.S.P.tm. (1 ISP point per 1d6 SDC) They can still create a 1d4x10 blast for 7 I.S.P.tm, too. A fireball/flame bolt has a +3 bonus to strike at level one, +1 at levels three, seven, and ten. Flamethrower blasts cost the same but can hit 1d4+2 targets +1 per level of experience with a +2 strike bonus and � the range again (75ft +15ft per level).

There are also some other things that can be done to the psychic's fireballs. For double the I.S.P.tm cost, the fireballs can explode upon impact and cause damage to a 10ft radius +2ft per level of experience. For an additional +10 I.S.P.tm they can gain another +3 bonus to strike. Plus, if the psychic has the see aura ability (and uses it) he can view a target's aura and create a fireball that will hunt the target down! This is double the I.S.P.tm cost, uses two attacks, and is effectively an automatic strike. Characters such as D8-blacks, nega-psychics, and those using a mind block or alter aura cannot be easily targeted like this, so use the standard bonuses with a +2 to strike.


In RiftsR environments, the following is possible: a Mega Damage Plamsma bolt can be created for 3 ISP points per 1d6 MDC.  15 I.S.P.tm allows a 1d4x10 M.D.C.tm blast to be generated. The psychic can also use two attacks and 30 I.S.P.tm to create a 2d4x10 blast. Also double the range and increase per level while in the environment.


Pyrokinetic Flight:
Range: Self
Duration: One hour
I.S.P.tm Cost: 20
Save Throw: None

A super-hot psychokinetic flame can be generated to carry the character up into the air. The maximum speed is 120mph plus 60mph per level of experience, and while in the air the character has an automatic dodge (takes no attacks) and a bonus of +4 to dodge. Note that the character cannot slow down or hover - the focus of this power is strictly on long-distance flight. The D8-red only needs about a 20ft distance for landing and taking off, however. A vertical take off/land is also possible. A flying ram is +2 to strike (can add bonuses from a body block) and causes 1d4x10 damage per 60mph of speed plus knockdown. The psychic also takes damage, only 2d6 per 60mph because he is largely protected by the flame.  Attacking a slow-moving ground target can be done, but the psychic can only use half of his attacks against the target since it takes time to come around for another pass.




Heat Shield:
Range: Self
Duration: One minute per level of experience
I.S.P.tm Cost: 12
Save Throw: None

By causing particles to move at high speeds within his aura, the D8-red generates a field of swriling, intensely heated air. This heat will not spread or cause things to catch fire at random - the psychic has complete control. He can even cause the heat to envelop body armor and weapons (not power armor or vehicles). Any person touching/touched by the character will take 3d6 damage. Hand to hand attacks do the physical damage, plus damage bonuses, plus the 3d6 from the heat shield. The heated air also acts as a barrier against projectiles like bullets and arrows, and they will bounce off or burn up inside the shield. Hand weapons are still effective against the character, but the shield has an A.R. of 12 and the weapons have a 50% chance of catching fire or getting too hot to hold comfortably.

For only 5 I.S.P.tm, the character can envelop a victim in waves of debilitating heat. The range of this is 12ft, and the victims have a 80% chance of passing out for 1d4 melees. If they don't pass out, they are -3 to strike, parry, and dodge for that same duration. The main difference
between this power and the Flame Aura ability is that this is much more contained. In RiftsR the damage becomes 1d6 M.D.C.tm.




Flame Aura:
Range: Self
Duration: One minute per level
I.S.P.tm Cost: 15
Save Throw: Dodge

A protective aura of psychokinetic fire can be generated. This aura will protect from all physical and energy attacks, and it has 100 S.D.C.tm +10 per level of experience. Attacks do 4d6 damage (no bonuses). Combustibles within four feet have a 75% chance of going up in flames.
In a RiftsR environment, this becomes M.D.C.  I.e. Quemar, when using this ability, gains a pyrokinetic form fitting force field which gives him 200 MDC (100 + 10 per level).

Minor Psychic Abilities:
See Aura
Alter Aura
Mind Block
Telekinesis
Detect Psionics
Bio-Regeneration
Sixth Sense
Telepathy
Psychic Purification
Death Trance


OCC Skills
:

Language: American--------98%
Language: Spanish---------98% (Quemar is Hispanic)
Pilot: Motorcycle---------98%
Pilot: Automobile---------98%
Demolitions---------------98%
Demolitions Disposal------98%
Prowl---------------------98%
Wilderness Survival-------98% (I know this isnt an allowed skill for a
                               burster, but who cares?)

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