John 616
Name: John 616, aka John Chrichton
Race: Superhuman Mutant
O.O.C.: Rogue Scholar
Alignment: Unprincipled
Hit Points: 18 S.D.C.: 162 M.D.C.: -
PPE: 12
Experience Level: 1st Exp:
Age: 25
Sex: Male
Weight: 150
Height: 6'2"
Stats
I.Q.: 12
M.E.: 14
M.A.: 23 (Trust/Intimidate 75%)
P.S.: 14
P.P.: 21 (+3)
P.E: 12
P.B.: 15
Spd.: 33
HTH Combat
HTH: Basic
No. of Attks: + 6
Damage: Punch 1d4+16; Kick 1d8+16 or 2d4+16
Strike: +3
Parry: +6
Dodge: +6
Automatic Dodge: +6
Roll: +4
Leap:
Knock Out: 20
Stun:
Critical:
Death:
+1 to Initiative
+4 to Pull Punch
Saving Throws
+1 Save vs Horror Factor
Skills
O.C.C. Skills
Literacy: American (Native Language) [+50%] (40%+5% per level) 90%
Literacy: Arkhon [+30%] (30%+5% per level) 60%
Literacy: Euro [+30%] (30%+5% per level) 60%
Literacy: Russian [+30%] (30%+5% per level) 60%
Language: American (Native Language) 98%
Language Arkhon [+25%] (50%+3% per level) 75%
Language Euro [+25%] (50%+3% per level) 75%
Appraise Goods [+20%] (30%+5% per level) 50%
Basic Math [+25%] (45%+5% per level) 70%
Computer Operation [+20%] (40%+5% per level) 60%
Computer Programming [+15%] (30%+5% per level) 45%
Creative Writing [+15%] (25%+5% per level) 40%
Find Contraband [+15%] (26%+4% per level) 41%
History: Pre-Rifts (General/North America [+22%+5%] (32%/24%+4% per level) 59%/51%
History: Post-Apocalypse (General/Freedom Station)[+20%] (35%30%+5% per level) 55%/50%
Public Speaking [+20%] (30%+5% per level) 50%
Research [+30%] (40%+5% per level) 70%
Pilot: Automobile [+10%] (60%+2% per level) 70%
W.P. Blunt (+1 to strike and parry)
W.P. Energy Rifle
O.C.C. Related Skills
Radio: Basic [+10%] (45%+5% per level) 55%
Electronic Countermeasures [+10%] (30%+5% per level) 40%
Sensory Equipment [+10%] (30%+5% per level) 40%
Basic Electronics [+5%] (30%+5% per level) 35%
Boxing: Automaticallyl knocks out opponents on a Natural Twenty. Victim remains unconscious for 1d6 melees. Bonuses: +1 additional attack per melee round, +2 to parry and dodge, +1 to roll with impact/punch, +2 to PS and +3d6 to SDC.
Prowl [+20%+10%] (25%+5% per level) 55%
Computer Hacking [+10%] (20%+5% per level) 30%
General Repair & Maintenance [+15%] (35%+5% per level) 50%
Mythology [+15%] (30%+5% per level) 45%
Photography [+15%+10%] (35%+5% per level) 60%
Recycling [+15%] (30%+5% per level) 45%
Secondary Skills
Athletics (General): Bonuses: + 1
to parry and dodge, + 1 to roll with impact, + 1 to P.S., + I D6 to Spd and + I D8 to S.D.C.
Hand to Hand: Basic
Wardrobe & Grooming (50%+4% per level) 50%
+1 to PB attribute when dressed to impress and +2% to Disguise, Impersonation, Performance, Undercover Ops and Seduction.
Universal Skills
Basic Academics: 25% + 5% per lvl - 30%
Basic Athletics: 25% + 5% per lvl - 30%
Perception: 40% + 5% per lvl - 45%
Skills Benefiting From Powers
Basic Athletics: 40% (30% from Universal Skills + 10% from Extraordinary Physical Prowess)
Back Flip 82% (72% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Climb: 55% (45% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Climb Rope 92% (82% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Concealment: 10% from Extraordinary Physical Prowess - 10%
Movement: Zero Gravity: 114% (104% from Freedom Station Background Skills + 10% from Extraordinary Physical Prowess)
Palming: 10% from Extraordinary Physical Prowess - 10%
Pick Pockets: 10% from Extraordinary Physical Prowess - 10%
Prowl: 65% (35% from Secondary Skills + 20% from Intangibility + 10% from Extraordinary Physical Prowess)
Rappel 72% (62% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Sense of balance 75% (65% Secondary Skills + 10% from Extraordinary Physical Prowess)
Walk tightrope or high wire 73% (63% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Work parallel bars & rings 73% (63% from Secondary Skills + 10% from Extraordinary Physical Prowess)
Special O.C.C. Abilities
1 . Jury-Rig Repairs. The Operator can slap together solid temporary repairs in half the time that last twice as long. See the Jury-Rig skill for details.
2. Find Parts and Components. +20% to Find Contraband related to vehicular M.D. weapons, M.D.C. materials, power supplies, communications systems, electronics, generators, fuel, mechanical parts and components. This bonus is added to his normal Find Contraband skill whenever such items are involved. Gets these items at a discount - 30% off as a professional courtesy from most other Operators and the Black Market, 50% discount from junkyards and salvage companies, and a 65% discount if he trades at least 1 2 hours of his time to work at a garage, machine shop, or factory for free. Every 1 2 hours he puts in, he can get up to 100,000 credits worth of parts or materials at the discount (that's 3 5 ,000 credits, his cost).
3. Recognize Machine Quality. An exclusive skill that enables the Operator to tell if an item is new or used, defective, rebuilt, low or high quality, a fair price, and whether it's exactly what he needs or not. Skill applies to all most vehicles, machines, parts, tools, and electronics. Base Skill: 58% +3% per level of experience.
4. Repair and Soup-Up Machines & Vehicles. Repairs for Cheap: Can completely repair most parts, machines and vehicles at a cost of 25% of its original list price (plus his time if he's charging for it; typically another 30% to 50%). Requires the right parts and time to make the repair.
Replace M.D.C. on the main body and key sections at a cost of 1200 credits per every one M.D.C. point restored. Cannot exceed the original M.D.C. amount
Add M.D.C. to brand new vehicles and body armor. The percentage increase depends on the Operator' s level of skill and experience; +5% at levels 2, 4, 6, 8, 10, 12, and 14 .
Maximize Performance. Can tweak a vehicle or most any machine to perform better. Can increase Spd 20%, range (of weapons, radio signals, sensors, etc.) by 10%, reduce weight by 10%, and add one extra weapon or feature per each body area of a vehicle or standing fortification (front/nose, mid-section, rear section, top/roof, bottom/undercarriage, and wing).
Super Powers
Intangibility
1. Can affect self and 20lbs of additional material.
2. Punches, kicks, sticks and stones, bullets, lasers, explosive force and most conventional attacks pass right through harmlessly.
3. Can walk through any substance, stone, steel, earth, machines, force fields, etc.. without affecting it or him
4. Can sink into the earth/ground up to nose and walk on dense molecules. Likewise can walk on dense molecules of smoke or fog (and thus into the air), as well as walk on water. These all require concentration and use up three melee actions per round to maintain.
5. Must materialize to attack. No partial materialization. Small machines on being do not function while intangible.
6. Can become tangible or intangible at nearly the speed of thought (counts as one melee action) but it can only be performed a maximum of four times per melee round.
7. Add 1d6 to M.A.
8. Add 1d4x10 to SDC
9. Add 20% to Prowl ability.
10. Horror Factor (optional): 14 when semi-transparent or walking through walls; may be considered to be a ghost.
11. Electricity, which stimulates and agitates molecules does half damage. And intense heat and fire does 30% in normal damage.
12. Psionic and gas attacks have full effect.
13. Can not be harmed by falls and explosions.
14. Can not glide or float into the air.
15. Can not touch or feel, or pick up or carry anything, but can speak, hear and smell as normal.
Invisibility
1. Character and anything he's wearing or carrying up to 100lbs can be turned invisible at will. Turning invisible or visible counts as one melee action/attack.
2. Undetectable by normal vision or night vision; detectable by infrared optics, thermo-imaging systems, heats sensors and motion detectors.
3. Tremendous pain, death or loss of consciousness will automatically turn one visible.
4. Opponents who cannot see their invisible antagonist are -6 to strike, parry or dodge him. Opponents with Extraordinary Sense of Smell or Hearing are only -3 to strike, parry and dodge an invisible assailant. Opponents with heat or infrared sensors or vision suffer no penalties and see the character to counter and strike back.
5. Can automatically see the invisible.
6. Add 1d4x10 SDC
7. Can create a Horror Factor of 9 by making noises and moving items while invisible - "spooking" others.
Energy Resistance
1. No physical damage is sustained by the first 30 points of energy attacks in a melee round. Energy attacks beyond the first 30 points do only half damage.
2. The energy resistance field extends just beyond the body to include clothing, M.D.C. body armor, and carried equipment. It does not extend to protect power armor, robots or vehicles, nor another characters standing nearby or touching.
3. The character's resistance to energy includes fire, electricity, lasers, and most other forms of pure energy. Furthermore, the character is completely invulnerable to stun-type energy weapons.
4. Energy resistance is not effective against radiation damage, kinetic energy (punches, kicks, melee weapons, etc.), projectiles, explosive force, magic or most forms of psionics (pyrokinesis and electrokinesis fall into the Energy Resistance category above).
Extraordinary Physical Prowess:
1. Add 2d4 to P.P.A
2. Add 3d4 to Speed
3. Add One Extra Attack per Melee Round
4. +3 to Automatic Dodge, can dodge an attack without using up a melee action
5. +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.
Equipment
NG-57 Northern Gun Heavy-Duty Ion Blaster: 2d4 or 3d6 M.D.; Rate of Fire: Each blast counts as one melee attack; 500 feet range; 10 shot payload; Weight: 5 lbs
2 Spare E-Clips
Large Wrench: 2d6 S.D.C.
Hammer: 2d6 S.D.C.
Urban Warrior Padded Environmental Armor: M.D.C. by Location: Main Body: 55, Helmet: 39, Arms: 18 each, and Legs: 33 each. Weight: 11 lbs; excellent mobility, -5% movement penalty.
Portable Tool Kit: with electric screwdriver and additional interchangeable heads, wrenches, etc
Large Tool Kit
Soldering Iron
Laser Torch
Roll of Duct Tape
2 Rolls of Electrical Tape<br.
Pen Flashlight
Large Flashlight<br.
A Dozen Flares
200 ft of Super Lightweight Rope: Weight: 10 lbs
2 Knives
Notebook
Portable Disc Recorder
Portable Language Translator
Protective Goggles
Work Gloves
4 Pairs of Thin Doctor's Gloves<r>
Backpack
Satchel
Large Sack
Canteen
NG-EV-011 Pathmaker (Rifts Sourcebook One Revised and Expanded, Page 63)
-Crew: Two, one pilot and co-pilot or communications engineer
-Transport Capabilities: Eight passengers in addition to the crew, but another dozen (three dozen if standing) could fit in the cargo area and other rooms for a short trip
-Maximum Speed: 75 mph (120 km) land; 30 mph (48 km or 26 knots) water
-Engine: Nuclear, average 10 years life
-Height: 19 feet, 7 inches
-Width: 20 feet
-Length: 26 feet, 8 inches
-Weight: 28.7 tons fully loaded
-M.D.C. By Location:
Items marked by an asterisk are small and/or difficult to strike. An attacker must make a Called Shot to hit and even then he is at -3 to strike
Main Body - 390
- Spotlights (6) - 18 each
- Winch & Crane (1; rear) - 120
- Forward Headlights (4) - 5 each
- Railings (2; rear) - 12 each
- Airlock Hatches (2) - 135 each
- Small hatches (2; top) - 75 Each
- Armor Window Shutter/Gun Port (1; top, forward) -70
- Treads (4) - 120 each
- Main Weapon (1; middle of upper turret) -150
- Upper Turret Housing (1) - 250
- Reinforced Crew Compartment - 80
-Weapons:
Main Weapon: Laser Canon 1D4x10+6 MD per dual blast, Range: 4000 feet, Rate of Fire: Each blast counts as a melee attack for pilot or co-pilot, Payload: Unlimited
Medium Vehicular Laser (Front Mounted, 180 degree rotation arc) 4D6 MD, Range: 2000 feet, Payload: Unlimited, MDC: 55
Light Rail Gun (Rear Mounted, 180 degree rotation arc) 6D6 MD per 20 round burst, Range: 3000 feet, Payload: 2400 rounds (120 bursts), MDC: 60
Wilks Jet Pack (Electric) (Rifts Ultimate, Page 267)
-Crew: One rider
-Maximum Speed: 120 mph (192km)
-Maximum Range: 800 miles (1280 km)
-Size: 3 feet (0.9m), 45 lbs (20 kg)
-MDC: 30
Set of Work Clothes
Overalls
Utility Belt
Goggles
Canteen
Air Filter
Pocket Note Pad
2 Pens
Personal Items
-KLS Smartphone (Unfortunately Earth is outside its coverage area)
-Charger
-Earbuds
-IFF Transponder Removed From Ship Before Crash
Purchased Gear (3280 credits spending money left over)
Computer: Portable Field Unit (2500 credits)
Night Sight Goggles: 1600 feet range (1800 credits)
Telescopic Scope: 10x magnification. Typical range is 2000 - 6000 feet. (1000 credits)
Cross-Hair Sight: +1 to strike on aimed shots. (500 credits)
Passive Nightvision: Range 2000 feet (6000 credits)
Radar Detector (portable): One mile range of detection (200 credits)
Pocket Scrambler (300 credits)
Erin Tarn Book about the Federation of Magic
Erin Tarn Book about Tolkeen
Neural Mace
Damage : Non-lethal; the victim who is stunned is -8 to strike, parry and dodge plus reduce the character' s speed and number of attacks per
melee round by half. The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he will suffer the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is
a 1-42% chance of being rendered unconscious.
Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described. Physical damage from the mace is 2d6 S.D.C. plus P.S. attribute bonus when used as a club; 1d6 plus strength bonuses when used as a jabbing weapon. The mace is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots and power armor.
Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the mace for which the character does not save.
Save vs Neural Mace: 16 or higher; the same as saving against non-lethal poison. The character must save each time he or she is struck. A successful save means the character loses initiative and one melee attack/action that round but is otherwise okay.
Note: The mace is ineffective against environmental, M.D.C. body and power armor, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached). Alsoineffective against supernatural opponents and creatures of magic.
Payload : 100 charges; rechargable.
3 Tracer Bugs
Background
John 1701 was just another mutant superhuman techie from Freedom Station, employed by the KLS Corporation in their service department. Then his life changed one day while on a routine service call to repair some KLS robots that were part of the Earth Containment Network. Due to a malfunctioning IFF transponder several satellites mistook the ship he was on for a hostile vessel and opened fire. Despite the best efforts of the pilot it was irreversibly crippled and sent plummeting down to the planet below. For everyone else on board it was the end. But fortunately for John one of his mutant super powers was intangibility, enabling him to survive to what anyone else would be an instantly fatal fall from orbit.
Another twist of luck for John was the fact that he happened to land in the eastern portion of North America. Since Freedom Station was established by the United States and Canada, classes about those countries and their Pre-Cataclysm history were ubiquitous throughout the North American Union. Because of that, John knew a little bit about its geography and potential points of interest. Once he got his bearings he found the nearest human settlement and began using his skills to earn a living, taking the last name Carter in order to blend in better. Being fortunate enough to land in the vicinity of Ishpeming, home of Northern Gun, he was able to find a lot of work with various mercenary companies that operated out of that area, repairing their vehicles and power armor and covertly using the edge his mutant powers gave him to be an effective scout and infiltrator. Thanks to his talents he was able to procure an armored exploration vehicle and lessons on how to drive it.
Now that he had a secure vehicle to operate out of John decided it's time to travel around to look for potential ways of returning upstairs, or at least a means to contact home. He also figured he might as well make himself useful while he was down on Earth by gathering useful intelligence of what was down here for the North American Union. And while doing that he could earn income doing odd jobs for whoever was hiring. Repair jobs, mercenary work, whatever was needed to finance his travels.