Felix Pryde

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Felix Pryde

Mutant Human Operator L1 (XP: 0/1900)

Alignment: Unprincipled (Selfish)

DescriptionComing Soon

Background Coming Soon

Attributes

Intelligence Quotient: 14
Mental Endurance: 12
Mental Affinity: 12
Physical Strength: 14
Physical Prowess: 17
Physical Endurance: 14
Physical Beauty: 8
Speed: 25

S.D.C.: 81
Hit Points: 18
Potential Psychic Energy: 8

Combat

Wilks 320 Laser Pistol: 1d6 M.D.; Rate of Fire: Each blast counts as one melee attack; 1000 feet range; 20 shot payload; +2 bonus to strike on an aimed shot; Weight: 2 lbs.
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.

Number of Attacks: 4

  • +1 initiative
    • +1 to strike
    • +4 to parry
    • +4 to dodge
    • +4 to roll with impact or fall
    • +2 to pull punch
    • +1 to save vs Horror Factor

Skills

O.C.C. Skills
Language - Native Tongue (American): 92%
Language - Techno-Can: 70% + 3% per lvl - 73%
Basic Math: 65% + 5% per lvl - 70%
Computer Operation: 50% + 5% per lvl - 55%
Computer Repair: 40% + 5% per lvl - 45%
Electrical Engineer: 55% +5% per lvl - 60%
Find Contraband: 41% + 4% per lvl - 45%
Jury-Rig: 45% + 5% per lvl - 50%
Mechanical Engineer: 45% +5 per lvl - 50%
Pilot (Automobile): 85% + 2% per lvl - 87%
Combat Driving: Skill Penalties Halved, +2 dodge while driving, +2 to survive crash/impact, only -2 to fire while moving
Pilot (Ground Hovercraft): 75% + 5% - per lvl - 80%
Radio Basic: 60% + 5% per lvl - 65%
Sensory Equipment: 50% + 5% per lvl - 55%
Weapons Engineer: 40% +5% per lvl - 45%
W.P.: Blunt
W.P.: Energy Pistol
Hand to Hand: Basic

O.C.C. Related Skills
Automotive Mechanics: 48% + 5% per lvl - 63%
Barter: 49% + 4% per lvl - 53%
Computer Hacking: 35% + 5% per lvl - 40%
History: Pre-Rifts/Pop Culture: 42%34% + 4% per lvl: 46%/38%
Literacy - Native Tongue (American): 55% + 5% per lvl - 60%
Locksmith: 35% +5% per lvl - 40% (+5% for complex or high tech locks due to Electrical Engineer; +10% if Dexterity would help)
Salvage: 45% + 5% per lvl - 50%
Vehicle Armorer: 40% +5% per lvl - 45%

Secondary Skills
Athletics (General)
Boxing
Body Building & Weight Lifting
Running

Special Skills
Climbing: 90% from Adhesion component of Chameleon + 10% from Extraordinary Physical Prowess - 100%
Concealment: 30% from Adhesion component of Chameleon + 10% from Extraordinary Physical Prowess - 40%
Palming: 30% from Adhesion component of Chameleon + 10% from Extraordinary Physical Prowess - 40%
Pick Pockets: 30% from Adhesion component of Chameleon + 10% from Extraordinary Physical Prowess - 40%
Prowl: 60% + 2% per lvl from Chameleon + 20% from Intangibility + 10% from Extraordinary Physical Prowess - 92% (+10% when climbing on ceiling)

Special Abilities

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).

Mutant Super Powers

Chameleon

  • Can blend into environment. Only detectable by sound and motion.
  • Adhesion (same as minor power, maximum climbing speed half running, 90% natural climbing)
  • Hold breath for up to 10 minutes.
  • Feign Death
  • Natural Prowl Skill 60% + 2% per lvl

Intangibility

  • Can affect self and 40lbs of additional material.
  • Most attacks pass right through.
  • Electricity, sonic blasts, particle beams and other attacks that stimulate and agitate molecules do half damage.
  • Psionic and gas attacks have full effect.
  • Can walk through anything and can speak and hear as normal.
  • Can walk on smoke and water.
  • Safety factor prevents PC from becoming tangible when occupying matter.
  • Must become solid to attack.
  • Can become tangible at nearly the speed of thought; four times per melee is the maximum.
  • Add 1d6 to M.A.
  • Add 1d4x10 to SDC
  • Add 20% to Prowl ability.

Extraordinary Physical Prowess

  • Add 2d4 to P.P.
  • Add 3d4 to Speed
  • Add One Extra Attack per Melee
  • +10% to Dexterity Skills

Possessions

Standard Equipment
Wilks 320 Laser Pistol
Large Wrench
Hammer
Urban Warrior Padded Environmental Armor
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
Pen Flashlight
Large Flashlight
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
Pair of Thin Doctor's Gloves
Backpack
Satchel
Large Sack
Canteen
Set of Work Clothes
Overalls
Utility Belt
Goggles
Canteen
Air Filter
Pocket Note Pad
2 Pens
Personal Items: Memory Sticks with Old Reckoning movies, shows, music, books and other pop culture products

Speedster Hovercycle

  • Crew: One rider, one passenger possible but not comfortable on long trips
  • Maximum Speed: 220 mph (352 km)
  • Engine: Electric
  • Maximum Range: 800 miles
  • Length: 9 feet
  • Weight: 700 lbs
  • M.D.C. By Location: Main Body 85, Hover Jets (3): 30 each
  • Weapons: Laser 1d6 M.D., 1200 feet range, 20 shot payload; Side-mounted mini-missile launchers, 2 missiles each, Fragmentation 5d6 M.D. , Range 1 Mile

Mountaineer ATV

  • Crew: One pilot and can accommodate four passengers comfortably, plus cargo area
  • Maximum Speed: 120 mph (352 km)
  • Engine: Electric
  • Maximum Range: 600 miles
  • Size: 25 feet long, 18 feet tall
  • Weight: 6 tons
  • M.D.C. By Location: Main Body 210, Super Tires (4): 25 each, Reinforced Pilot's Compartment: 50

Purchased Gear
Computer: Portable Field Unit (2500 credits)
Night Sight Goggles: 1600 feet range (1800 credits)

Portable Scan Dihilator (4200 credits)

  • Radar/Sonar: Range : limited to a 5 mile area. A trained operator (Sensory Equipment skill) can positively identify readings asspecific objects or vehicles, pinpoint location, and estimate rate of travel and direction at 65% proficiency.
  • Sensors: Includes dosimeter, radar detector, heat, infrared, ultraviolet, microwave, and energy sensitive instruments; all of which identify, locate source, and record.
  • Long-range, wide-band radio with scrambler: Range : 40 mile radius.
  • Detachable short-range (hand-held) communicator: Range: 3 miles

Money: 3,500 Credits