Post by Frederic Bourgault-Christie on Feb 13, 2007 2:48:14 GMT -5
Rifts
Name:Robert the Twelfth
Real Name:Robert Wolf
Occupation:Cyber-Knight
Alignment:Scrupulous
O.C.C.:Cyber-Knight
Hit Points:
S.D.C.: 96
Experience Level:
Points:, 0 awards, Daoist Immortality: 15%
Age:
P.P.E.:
I.S.P.:
Height:feet
Weight:lbs.
Money:,798 Credits
Languages:American at 99%, Dragonese/Elf at 99%, Spanish at 99%
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Spd:
Attacks Per Melee:
Iniative:+7
Damage:+22
Strike:+23
Parry:+17
Dodge:+17
Roll:+10
Lift:lbs.
Carry:lbs.
Invoke Trust/Intimidate:% Charm/Impress:
Combat Skill:Hand-to-hand Martial Arts
Cyber-Knight Zen Combat:Paired Weapons, W.P. Shield, Combat acrobatics
Psi Powers:
6Psi-Sword:D6 M.D. Can create two, and white ones at no cost.
7Psi-Shield:M.D.C.; I.S.P.: 15 for 5 minutes of use.
8Empathy:I.S.P.: 4
9Object Read:I.S.P.: 6
10Sixth Sense:Senses danger and alerts me 60 seconds before it happens, automatic, 2 I.S.P.
11Bio-Regeneration:D6 HP and 3D6 S.D.C. per melee after one minute of concentration.
12See Aura.
13Telekinesis
14Nightvision
15Telepathy
16TK Acceleration
17Healing touch:D8 HP or 2D6 S.D.C.
18Pyrokinesis:
19Sense Evil:
20Telekinetic Force field:25M.D. per level (75 M.D.) I.S.P.: 30
21Clairvoyance:Duration: 6D6 melees; I.S.P.: 4; Skill level: 64% +2% per level.
22Intuitive Combat:+3 to initiative; +1 to strike; +1 to parrt; +4 to dodge; +4 to pull punch; +2 to roll with punch, etc.; +2 to disarm; +10% to all acrobatic abilities.
Weapon Proficiencies:
23W.P. Heavy Energy Weapon
24W.P. Energy Pistol
25W.P. Sword
26W.P. Semi-Automatic/Automatic Rifles
27W.P. Heavy Weapons
28W.P. Paired Weapons
29W.P. Shield
Skills:
30Literacy +5%, 71%
31Spanish +5% 96%
32Lore: Demon 66%
33Anthropology 56%
34Paramedic 71%
35Land navigation +4% 66%
36Horsemanship: Cyber-Knight +3% 82%/72%
37Pilot: Hovercraft +5% 71%
38Climbing +5% 93%
39Body Building
40Gymnastics
41Hunting
42Boxing
43Wrestling
44Running
45Acrobatics
46Athletics
47Swimming +5% 81%
48Cooking +5% 56%
49Fishing +5% 61%
50Radio: Basic +5% 66%
51Sense of Balance +5% 81%
52Work Parallel Bars and Rings +3% 72%
53Climb Rope +2% 92%
54Back flip +5% 91%
55Prowl +5% 58%
56Preserve Food +3% 42%
57Pick Locks +5% 51%
58Mathematics: Basic +5% 66%
59Computer Operation +5% 61%
60Writing +5% 51%
61Streetwise +4% 48%
62Diplomatic Procedures +6% 52%
63Seduction +2% 54%
Weapons:
64M16 Assault Rifle: Range: 1200ft.; Payload: 30 round clip; Damage: 4D6 S.D.C.; Extra Ammo: 2 extra 30 round clips.
65C-40R SAMAS Railgun:Range: 4000 ft.; Payload: 400 round belt; Damage: 1D4x10 M.D. (40 round burst); Extra Ammo: 2 extra 400 round belts.
66Naut’Yll Particle Wave Pistol:Range: 1000 ft.; Payload: 20 shots; Damage: 4D6 M.D.; Extra Ammo: 2 extra 20 shot clips.
67NGE-Heavy Plasma Ejector:Range: 2000 ft.; Payload: 12 shots; Damage: 1D6x10 M.D.; Extra Ammo: 2 extra 12 round clips.
682 Amaki TW Psi-Blades:Weight: 3 lbs; Range: Hand-to-hand; Damage: Adds 2D6 M.D. to the Psi-Sword, meaning Robert does 6D6 M.D. with his sword as of now. I.S.P.: 2 I.S.P. for each minute activated.
69Vibro-Knife (in boot sheath):Range: Hand-to-hand; Damage: 1D6 M.D.
70Bastard Sword:Range: Hand-to-hand; Damage: 1-8+2+P.S. Bonus to S.D.C. or HP.
712 Plasma Grenades:Damage: 5D6 M.D. with a 12 foot blast radius.
721 Smoke Grenade:Creates 40 foot smoke screen.
732 Bandito Arms Bandit BigBore Revolver:D4 M.D.; Payload: 6 rounds. Range: 200 ft. Roll on a D20 must surpass roll to strike if the target is to stay standing. If success, they are still standing but feel like they were kicked by a mule. If failed roll, they are knocked back 1D4 feet onto the ground, loses iniative and one melee attack. Horror Factor of 10.
74Bandito Arms Bandit BigBore Shotgun: D6 for single barrel shot,4D6 M.D. for double; Payload: 12; Range: 300 ft.; Horror Factor of 12; Target needs to roll like with Revolver, if successful roll means the target is staggered, knocked to his knees and loses iniative. Failed roll means that the character is thrown back 8-10 feet before they hit the ground; victim loses iniative, dazed and reduces all combat in half for the whole next melee round and loses one attack/action per blast!
75Bone Scythe:D6 M.D. plus AP.
762 TW Buzz saws(On gauntlets):D6 M.D. H.F.: 12
772 Combat Vambraces:D6 S.D.C. plus P.S. bonus on restrained punch. 1D4 M.D. on full strength punch. 2D4 M.D. on power punch (counts as two melees).
782 Forarm Integral Weapon Systems (FIWS):Tri-Vibroblades: 3D6 M.D. Particle Beam: 5D6 M.D., 1D6x10 M.D. on dual blast.
Equipment:
79Heavy Cyber-Knight Armour: M.D.C.: Head/Helmet: 75 M.D.C., Arms: 60 M.D.C. each, Legs: 80 M.D.C. each, Main Body: 200 M.D.C. Has all Cyber-Knight armour features. Customized to be black with silver tiny horns on the helmet, golden eyes, and smooth faceplate. Has Naruni cloaking tech built in giving: 1D4 melees to completely camoflauge; -20% to be spotted; +5% to prowl skill; 21% to be seen on infrared and thermal, even then it seems unusual and is usually ignored. Rocket Boots: Gives the ability to jump 60 ft. in any direction and stay in the air for one melee action. +1 to dodge. Can use standard e-clips for power source.
80Bushman Environmental Armour: M.D.C.; 17lbs; -10% to Prowl
81Gasmask with air filter.
82Polarized goggles.
83Hatchet for chopping wood: 1-4 damage plus P.S. bonus if used as a weapon.
842 Knives: 1-4 damage plus P.S. bonus.
85First aid kit with: bandages, antiseptic, suture thread and needles, and pain killers (tablets and injectable doses).
86Tent
87Knapsack, saddle bags, backpack, two canteens and two weeks food supplies.
88Geiger counter
89Handcuffs (80 S.C.D.)
90Lock Pick Set
91Motion Detector: Detects motion in a 60 foot radius, will alert a main monitor and pinpoint the motion’s location and can sound an alarm if programmed to.
92Field Radio: backpack style, 16 lbs, 60 mile range, includes signal scrambler.
93Pocket Night Viewer: 800 foot range, monocle sized night vision device.
94Binoculars: 1 mile range.
95Dress Clothes
96Black clothes for covert operations
974 clips of silver 7.62 rounds for my M16.
98Box of 144 Bandit BigBore Revolver rounds
99Box of 144 Bandit BigBore Shotgun rounds.
100Bone Armour:M.D.C., if completely destroyed it regenerates slowly over a nine day period. Flanges and spikes from teeth and bones inflict 1D6 to 2D6 M.D. plus P.S. bonus. No prowl penalty, obscures aura and makes the wearer very mysterious. Has a H.F. of 10 itself, but adds +2 to wears H.F. if they have one. Slightly bulky, but with a high P.S. that doesnt matter.
101Great Tooth and Claw Fetish
102Strength Fetish
Cybernetics/Bionics:
103Cyber-Armor:A.R.: 16; M.D.C.: 50
104Finger Camera:photos on one roll of microfilm, automatically adjusts for light conditions, reloads in 30 seconds.
105Implanted Clock Calendar:Keeps time exactly to the 100th of a second, and keeps the date.
106Gyro-Compass:Tells directions like North and South as well as up and down.
107Retractable Palm Needle:Needle does 1 point of S.D.C. damage, can inject many things. Doses I have include: 2 doses of antibiotics, two doses of paralysis drugs, 2 doses of tranquilization drugs.
108Wrist Climb Chord:feet long, 1,500lb test weight, with weight attached: 1D6 S.D.C. damage as a chain weapon. Has grappling hook attachment.
Name:Robert the Twelfth
Real Name:Robert Wolf
Occupation:Cyber-Knight
Alignment:Scrupulous
O.C.C.:Cyber-Knight
Hit Points:
S.D.C.: 96
Experience Level:
Points:, 0 awards, Daoist Immortality: 15%
Age:
P.P.E.:
I.S.P.:
Height:feet
Weight:lbs.
Money:,798 Credits
Languages:American at 99%, Dragonese/Elf at 99%, Spanish at 99%
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Spd:
Attacks Per Melee:
Iniative:+7
Damage:+22
Strike:+23
Parry:+17
Dodge:+17
Roll:+10
Lift:lbs.
Carry:lbs.
Invoke Trust/Intimidate:% Charm/Impress:
Combat Skill:Hand-to-hand Martial Arts
Cyber-Knight Zen Combat:Paired Weapons, W.P. Shield, Combat acrobatics
Psi Powers:
6Psi-Sword:D6 M.D. Can create two, and white ones at no cost.
7Psi-Shield:M.D.C.; I.S.P.: 15 for 5 minutes of use.
8Empathy:I.S.P.: 4
9Object Read:I.S.P.: 6
10Sixth Sense:Senses danger and alerts me 60 seconds before it happens, automatic, 2 I.S.P.
11Bio-Regeneration:D6 HP and 3D6 S.D.C. per melee after one minute of concentration.
12See Aura.
13Telekinesis
14Nightvision
15Telepathy
16TK Acceleration
17Healing touch:D8 HP or 2D6 S.D.C.
18Pyrokinesis:
19Sense Evil:
20Telekinetic Force field:25M.D. per level (75 M.D.) I.S.P.: 30
21Clairvoyance:Duration: 6D6 melees; I.S.P.: 4; Skill level: 64% +2% per level.
22Intuitive Combat:+3 to initiative; +1 to strike; +1 to parrt; +4 to dodge; +4 to pull punch; +2 to roll with punch, etc.; +2 to disarm; +10% to all acrobatic abilities.
Weapon Proficiencies:
23W.P. Heavy Energy Weapon
24W.P. Energy Pistol
25W.P. Sword
26W.P. Semi-Automatic/Automatic Rifles
27W.P. Heavy Weapons
28W.P. Paired Weapons
29W.P. Shield
Skills:
30Literacy +5%, 71%
31Spanish +5% 96%
32Lore: Demon 66%
33Anthropology 56%
34Paramedic 71%
35Land navigation +4% 66%
36Horsemanship: Cyber-Knight +3% 82%/72%
37Pilot: Hovercraft +5% 71%
38Climbing +5% 93%
39Body Building
40Gymnastics
41Hunting
42Boxing
43Wrestling
44Running
45Acrobatics
46Athletics
47Swimming +5% 81%
48Cooking +5% 56%
49Fishing +5% 61%
50Radio: Basic +5% 66%
51Sense of Balance +5% 81%
52Work Parallel Bars and Rings +3% 72%
53Climb Rope +2% 92%
54Back flip +5% 91%
55Prowl +5% 58%
56Preserve Food +3% 42%
57Pick Locks +5% 51%
58Mathematics: Basic +5% 66%
59Computer Operation +5% 61%
60Writing +5% 51%
61Streetwise +4% 48%
62Diplomatic Procedures +6% 52%
63Seduction +2% 54%
Weapons:
64M16 Assault Rifle: Range: 1200ft.; Payload: 30 round clip; Damage: 4D6 S.D.C.; Extra Ammo: 2 extra 30 round clips.
65C-40R SAMAS Railgun:Range: 4000 ft.; Payload: 400 round belt; Damage: 1D4x10 M.D. (40 round burst); Extra Ammo: 2 extra 400 round belts.
66Naut’Yll Particle Wave Pistol:Range: 1000 ft.; Payload: 20 shots; Damage: 4D6 M.D.; Extra Ammo: 2 extra 20 shot clips.
67NGE-Heavy Plasma Ejector:Range: 2000 ft.; Payload: 12 shots; Damage: 1D6x10 M.D.; Extra Ammo: 2 extra 12 round clips.
682 Amaki TW Psi-Blades:Weight: 3 lbs; Range: Hand-to-hand; Damage: Adds 2D6 M.D. to the Psi-Sword, meaning Robert does 6D6 M.D. with his sword as of now. I.S.P.: 2 I.S.P. for each minute activated.
69Vibro-Knife (in boot sheath):Range: Hand-to-hand; Damage: 1D6 M.D.
70Bastard Sword:Range: Hand-to-hand; Damage: 1-8+2+P.S. Bonus to S.D.C. or HP.
712 Plasma Grenades:Damage: 5D6 M.D. with a 12 foot blast radius.
721 Smoke Grenade:Creates 40 foot smoke screen.
732 Bandito Arms Bandit BigBore Revolver:D4 M.D.; Payload: 6 rounds. Range: 200 ft. Roll on a D20 must surpass roll to strike if the target is to stay standing. If success, they are still standing but feel like they were kicked by a mule. If failed roll, they are knocked back 1D4 feet onto the ground, loses iniative and one melee attack. Horror Factor of 10.
74Bandito Arms Bandit BigBore Shotgun: D6 for single barrel shot,4D6 M.D. for double; Payload: 12; Range: 300 ft.; Horror Factor of 12; Target needs to roll like with Revolver, if successful roll means the target is staggered, knocked to his knees and loses iniative. Failed roll means that the character is thrown back 8-10 feet before they hit the ground; victim loses iniative, dazed and reduces all combat in half for the whole next melee round and loses one attack/action per blast!
75Bone Scythe:D6 M.D. plus AP.
762 TW Buzz saws(On gauntlets):D6 M.D. H.F.: 12
772 Combat Vambraces:D6 S.D.C. plus P.S. bonus on restrained punch. 1D4 M.D. on full strength punch. 2D4 M.D. on power punch (counts as two melees).
782 Forarm Integral Weapon Systems (FIWS):Tri-Vibroblades: 3D6 M.D. Particle Beam: 5D6 M.D., 1D6x10 M.D. on dual blast.
Equipment:
79Heavy Cyber-Knight Armour: M.D.C.: Head/Helmet: 75 M.D.C., Arms: 60 M.D.C. each, Legs: 80 M.D.C. each, Main Body: 200 M.D.C. Has all Cyber-Knight armour features. Customized to be black with silver tiny horns on the helmet, golden eyes, and smooth faceplate. Has Naruni cloaking tech built in giving: 1D4 melees to completely camoflauge; -20% to be spotted; +5% to prowl skill; 21% to be seen on infrared and thermal, even then it seems unusual and is usually ignored. Rocket Boots: Gives the ability to jump 60 ft. in any direction and stay in the air for one melee action. +1 to dodge. Can use standard e-clips for power source.
80Bushman Environmental Armour: M.D.C.; 17lbs; -10% to Prowl
81Gasmask with air filter.
82Polarized goggles.
83Hatchet for chopping wood: 1-4 damage plus P.S. bonus if used as a weapon.
842 Knives: 1-4 damage plus P.S. bonus.
85First aid kit with: bandages, antiseptic, suture thread and needles, and pain killers (tablets and injectable doses).
86Tent
87Knapsack, saddle bags, backpack, two canteens and two weeks food supplies.
88Geiger counter
89Handcuffs (80 S.C.D.)
90Lock Pick Set
91Motion Detector: Detects motion in a 60 foot radius, will alert a main monitor and pinpoint the motion’s location and can sound an alarm if programmed to.
92Field Radio: backpack style, 16 lbs, 60 mile range, includes signal scrambler.
93Pocket Night Viewer: 800 foot range, monocle sized night vision device.
94Binoculars: 1 mile range.
95Dress Clothes
96Black clothes for covert operations
974 clips of silver 7.62 rounds for my M16.
98Box of 144 Bandit BigBore Revolver rounds
99Box of 144 Bandit BigBore Shotgun rounds.
100Bone Armour:M.D.C., if completely destroyed it regenerates slowly over a nine day period. Flanges and spikes from teeth and bones inflict 1D6 to 2D6 M.D. plus P.S. bonus. No prowl penalty, obscures aura and makes the wearer very mysterious. Has a H.F. of 10 itself, but adds +2 to wears H.F. if they have one. Slightly bulky, but with a high P.S. that doesnt matter.
101Great Tooth and Claw Fetish
102Strength Fetish
Cybernetics/Bionics:
103Cyber-Armor:A.R.: 16; M.D.C.: 50
104Finger Camera:photos on one roll of microfilm, automatically adjusts for light conditions, reloads in 30 seconds.
105Implanted Clock Calendar:Keeps time exactly to the 100th of a second, and keeps the date.
106Gyro-Compass:Tells directions like North and South as well as up and down.
107Retractable Palm Needle:Needle does 1 point of S.D.C. damage, can inject many things. Doses I have include: 2 doses of antibiotics, two doses of paralysis drugs, 2 doses of tranquilization drugs.
108Wrist Climb Chord:feet long, 1,500lb test weight, with weight attached: 1D6 S.D.C. damage as a chain weapon. Has grappling hook attachment.