A group of morally flexible dimensional troubleshooters out to make a name for themselves in Atlantis. (Characters in this game/group cannot transfer to a rifts group outside of it.) GM: Dodsrike AGM: The Apothecary
Character Name: Jack MacCalister Alias: Irish Race: Human O.C.C.: Operator Alignment: Anarchist XP Level: 3 XP Points: 3,801 Next Level @ XP: 7,301 Sentiments/Non-Humans: Depends on the individual, I’ve seen the worst and best of them. Sentiments/Coalition: Who is that now boyo, some kind of boogieman? Sentiments/Splugorth & Atlantis: Likely they’re all bad, but I don’t know any other life no more so, I’ll make do with them, until something changes. Disposition: Schemer; Always considering a new plan for power or profit. Insanity: None
ATTRIBUTES I.Q.: 15 M.E.: 13 M.A.: 12 P.S.: 15 21 While wearing armor P.P.: 14 18 While wearing armor P.E.: 13 P.B.: 8 Speed: 11 33 While wearing armor
PHYSICAL DATA P.P.E.: 6 I.S.P.: 22 H.P.: 24 S.D.C.: 35 Age: 38 Sex: Male Height: 6’ Weight: 160 lbs Description: Average height, thin scared and tattooed. Jack MacCalister is a dreadfully unattractive man, with his short brown hair in a rough short mowhak, his face is scared from his life as a slave. Irish as he most commonly known tends to wear the clothes of a mechanic, his profession and trade, even if it's under the mindset of slavery.
Special Abilities 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.
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 12 hours of his time to work at a garage, machine shop, or factory for free. Every 12 hours he puts in, he can get up to 100,000 credits worth of parts or materials at the discount (that's 35,000 credits, his cost).
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 most vehicles, machines, parts, tools, and electronics. Base Skill: 58% +3% per level of experience.
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 1,200 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).
Psionics Minor Psychic Sensitive
Sixth Sense (2)
Range: 90 feet. Duration: Until the danger passes or happens. I.S.P.: 2 Saving Throw: None This power gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 ft). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril, or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P., the sixth sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs. +6 on initiative roll +2 to parry +3 to dodge The character cannot be surprised by a sneak attack from behind.
Machine Ghost (12)
Range: Self; computer by touch. D u ratio n : Three minutes per level of experience. I.S.P. : 1 2 Saving Throw: Not applicable. The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to Object Read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc. As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost. A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters. Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage are measured by the character' s perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C.IM.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well ! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead ! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls determines life or death. Rolling between 0 1 -75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce Spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required - Paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be given; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80% out of three rolls. The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, is vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only Telepathy can reach the character while in this state (can 't hear spoken words or sounds outside the computer), and is a means of two-way communication. A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy. Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll "definitely certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above. Note: The psychic will instinctively know when he ' s down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional Rift). 01%-30%: Hopelessly lost (roll again). 31%-45%: Uncertain (roll again). 46%-65%: Fairly certain on the right track (roll again). 66%-00%: Definitely certain! Whew ! Made it back.
O.C.C. Skills Language: Native: Euro 94% (+1%) Language : Other: Dragonese/Elven 60% (+5%) Basic Math 75% (+5%) Computer Operation (+5%) *Literacy: Euro 50% (+5%) Computer Repair 50% (+5%) Electrical Engineer 65% (+5%) *Advanced Mathematics 55% (+5%) Find Contraband 49% (+4%) Jury-Rig 65% (+5%) Mechanical Engineer 55% (+5%) Pilot: Hovercraft 75% (+5%) Pilot: Hovercycle 91% (+3%) Pilot: Robots & Power Armor 77% (+3%) Radio: Basic 70% (+5%) Sensory Equipment 60% (+5%) Weapons Engineer 50% (+5%) W.P. Blunt W.P. Energy Pistols Hand to Hand : Expert
Combat Data HTH Type: Expert Number of Attacks: 4 5 While wearing armor Initiative Bonus:+0 +3 While wearing armor Strike Bonus: +2 +4 While wearing armor Parry Bonus: +3 +6 While wearing armor Dodge Bonus: +3 +6 While wearing armor HTH Damage Bonus: +0 +6 While wearing armor Bonus to Roll w/Punch: +2 +8 While wearing armor Bonus to Pull a Punch: +3 Bonus to Disarm: +2 +5 While wearing armor Other: Kick (1D8 S.D.C.), Karate Punch (1D6 S.D.C.)
Robot Combat Data: Basic
Number of Attacks: 5 Initiative Bonus: +0 Melee Strike Bonus: +3 Ranged Strike Bonus: +0 Parry Bonus: +4 Dodge Bonus: +4 HTH Damage Bonus: +0 Bonus to Roll w/Punch: +3 Bonus to Pull a Punch: +3 Bonus to Disarm: +2 Other: Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative and one melee attack/action. Counts as two of the power armor's melee Attacks. Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 01-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01 -80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot 's melee attacks.
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions) Burst Shots: +1 to Strike Bonus Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions) Melee Called Shots: No bonus to Strike, No extra action cost W.P. Blunt (+2 to Strike, +2 to Parry) W.P. Energy Pistols (+2 to Strike)
Worn on Person • Clothes: Grey Cargo Pants, White T-Shirt, Grey Mechanics Shirt, Underwear, Socks • Work Boots • Grey Overalls • Protective Goggles • 2 M.D.C. • Work Gloves • Folding Pocket Knife • 1D4 S.D.C. • Pen Flashlight • Pocket Notepad and two pens • Wallet • • Identification. • • Secure Universal Card: $450 (Dods 06/15/20) • • Unsecure Black Card: $9,000
Utility Belt • Attachment: Portable Language Translator • Canteen Pouch: Canteen • Attachment: Wilk's Portable Laser Torch • Attachment: Ammo Pouch 2/2 Pistol E-clips • Attachment: Ammo Pouch 2/2 Pistol E-clips • Holster: KEP-Special Energy Pump Pistol • Sheath: Small Knife • 1D6 S.D.C.
Large Satchel The satchel is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 20" long, 15" wide, and 6" deep. • Space: Portable Tool Kit with an electric screwdriver and additional interchangeable heads, wrenches, etc. • Space: Soldering Iron • Space: Roll of duct tape • Space: 2 Rolls of Electrical Tape • Space: Large Flashlight • Space: Portable Disc Recorder • Space: Box of disposable latex gloves. • Space: 2 Pistol E-Clips
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. • Space: Canteen • Space: 12 flares • Space: 200’ Super Lightweight rope (total weight 10 Ibs) • Space: Notebook • Space: Large Sack • Space: Air filter • Space: Personal Items. • Space: • Space: • Space:
Stored in Vehicle
Stored in HQ • TFRC-02 FreeRunner Combat Exoskeleton • Kittani Universal Light Power Armor • Large Tool Kit • Hammock • Shelves (4 shelves, 2'x3', light MDC) • Workbench (4'x8' wood bench with built in vice.) • 2 Hard plastic Mannequin's • 2 Construction lights
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
12 attachment points
Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools. • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment: • Attachment:
Kittani Universal Light Power Armor
M.D.C. by Location:
Jet Pack (rear): 50
Chest Headlight: 2
Arms (2): 66 each
Legs (2): 88 each
Main Body: 220
*Requires a called shot at -3 to strike; eliminates all sensors & bonuses from Robot Combat skill; 70% knockout if destroyed Statistical Data: Running: 40 mph max (80% fatigue) Leaping: 20' up & across, 50' up & 300' across w/booster assist, 300' up & across w/running start & booster assist Power-Leaping: 170 mph max (thruster assisted; 80% fatigue) Flying: hover to 100 mph, 30 minute range before required cool-down, 300' max altitude Class: Light Strategic Environmental Exo-Skeleton Crew: 1 pilot Dimensions: 8' tall, 4.4' wide, 3' long, 200 lbs. Physical Strength: Robotic P.S. 30 Cargo: None Power System: Nuclear (10 years) Weapon Systems
Hand to Hand Combat: per Robotic P.S. 30 Features of Note:
All standard features common to powered armor (p.271, R:UE)
Jack was born on the shores of England to a family of fisherman. It was a simple life, but it wasn’t bad. His parents loved him and cared for his needs. He was to pick up his father’s mantle as a fisherman eventually, but for the time being he was allowed to be a child. One fateful day when Jack was around five years old, the Splugorth came and raided their small village, several villagers died, including Jacks’ parents. They took the boy as one of their many spoils and traded him for credits in the markets in Atlantis. Jack either was cursed with luck it would seem, either good or bad, the Kidian who purchased him, didn’t need him for food, but someone small enough to fit in small places and clean for him.
As Jack grew into a teen, he showed aptitude with mechanical devices. His current master a Tattooed man, had the boy trained by his other slaves to repair things before selling him off at a profit to another Kidain. This wasn’t uncommon for Jack, as by this point he had been owned by several masters. One such master saw a different potential in the boy, and instructed him in how to use his mechanical aptitude for murder. Jack proved an apt enough pupil and was put to work killing various enemies of his master. Eventually his master pissed off someone well above his rank and found his life forfeit, his assets now the property of Powerlord Jarnax.
Jack's current master quickly employed Jack to do what he had been doing before, fixing things and occasionally murdering rivals or at the very least destroying their assets. Now it seems he is heading for another assignment, what mayhem will ensue.