Player Name: Pete
Google Handle: pwiebens@gmail.com
Character Name: Qoat
Occupation: Psi-Operator
Rank: Seasoned
Experience: 47 Qoat 12/31/17
Advances Left: 1 Qoat 12/31/17
Race: Quick Flex
Iconic Framework: M.A.R.S. Psi-Operator
Attributes:
Agility d8
Smarts d10
Spirit d8
Strength d6
Vigor d6
Charisma: 0
Pace: 8 (d8)
Parry: 6
Toughness: 5 [14(6) in T13 Armor]
Strain: 6
I.S.P.: 30
Skills:
- Driving d8
- Fighting d6
- Knowledge(Computers) d4
- Knowledge(Electronics) d6
- Knowledge(Engineering) d6
- Knowledge(Techno-can) d4
- Notice d6
- Persuasion d4
- Psionics d10 (from AB:Psionics)
- Repair d8 (from M.A.R.S. package)
- Shooting d6
- Streetwise d6
- Survival d4
- Distinctive D-Bee (Racial)
- Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer −4 Charisma with such folks.
- Restricted Path (Racial)
- Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
- Short Attention Span (Racial)
- Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls.
- Supreme Confidence (Racial)
- All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
- Curious (Major)
- It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
- Quirk (Minor)
- Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. Qoat wants people to know about his work. Anything he works on or creates, he monagrams with a stylized Q.
- Wanted (Minor)
- Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them. Qoat is known to the Coaltion, they will want to question him in connection to what happened during the war.
- Agile (Racial)
- Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
- Ambidexterity (Racial)
- All Quick-Flex possess the Ambidextrous Edge.
- Ambidextrous (Racial)
- Requirements: Novice, Agility d8+. Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 75).
- Elusive (Racial)
- Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
- Fast (Racial)
- Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
- Arcane Background: Weird Science based on Psionics (Psi-Operator)
- Begin with Psionics d6 and 10 ISP. Select three powers from the Mind Melter’s list: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift. This is the same list for others with the Arcane Background (Psionics) Edge.
Created gadgets use the Psi-Operator’s ISP.
- Begin with Psionics d6 and 10 ISP. Select three powers from the Mind Melter’s list: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift. This is the same list for others with the Arcane Background (Psionics) Edge.
- Rapid Recharge (HJ:Psionics)
- Requirements: Seasoned, Spirit d6+, Arcane Background. This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
- Mr. Fix it (Psi-Operator)
- Requirements: Novice, Arcane Background (Weird Science), Smarts d10+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+. The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
- Gadgeteer (Psi-Operator)
- Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+. These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation. Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.
- Scrounger (HJ:Underworld)
- Requirements: Novice, Smarts d6+, Streetwise d8+. Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
- Gain 1d6+2 fully charge e-clips for the firearms she and her teammates use.
- Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
- Procure food for 2d6 people for a week.
- Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
- Obtain a non-secured cred-card with 2d10 × 2000 credits on it.
- Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
- Requirements: Novice, Smarts d6+, Streetwise d8+. Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
- Major Psionic (HJ:Training)
- Requirements: Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+. A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch. The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
- Master Psionic (Adv)
- Requirements: Seasoned, Smarts d8+, Psionics d10+, Major Psionic. Superhuman powers of the mind and spirit become the purview of the Master Psionic, making her a true threat against the most powerful foes in the world. Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version.
- Telemechanics (Adv)
- Requirements: Seasoned, Master Psionic, telepathy. This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
- Filthy Rich (FG) (Rich and Filthy Rich description since Rich was rolled twice)
- Requirements: Novice. Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice. This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables.
- Connections (HJ:Underworld)
- Requirements: Novice. Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session). This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
- To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up. Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
- On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
- Requirements: Novice. Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session). This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
- Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: Qoat's Skill Calculator Watch. Skill: Weird Science A scientific calculator like device on an adjustable heavy duty strap. The user can cause the device to alter a person's abilities by entering the proper formula.
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.- Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
- Boost/Lower Trait - Greater
Power Points: 4
Range: Smarts ×2
Duration: 3 (1/round)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
- Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
Trappings: Qoat's Glove of Remote Manipulation - Skill: Weird Science. A right-handed glove/gauntlet with circuitry embedded in the inner cloth layer.
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.- Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round. - Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon
- otherwise functions normally, including granting bonus damage when it strikes with a raise.
- Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
- Telekinesis-Exalted Telekinesis
Power Points: 10
Range: Smarts ×2
Duration: 3 (1/round)
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
- Telepathy
Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round)
Trappings: Qoat's Band of Mental Connection - Skill: Weird Science. A thin elastic band laced with various metal wires and microchips.
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.- Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
- Telepathy-Exalted Telepathy
Power Points: 4
Range: Special
Duration: 3 (1/round)
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
- Teleport
Rank: Seasoned
Power Points: 3+
Range: Special
Duration: Instant
Trappings: Qoat's Blink Box
Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster—in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.- Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
- Teleport-Greater Teleport
Power Points: 5+
Range: Special
Duration: Instant
Greater teleport extends the Ranges to 20” (40 yards) per 5 PPE or ISP spent, or 30” (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
Kent Chalench, Bandito Arms Dealer
- A supplier from out west, working from Chi-Town and down the Missisippi corridor specializing in Military hardware. Qoat met him during his time in the Chi-Town burbs.
- Delvin is one of the storekeepers of the castle managing parts and equipment. Delvin was one of the first people Qoat was able to befriend in his new home. Delvin was able to get Qoat a freelance position as a mechanic.