Yumi Overdrive
Rank: Seasoned
Advances Left: 0
Race: Human
Iconic Framework: Robot Vehicle Ace
Attributes:
- Agility d12
- Smarts d10
- Spirit d6
- Strength d4
- Vigor d6
Pace: 6;
Parry: 8;
Toughness: 10 (4);
Strain: 4/8
Robot Combat
Skills:
- Athletics D4
- Common Knowledge D4
- Electronics D8
- Fighting D12
- Notice D6
- Persuasion D4
- Piloting D12
- Repair D10
- Science D8
- Shooting D12
- Stealth D4
- Weird Science D10
Hindrances
- Heroic (Major): Always helps those in need.
- Quirk (Minor): Not From Around Here - points out obvious things on RIFTS Earth that are bad and could be better
- Phobia (Minor): Violent Weather
Racial Abilities
Edges and Iconic Abilities
- Arcane Background Weird Science: 2 powers
- Ace : Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
- Combat Ace : ignore the Multi- Action penalty for
making a Boating, Driving, or Piloting check and taking another action in the same round.
- Gadgeteer : Spend 3 Power Points to create a device that replicates another power.
- Killing Machine: Use Combat Edges with robot vehicles
- Martial Artist : Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
- Ms. Fix-It : +2 Repair rolls, half time on repairs
- Nerves of Steel : Ignore 1 level of wound penalties
- Robot Vehicle Jock: −2 penalty to all skill rolls while piloting a robot vehicle without it.
- Rich : Extra starting cash & rolls
Powers
Arcane Background: Weird Science
Power Points: 15 -
Recovery: 5/hour
- Ether Driver (Smite) - Electrical [Self only]
- Adaptive Combat Computer (Warrior’s gift) [Self only]
Cybernetics
Cyber-Wired Reflexes (2)
Core Electronics Package - Grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
Vehicle Interface Package -Grants +2 to related Boating, Driving, Piloting, and Electronics checks.
Robot Vehicle
TITAN TR-001-YC COMBAT ROBOT - Yumi Custom
- • Size: 9 (Huge), Crew: 1+2, Strength d12+9, Toughness: 60 (36), Pace 14 (Run d8) 60 MPH
• Notes: MDC Armor, Shoulder STS cluster –4 to hit and 24 Hardness, Rarity –4.
• Weapons
• • Medium Rail Gun (Right Forearm)
• Range: 100/200/400
• Dmg: 3d12+3, AP: 14
• ROF: 3
• Shots: 60
• Mods: 3
• Notes: Minimum is Maximum, Always in Bursts, Hyperkinetic,
• Rarity: +1 Cost: 11,000
• • 2 × Medium Missile Launchers (Shoulders, RoF 4, 5 Shots each)
• Range: 200/400/800
• Dmg: 7d6, AP: 40
• ROF: 4
• Shots: 5 each
• Notes: AP Warheads SBT, Full reload 200,000 credits (10,000/missile).
• Rarity: -4 Cost: 500,000
• • 2 × Mini-Missile Launchers (Legs, RoF 4, 6 Shots each)
• Range: 100/200/400
• Dmg: 7d6, AP: 0
• ROF: 4
• Shots: 6 each
• Notes: Plasma Warheads, SBT, Full reload 24,000 credits (1,000/missile). On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused
• Rarity: -2 Cost: 100,000
• • Dual-Linked Anti-Personnel Lasers (Chest Sponson)
• Range: 75/150/300
• Dmg: 4d6+2, AP: 5
• ROF: 1
• Shots: -
• Notes: Cauterize, +1 to hit
• Rarity: -1 Cost: 250,000
• •Giant Vibro-Sword
• Range: Reach 2+3
• Dmg: d12 + 2d8+9, AP: 16
• ROF: 1
• Shots: -
• Notes: Harmonic Blades, Mega-Damage, Powered Weapon
• Rarity: -2 Cost: 50,000
Full Environmental Protection
Built-in mini-computers for basic functions
Communications system with a 10 mile range
Public-address loudspeakers
Night and thermal vision mode for vision
Other Features
• Rarity: -4; Cost: 24,000,000
Gear
Wilk’s 320 “Classic” Laser Pistol
• Range: 15/30/60
• Dmg: 3d6, AP: 2
• ROF: 1
• Shots: 20
• Weight: 2 lbs. (Min Str: d4)
• Notes: Cauterize, No Recoil, +1 Shooting
• Rarity: +1 Cost: 11,000
Plastic Man EBA
• Armor: +4 Toughness: +1
• Weight: 13 lbs (Min Str: d4)
• Notes: Flight suit style
• Rarity: +1; Cost: 18,000
Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)

• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
(1d4 damage)
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Tool Kit (5 lb) Cost: 200
3700 credits cash
3500 credits in trade goods
Advances
MARS Fortune & Glory
- MARS 9 - Tough +1 Stamina die + Nerves of Steel
- MARS 12 - Cybernetics 2 Strain worth & +2 Strain
Hero’s Journey
- Training 1 7 - Professional Edge – Ms. Fix It
- Training 2 4 - Martial Artist
- Training 3 2 - +3 combat skill points (fighting)
- Training Choice 17 - +1. Piloting and Combat Ace
Advances
- Initial Advances: (Bonus from Hindrances): Increase Smarts to D10, add Rich edge
- Edge(s) granted by Racial Features: Arcane Background Weird Science
- Edges(s) from Hero’s Journey Rolls:
- Novice 1 Advance: Improve Piloting, Fighting to D12
- Novice 2 Advance: Improve Weird Science to D10, Shooting to D12
- Novice 3 Advance: Improve Repair to D10, Notice to D6
- Seasoned 1 Advance: Add Edge: Gadgeteer
- Seasoned 2 Advance:
Background
The world of Phastos, a high-tech utopia at peace… until the mysterious Malev Stormlord and his creatures attacked out of nowhere. The Nova Academy is the frontline against the sudden attacks by impossible monsters as the Unified Nations of Phastos fight back with ultra-tech battle mecha and Yumi is a top student there, trained and enhanced for combat. She’s the tip of the spear, the best of the best and was student council president. During one major offensive, she followed a retreating General-class unit back into one of the storms that they mysteriously appeared from and managed to take it out at the cost of her own mecha.
She bailed out and when her seat fell past the strangely-glowing clouds, she found herself not on her world, but a bizarre, blasted landscape… RIFTS Earth. A post-apocalyptic hellscape of savagery, super-science and sorcery. It sucks. She landed at a battlefield littered with smashed-up robots and monster corpses, near somewhere called “Tolkeen.”
Yumi rebuilt and customized one of the fallen mecha as her own and has started to look for a way home… or maybe some answers. Rifts were an unknown phenomenon back home, but what she’s learned here would explain a LOT about where the enemy came from. One thing is exactly the same as back home though… people are often in danger and they need help. That’s what she was raised and trained to do and she does it without hesitation.
That was how she came to the Black Company… Marauders were shaking down a farming village with, among other things, a UAR-1 and Yumi left it in a smoldering heap. She was referred to Black Dawn, offered a job and took it… it’d be easier than wandering from place to place to find answers or people in need of help, and she could use the support for ammo and repairs.
Yumi is a D-Bee human with dark blue hair in her late teens, lean from training, a couple inches above average height. She’s almost always in her flight suit body armor, but will go for a pleated blue skirt, white blouse and red scarf when a scramble isn’t imminent, or cargo shorts and a tank top for crawling around in her mecha’s systems. She has a sharp mind and a sharp tongue, outspoken about things like the Coalition, Lord Dunscon, plagues of demons, etc.