Badass Billy Batrock (usually just Batrock)
Rank: Seasoned 2 Advances Left: 0
Race: Mutant Bat
Iconic Framework: MARS (Dinosaur Hunter)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Parry: 6 (10 with rifle); Toughness: 4 (11 (5) in armor); Strain: 6/6
Pace: Walk: 6, Run for d6 (Use Athletics for maneuvers)
Pace: Flight: 12, Run for d6 (Use Athletics for maneuvers)
Skills:
- Academics d6
- Athletics d6
- Common Knowledge d6
- Fighting d8
- Hacking d8
- Notice d8
- +2 bonus on Notice checks using sound
+2 bonus on Notice checks based on smell
−2 penalty to sight-based Notice checks in bright light conditions without shaded goggles
Ignore all Illumination penalties due to Echolocation.
When using an Aim maneuver with the rifle’s scope, it adds an additional +2 to Notice checks and negates Illumination penalties.
- +2 bonus on Notice checks using sound
- Occult d4
- Persuasion d6
- Piloting d6
- Psionics d6
- Shooting d10
- +3 when using Rifle
Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed (Can’t move)
When using an Aim maneuver with the rifle’s scope, it adds an additional +2 to offset Range penalties. It adds +1 Shooting
- +3 when using Rifle
- Stealth d10
- +2 from color shifting fiber-optic material.
+2 in the wilds.
- +2 from color shifting fiber-optic material.
- Survival d8
- +2 on all rolls to made to track
+2 on rolls involving creatures of Size 4 or greater
Can use this instead of Stealth to track or avoid predators in the wilds.
+2 in the wilds.
- +2 on all rolls to made to track
- Thievery d8
- Loyal (Minor): Batrock is loyal to his friends and allies
- Greedy (Minor): The individual is obsessed with wealth and material possessions.
- Mutant: Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
- Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks.
- Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
- Overconfident (Major): The hero believes he can do anything.
- Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it.
- Small (Size -1): Mutant bats are smaller than most humanoids
- Wanted (Minor): Mutant animals refusing to return to Coalition society are wanted by the CS and deemed feral. This threat is backed by a standing bounty for their capture
- Echolocation: Mutant bats can visualize their surroundings through a natural form of sonar and ignore all Illumination penalties.
- Bite/Claws: Mutant bats have claws and teeth dealing Str+d4 damage
- AB: Psionics and Extra Power Points
- Connections (Armorers): Contacts provide aid or other favors once per session.
- Frontiersman: Gain +2 to identify animals, monsters, plants, and weather conditions in the wild . May also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors.
- Giant Killer: +1d6 damage vs. creatures Size 2 or larger (3 size up from Size -1).
- Improved Trademark Weapon (Custom Anti-Material Rifle): +2 to Shooting total with this specific weapon; +2 Parry while weapon is readied. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
- Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
- Megafauna Specialist: Dinosaur Hunters gain +2 on Survival rolls involving creatures of Size 4 or greater
- Woodsman: +2 to Survival and Stealth in the wilds.
- Aim: If a character spends her entire turn Aiming a ranged weapon at a particular target and takes no other actions, she can ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll. Her attack must be used on the first action of her next turn or the bonus is lost.