Barak - Aquatic Mutant (Alex/Corrigon)

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Barak
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Barak - Aquatic Mutant (Alex/Corrigon)

Post by Barak » Sun Jul 14, 2019 1:46 pm


Barak (CE Aquatic Genetic Human Mutant from Tritonia, the Floating City.)

As one of the survivors of the illegal genetic experiments conducted by a South American company, ShaperCorp, Barak has since been employed by OceanTech Inc. and occasionally works alongside the US Navy. At the time of the Coming of the Rifts Barak was on assignment to US Navy Commander Britchtree and aboard the USS Ticonderoga, docked in San Diego.

Racial Abilities

Positive
  • Aquatic (2 points) Native to the water. Cannot drown in oxygenated liquid and moves full Pace when swimming (see Movement, page 92).
  • Low Light Vision (1 point): Ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
  • Armor (3 points): Thick scales cover parts of body and face. Grants Armor +2.
Negative
  • Dependency (1 point): Must consume or have contact with some sort of relatively common substance (water for Barak) for an hour out of every 24. Needs to immerse themselves in water; Without the required contact, a character becomes Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Hindrance (1 point) Outsider Minor - As an experiment from the Floating City, Barak does not look normal with patches of scales and gills in his neck.

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Barak
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Re: Barak - Aquatic Mutant for Chaos Earth

Post by Barak » Sun Jul 14, 2019 2:30 pm


Player Name: Alex
Google Handle: taggartfnh@yahoo

Character Name Barak
Rank: Novice
Experience/Advances: N1
Race: Aquatic Mutant
Iconic Framework: N/A

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Charisma: 0; Pace: 8 +1d8; Parry: 5 (½ Fighting +2); Toughness: 7(2) (½ Vigor+2 plus armor); Strain: 0

In Mark I USN Battlefield Light EBA Armor: 11 (5)

Skills:
  • Athletics D8 (2)
  • Common Knowledge d4
  • Notice d6 +2(1)
  • Persuasion d4
  • Stealth d8 (2)
  • Boating d6 (1)
  • Fighting d6 (2)
  • Shooting d6 (2)
  • Electronics d4
  • Repair d4
  • Science d4
  • Survival d4
Hindrances
  • Hindrance (Major): Overconfident
  • Hindrance (Minor): Driven (minor) - wants to prove that the mutants can be part of normal society
  • Hindrance (Minor): Thin Skinned (minor)
  • Dependency (1 point): Must consume or have contact with some sort of relatively common substance (water for Barak) for an hour out of every 24. Needs to immerse themselves in water; Without the required contact, a character becomes Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Hindrance (1 point) Outsider Minor - As an experiment from the Floating City, Barak does not look normal with patches of scales and gills in his neck.
Edges
  • Alertness -
  • Fleet Footed - The hero’s Pace is increased by +2 and his running die increases one step
  • Soldier - they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free re-roll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Aquatic (2 points) Native to the water. Cannot drown in oxygenated liquid and moves full Pace when swimming (see Movement, page 92).
  • Low Light Vision (1 point): Ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
  • Armor (3 points): Thick scales cover parts of body and face. Grants Armor +2.

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Barak
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Re: Barak - Aquatic Mutant for Chaos Earth

Post by Barak » Fri Jul 19, 2019 2:04 pm

Background

As one of the survivors of the illegal genetic experiments conducted by a South American company, ShaperCorp, Barak has since been employed by OceanTech Inc. and occasionally works alongside the US Navy. At the time of the Coming of the Rifts Barak was on assignment to US Navy Commander Britchtree and aboard the USS Ticonderoga, docked in San Diego.

Born of pain and abuse, when the ShaperCorp experiments were revealed, for the first time, he had some choice in his life. When the offer to assist the US Navy was made, Barak leapt at the chance, wanting the opportunity not only to see the world, but to prove some good could come from the experiments and that they had a place in the world.

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Barak
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Re: Barak - Aquatic Mutant for Chaos Earth

Post by Barak » Fri Jul 19, 2019 2:23 pm

Gear
  • IRMSS —Internal Robot Medical Surgeon System: When there’s no medic or doctor around this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device—the size of a handheld shopping scanner—is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following
    Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. (2 lbs, 42,000 credits)
  • USN Survival Pack: Popular with adventurers and travelers, this basic survival pack is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
    - 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) provides +1 to Healing.
    - 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.
  • Armor Suit: Mark I USN Battlefield Light EBA, +3 Armor, +1 Toughness, Min. Str. d6, Weight 18 lbs, Cost $15,000.
  • Vibro-Knife, Damage: Str+d6 AP 6
  • USN-56 Light Ion Pistol, Range: 10/20/40, Damage: 1–3d6, RoF: 1, AP: —, Shots: 12, Mags: 2. Note: To recharge need an E-Clip re-charger.

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Barak
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Re: Barak - Aquatic Mutant for Chaos Earth

Post by Barak » Fri Jul 19, 2019 2:24 pm

Advances
  • Initial Advances: (From Hindrances): Fleet Footed, Soldier, Strength d8
  • Cybernetic Modifications:
  • Novice 1 Advance: Alertness
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

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Lars
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Re: Barak - Aquatic Mutant (Alex/Corrigon)

Post by Lars » Sat Jul 20, 2019 4:35 am

Looks Good.
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