YIM Handle: thornn01
Character Name: Jason Long
Alias: None
Race: Human
O.C.C.: Priest
Old O.C.C.: Alpha Tactical Armored Corps-Hover Tank Pilot
Alignment: Unprincipled
XP Level: 0
XP Points: 1,712 (Updated 2/1/2025 by Dawg)
Next Level @ XP: 4,101
Sentiments/Non-Humans: Aliens and D-Bees are just people...its their actions that determine if they are good or bad, not their race
Sentiments/Coalition: Hates the institutional racism, reminds him of the worst parts of the ASC leadership back home
Disposition: Calm soldier who thinks he's seen it all. Proud to be in the Armored Cav, with their traditions and history going back to the time of the chariot. In this new world he is hoping to live up to those high standards.
Insanity: Addiction: Nicotine (He just doesn't feel right without a cigar in his mouth or readily at hand. He easily goes through a box of 20 a week.)
Phobia: Flying (He is a tanker, not a fighter pilot. Tankers love the ground, its their friend. High altitude where you can be seen means you can be hit by things like tanks.)
XP Table - Priest
XP Table
Ledger postATTRIBUTES
I.Q.: 21
M.E.: 13
M.A.: 17
P.S.: 23
P.P.: 21
P.E.: 13
P.B.: 9
Speed: 16
PHYSICAL DATA
P.P.E.: 52
H.P.: 55
S.D.C.: 52
Age: 22
Sex: Male
Height: 5' 11"
Weight: 200 lbs.
Description: Short curly black hair in a military cut, a mustache, and dark eyes. Solidly built and always in uniform or armor that is slightly battered but well cared for.
Natural Abilities
Perception Bonus: 77% (3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 360 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 9’ long/ 4’ high
Priest Abilities
1. Exorcism: A successful exorcism will drive out/banish any entity or demon from a possessed .person, animal, dwelling or area. The exorcised creature(s) cannot return to the place or person for at least 6 months and is likely to NEVER return (86% likelihood of never returning). A successful exorcism performed in an area such as a graveyard, tomb, etc., will destroy all animated skeletons, corpses, and mummies which inhabit the area of exorcism. Ghouls and zombies will he banished for 10 months, while the greater supernatural creatures, including lesser devils and demons, vampires, ghosts, wraiths and specters are banished for 6 months.
The Rite of Exorcism requires 1D6 hours of prayer and meditation to perform the rite, depending on the strength of the possessing/inhabiting force. The holy symbols of the priest's religion are necessary and it is wise to have assistants and bodyguards should fighting be necessary.
Success ratio: 7% per level of experience. An exorcism can be attempted as many times as the priest wants to try.
2. Healing Touch: The healing touch restores 1D8 Hit Points or S.D.C. (1D4 M.D.C. to supernatural beings). Priests can perform the healing touch once every other melee round, but cannot use it on themselves.
3. Remove Curse: This ritual is similar to exorcism except that it removes magic curses. If successful, all the effects of the magic or god induced curse are removed (of course new curses can be placed on the character). Unfortunately, while the priest can remove a curse from a person or animal, he cannot remove curses placed on/in rune weapons, magic items or sacred/supernatural places. It takes 1D4X 10 minutes to perform the remove curse ritual.
Success Ratio: 7% per level of experience. The priest can only perform remove curse ONCE per each curse on the same person. However, he can perform this ability on innumerable different people and other priests can try to remove a curse on those another priest failed to help.
4. Turn Dead: This rite is similar to exorcism, but it can be enacted in only 2 melee rounds (30 seconds). It affects only animated skeletons and corpses, mummies and ghouls. This ability enables the priest to turn/repel the dead by commanding them to leave in the name of his deity (s). The undead will stop what they were doing and go away. Vampires, ghosts, wraiths, and specters may be temporarily kept at bay (a few feet away), hesitating for one or two melee rounds, but will not be otherwise affected. Demons and gods are not affected at all!
Success Ratio: 20% at first level, plus 5% per additional level of experience.
5. Prayer of Communion: The prayer allows the priest to contact his deity or one of the gods in the pantheon. The god responds by creating an inspirational vision or dream which will motivate and encourage the priest. There is a 60% chance of a divination or an omen which warns of impending danger, treachery, or good fortune (in this instance, the priest will automatically correctly interpret the signs of an omen). Visions and dreams are usually symbolic and cryptic, and always concern people and matters close to the priest. Can only be attempted twice per 24 hour period.
Success Ratio: 21 % at level one, + 7% per additional
level.
9. Miracles: Miracles are the result of direct appeals to the god(s) the priest worships. They are not as definite as spells (see the Prayer of Intervention, above), but are used to create supernatural effects such as changing the weather, parting bodies of water, granting temporary superhuman abilities, etc. Miracles can only be used when the priest is involved in a cause that his deity considers important. Asking for a miracle to defeat the guardian of some treasure the priest and his companions want will NOT work. Unlike other powers, this ability requires the use of P.P.E. points. If the energy is not available, the miracle will not work.
The priest's devotion to his deity(s), sincerity, need and the devotion to his god's interests help create these miracles. Miracles are absolutely impossible if the deity decides that the priest or the reason for the request is undeserving. Great Miracles should be used only in the most desperate or important of circumstances. If the god(s) are actively monitoring the priest's progress and he is acting on the god's behalf, the deity may grant a miracle regardless of whether or not the character's roll was successful (this is absolutely left to the GM's discretion).
Duration: Varies. Some effects may be permanent.
Success Ratio for Miracles: The Priest's M.A. attribute number plus 2% per level of experience.
Available Types of Miracles:
Special AbilitiesSkills in Red are Frozen
Common Skill Set
Language: English--103% (1%)
Literacy: English--108% (2%)
Mathematics: Basic--108% (3%)
Computer Operation--108% (3%)
Pilot: Automobile--109% (2%)
Pilot: Hovercycles & Hover Vehicles--126% (4%)
Priest O.C.C. Skills
Dance 50% (+5%)
Language: Greek 70% (+3%)
Language: Demogorgian 70% (+3%)
Literacy: Greek 50% (+5%)
Literacy: Demogorgian 50% (+5%)
Lore: Demons & Monsters 50% (+5%)
W.P. Shield - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents) - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet
Priest O.C.C. Related Skills
Barter 35% (+4%)
Lore: Religion 50% (+5%)
Lore: Vampires 40% (+5%)
Lore: Magic
--General Knowledge: 45% (+5%)
--Recog. Magic Circles, Runes, etc: 35% (+5%)
--Recognize Enchantment 30% (+4%)
O.C.C. Skills
Combat Driving
Land Navigation--95% (4%)
Mecha Elite Combat Training: ASC Veritechs (Ground)
Military Etiquette--102% (5%)
Pilot: Ground Veritechs (all)--126% (5%)
Pilot: Tanks & APCs--119% (4%)
Radio: Basic--117% (5%)
Running
Weapon Systems--112% (5%)
W.P. Energy Pistol
- +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle
- +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Hand to Hand: Expert
Conversion Skills
Radio:Basic--112% (5%)
Language: Spanish-- 84% (3%)
Language: Zentraedi-- 84% (3%)
Pilot: Robots & Power Armor—97% (3%)
Pilot: Jet Packs—91% (4%)
Robot Combat: Basic
Navigation—96% (5%)
Sensory Equipment—87% (5%)
W.P. Heavy Military Weapons
- +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Handguns
- +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons
- +1 to Strike at levels 2, 4, 7, 10, and 13.
Law: General—82% (5%)
General Repair & Maintenance—82% (5%)
M.O.S.--Military Police
Combat Driving
Intelligence--94% (4%)
Interrogation--107% (5%)
Recognize Weapon Quality--97% (5%)
Surveillance--97% (5%)
Undercover Ops--102% (5%)
Wrestling
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Energy Pistol
- +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Shotgun
- +1 to strike at levels 1, 3, 6, 10, and 14.
Electronic Countermeasures--102% (5%)
Intelligence--99% (4%)
Land Navigation--95% (4%)
Mecha Elite Combat Training: Ground Veritechs
Pilot: Ground Veritechs--122% (5%)
Prowl--92% (5%)
Surveillance--102% (5%)
Tracking (People)--112% (5%)
Track & Trap Animals--92/102% (5%)
Wilderness Survival--108% (5%)
Demolition--72% (3%)
Demolition Disposal--72% (3%)
Field Armorer & Munitions Expert 45% (+5%)
Chemistry: Analytical 30% (+5%)
Chemistry 35% (+5%)
Mathematics: Advanced 50% (+5%)
Secondary Skills
Basic Electronics--87% (5%)
Swimming--107% (5%)
Cook--92% (5%)
Research--82% (5%)
Pilot: Boats: Sail Types 72% (+5%) (RP Bonus; Approved by Consumer 3/27/24)
Penalties -10% when using advanced skills and knowledge to operate in or on Rifts (therefore, unfamiliar) high-tech areas, especially medical, science, electrical, mechanical, and bionics.
Favorable Contact: Tennessee Jack Crabtree - Headhunter Academy
Fortune and Glory - +3 initiative bonus
Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
Body Block/Tackle: 1d4
Pin/Incapacitate: 18-20
Crush/Squeeze: 1d4
HTH Damage Bonus: +3
Bonus to Roll with Punch/Fall/Impact: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Critical Strike on unmodified 18,19,20
Paired Weapons
Judo Flip
Damage +3
Robot Combat Data: ASC Veritech (Ground) Mecha Elite Combat Training
Number of Attacks: 9
Initiative Bonus: +6
Melee Strike Bonus: +8
Ranged Strike Bonus: +7 (8 with built in weapons)
Parry Bonus: +10
Dodge Bonus: +9
Bonus to Roll with Punch/Fall/Impact: +6
Bonus to Pull a Punch: +7
Bonus to Disarm: +5
Robot Combat Data: Robot Combat Basic
Number of Attacks: 6
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll with Impact: +4
Strike Bonuses for built in weapons: +2
Robot Combat Data: Power Armor: Basic
Number of Attacks: 7
Initiative Bonus: +4
Hand to Hand Strike Bonus: +6
Hand to Hand Parry: +7
Hand to Hand Dodge: +7 normal / +9 flying
Bonus to Roll with Impact: +5
Damage: Punch: 1D6MD
Kick: 1D4MD
Leap Kick: 2D4MD
Body Flip/Throw: 1D4MD
Body Block/Tackle: 1D4MD
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-- +4 to strike
W.P. Handguns-- +4 to strike
W.P. Energy Pistol-- +5 to strike
W.P. Energy Rifle-- +5 to strike
W.P. Shotgun-- +4 to strike
W.P. Heavy Military Weapons-- +4 to strike
W.P. Heavy Mega-Damage Weapons-- +4 to strike
Saving Throw Bonuses
Coma/Death: 0
Magic (varies): 0
Lethal Poison (14+): 0
Non-Lethal Poison (16+): 0
Insanity (12+): 0
Psionics (15+): 0
Horror Factor: +3