Quicky

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Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Quicky

Post by Quicky »

Work in progress
Player Name:drbuzzard
Hangouts Handle:jwstepanek

Character Name: Ross Hubble
Power Category:Rifts conversion book 1 Human Mutant
Alias: Quicky
Occupation: hacker
Alignment: Anarchist
XP Level: 3
XP Points: 4,001
Next Level @ XP: 8,200

Sentiments/Non-Humans: indifferent.
Sentiments/CCW: Not very familiar, but doesn't trust them
Sentiments/UWW: Wants no part of them, dislikes magic.
Sentiments/TGE: Sounds like trouble, but never interacted.
Disposition: Shy, standoffish, awkward in human interactions
Insanity: Recluse
O.C.C.: City Rat

ATTRIBUTES
I.Q.: 25
M.E.: 19
M.A.: 12
P.S.: 57
P.P.: 38
P.E.: 27
P.B.:14
Speed: 700 mph

PHYSICAL DATA
P.P.E: 13
I.S.P: 0
MDC: 562
Age: 22
Sex: M
Height: 5'8"
Weight: 165
Description: Ross is a bit short, with a somewhat thin muscular build. He might be called wiry. He keeps his brown hair trimmed at a buzz cut. He keeps clean, but doesn't much care about his appearance, so his clothes are whatever are cheap and comfortable. He actually could look pretty good if he cared, but he's just not concerned about it.

Super Abilities
A greatly heightened physical prowess attribute providing increased speed and agility.
Bonuses: + P.P.+6, +1 APM, +3 to automatic dodge
Plus 10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.


The character is a highly intel ligent and mentally flexi
ble individual. His genius truly shines within his personal
area of expertise, a category of skills which he grasps on
an intuitive level. Note: The G.M. should ensure that the
player selecting this super ability plays the character ap
propriately, as the Extraordinary LQ. power is as much
about role playing the character intelligently, as it is having
a high LQ. rating and the skill bonuses that come with it.
Bonuses: Increase LQ. to 22 +3, and apply a +10%
bonus to all known Language, Literacy and Mathematics
skil ls. In addition, the character is +2 to save vs mind con
trol, possession and illusions (including magical ones),
and selects one additional Secondary Skill at levels 3, 6,
9, 12 and 15. Each new skill starts at level one with one
additional skill program.
Area of Expertise (Special): The character's extraordi
nary intelligence shines in one particular area of expertise.
To reflect this, the character's skill percentages in his area
of expertise continue to increase with experience and go
wel l beyond the normal 98% skill rating cap!
The player selects two skills from one of the following
skill categories as his area of expertise: Communications,
Domestic, Electrical, Espionage (excluding Pick Pockets,
Sniper and Wilderness Survival), Mechanical, Medical,
Science, or Technical (may include Computer Hacking
found under Rogue skills), and gets a +20% bonus added
to it in addition to any other bonuses from education, train
ing and LQ. bonus.



+ 1 melee attack/action per round ( 15 seconds) at levels 1, 3,
6, 9 and 12.
Add 4D4x10 to S.D.C.
Add 1 D6 to P.E. attribute.
+6 on initiative.
+ 1 to strike.
+3 to parry.
+4 to automatic dodge against hand to hand combat and
combat using melee weapons (sword, axe, club, etc.). An Auto
Automatic Dodge means the act of dodging does not use up a melee
attack or action.
Dodging bullets, energy blasts, projectiles and thrown objects
can be attempted, but without benefit of any dodge bonuses; un
modified dice roll only (it's difficult even for a super-fast character
to dodge these fast moving, long-range and often silent, or quiet,
attacks).
+6 to roll with punch, fall or impact.
+ 1 to pull punch at levels 1, 3, 4, 5, 7, 9, 11, and 14.
Normal Punch - 1 D6 damage.
Fast Punch or Kick - 2D6
Super-Fast Punch - 4D6 damage.
Super-Fast Kick - 5D6 damage.
Super-Fast "Power" Punch or Kick - 1 D6x1 0, but counts ae
two attacks.
Body block/ram at 400 mph (640 km) or greater does 2D4x10
damage, plus humanoid opponents weighing under 400 pounds
(180 kg) are knocked off their feet and tumble for 2D6 yards/me
ters, and causes them to lose initiative and two melee attacks/ac
tions. Note: Unfortunately, the speeding superbeing also takes
5D6 damage, himself, and the attack counts as three melee ac
tions/attacks.
Leaping Ability (with a running start) - 60 feet (18.3 m) high
or 100 feet (30.5 m) lengthwise.
Swimming Ability (applicable only if the swim skill is known):
Maximum speed is 300 mph (258 knots); can dive 300 feet (91.5
m) and has a maximum depth tolerance of 350 feet (107 m).
Can go from zero to 700 mph (1126 kmlh) in four seconds
(roughly one melee action) but such acceleration causes a small
sonic boom punctuating his departure (unwise for stealth).
Running at superspeed is relatively quiet compared to the
roar of a jet engine or race car, but the patter of feet on the
ground and the air displacement makes a loud sound of rushing
air like the roar of hurricane or tornado winds. Furthermore, a
quick take off creates a sonic boom. The wind caused by the su
perspeed will also whip up clouds of dust and send paper and
similar light items whirling in the air as the character runs by or
comes to a sudden stop. Running under 100 mph (160 km) is
considered quiet; a soft wind sound.
Can stop on a dime and make sharp turns.
Superior vision about five times better than normal humans,
which means an 18 inch sign can be read a mile away.
Nightvision - 500 feet (152.4 m).
Note: The acts of taking off and stopping each count as one
melee action.

The power to run at supersonic speeds. This means the char
acter can run at the speed of sound, Mach One, or approximately
670 mph (10n km). Sonic speed punch or kick inflicts 4D6
S.D.C., but a sonic speed power punch or power kick inflicts
2D6 M.D. (counts as two melee attacks), while a sonic speed
body block/ram does 4D6 M.D. (counts as two attacks).
Don't give the Sonic Speed character the bonus S.D.C., but
instead, he becomes a light Mega-Damage being with
1D6x10+30 M.D.C. points. Heals like normal Hit Points. All
other aspects of the power are unchanged.



On Rifts Earth, add the Hit Points and S.D.C. together and
that's the number of M.D.C. Regenerates 1D6x10 M.D.C. ev
ery minute (4 melee rounds). Gases, drugs, chemicals, poisons,
toxins and radiation will affect the invulnerable person, but are
reduced to half their usual potency (half damage, duration, ef
fect). The character is only, truly, vulnerable to psionics, magic,
and magic weapons, all of which have full effect. Also add 1D6
to the P.E. and 1D4 to the P.S. attribute, and +20% to save vs
coma/death (this is in addition to any P.E. bonus). The charac
ter's punches do 1D6 M.D. and kicks 2D6 M.D. All other as
pects of the power remain unchanged.

Other Abilities and Bonuses:
Add 4D6x10 S.D.C.
Add 3D6x10 to Hit Points.
Add 106 to the P.E. attribute.
Add 104 to the P.S. attribute, which is considered Superhu
man when it comes to lifting and carrying things.
Add +20% to save vs coma/death (this is in addition to any
P.E. bonus).



The character possesses supernatural strength, incredible
raw physical strength that is even more than superhuman. Note:
Most supernatural beings (vampires, demons, gods, etc.) will
possess supernatural strength. Many demigods, godlings, spirits,
and lesser supernatural beings are more likely to possess only
superhuman P.S.
Bonuses: Add 30 +206 points to the regular P.S. attribute
roll. Note that physical skills do not add to supematural P.S., but
certain super abilities may.
Can carry 300 times his P.S. in pounds and can lift 500 times!
Fatigues at one tenth the rate of normal humans.
+2 to pull punch.


OCC Skills
Literate in Trade One: 81%
Language : Trade One: 115%
Language : Trade Four:87%
Barter:57%
Computer Operation: 76%
Streetwise: 59%
Tailing: 60%
Pilot: Automobile: 85%
Pilot: Bicycle: 73%
Pilot: Hovercycle: 84%
Math: Basic: 86%
running +1 PE +4d4spd +1d6 SDC
W.P. : Archery
HTH MA +2 init, +3 parry/dodge +2 strike
O.C.C. Related Skills: 5+1
AOE Skill Computer programming: 81%
AOE Skill Computer hacking: 81%

+1PP +1PE+1PS +2 SDC
Sense of balance 71% (+2%)
Walk tightrope or high wire 84% (+3%)
Climb rope 91% (+2%)


+1 PP +2 PE +6 SDC
Work parallel bars & ring 84% (+3%)
Back flip 91% (+2%)

Boxing +8 SDC +1 attack, +2 parry/dodge
2nd level additional Cook 56%

Secondary Skills 8+1
Wrestling +2 PS +1 PE +13 SDC
Athletics +1 PS +1d6spd +1d8 SDC
Body building: +2 PS +10 SDC
physical labor +2 PS +1 PE +2d8SDC
Prowl: 61%
W.P. Blunt
pick pockets: 61%
Pick Locks: 51%
3rd computer repair: 46%
3rd Land Navigation: 51%

Combat Data
HTH Type: Martial Arts
Number of Attacks: 8
Initiative Bonus: +9
Strike Bonus: +11
Parry Bonus: +15
Dodge Bonus: +14
Auto Dodge: +15
Disarm Bonus: + 2
HTH Damage: 1d6x10 MDC punch
Bonus to Roll w/Punch: + 16
Bonus to Pull a Punch: +7
Other:

Weapon Proficiencies
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.

Saving Throw Bonuses
Coma/Death: +44%
Toxins (15+): +6
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +2
Psionics (varies): +2
Last edited by Quicky on Sun May 18, 2025 2:59 pm, edited 40 times in total.
Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Re: Quicky

Post by Quicky »




8 attribute rolls 4d6: [6, 6, 4, 4] = 20 4d6: [5, 5, 4, 1] = 15 4d6: [5, 5, 4, 5] = 19 4d6: [2, 6, 2, 4] = 14 4d6: [3, 5, 1, 6] = 15 4d6: [6, 1, 1, 5] = 13 4d6: [3, 5, 1, 3] = 12 4d6: [5, 6, 5, 2] = 18

2 16+ rolls 1d6: [6] = 6 1d6: [3] = 3

1 Exploding roll 1d6: [6] = 6

another exploding roll 1d6: [5] = 5

Stat Rolls to allocate
33
19
15
14
14
12
12
11

Ext PP 2d4: 2d4: [3, 3] = 6
Final PP = 33 (base)+6 (ext PP)+2 (acrobatics and gymnastics)=41 (it is noted in the HU rules, but nowhere else that exploding base dice cap at 30, if so then lower by 3).
Final PS 15(base)+30+8(Supernatural Strength)+4 (invulnerability)
Final PE 14+6 (invulnerability) +1 (running) +1 (acrobatics) +2 (gymnastics) +1 (kick boxing) +1 wrestling +1 physical labor +1 sonic speed= 28
Final IQ base 11 replaced by 22+3 from Ext IQ
PB gets a 14
MA gets a 12
Last 12 into speed which is irrelevant
Ext IQ 1d6: 1d6: [3] = 3

Sonic Speed: SDC 4d4x10: 4d4: [1, 4, 4, 4] = 13 PE 1d6: 1d6: [1] = 1

Invulnerability: SDC 4d6x10: 4d6: [1, 5, 5, 6] = 17 HP 3d6x10: 3d6: [6, 5, 3] = 14 PE 1d6: 1d6: [6] = 6 PS 1d4: 1d4: [4] = 4

Supernatural Strength: 30+2d6: 2d6: [5, 3] = 8

running SDC1d6: 1d6: [2] = 2
acrobatics SDC 1d6: 1d6: [1] = 1
Gymnastics SDC 2d6: 2d6: [3, 2] = 5
boxing SDC 3d6: 3d6: [3, 3, 4] = 10
Wrestling SDC 4d6: 4d6: [4, 2, 1, 2] = 9
Athletics SDC 1d8: 1d8: [8] = 8
Physical Labor SDC 2d8: 2d8: [3, 7] = 10
Kick Boxing SDC 1d10: 1d10: [10] = 10
HP 1d6: 1d6: [2] = 2
City Rat SDC 2d4: [1, 2] = 3
Human SDC 2d6+12: 2d6: [2, 1] = 3
PPE 2d6+1d10+4: [5, 1]+[3]+4 = 13
HP from levels 2d6: 2d6: [3, 6] = 9
Mutant Conversion book SDC 20

SDC Final: 130+170+2+1+5+10+9+8+10+3+15+20=383
HP final: 27(PE) +140 (invulnerability) +2+9 = 178
MDC =SDC +HP =562

Credits 6d6x100: 6d6: [3, 4, 6, 4, 3, 2] = 22
Last edited by Quicky on Sun May 18, 2025 2:57 pm, edited 15 times in total.
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Dark Lord
Posts: 1954
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: Quicky

Post by Dark Lord »

Before you get too much farther into this I think I need to clarify- experiments max out at three major powers. Which rules are you using that give you three major + three minor?
Why kill a PC when you can torture their player?
Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Re: Quicky

Post by Quicky »

I had failed to edit it to mutant. It's a Rifts mutant from Conversion book 1, so limited to Adventurers and Explorers. Hence I went City Rat. That error was because I copied and pasted him over from my other character. I'm still cleaning up the errors.
User avatar
Dark Lord
Posts: 1954
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: Quicky

Post by Dark Lord »

OK- that's still three major and two minor, but that's fine. Just make sure you follow all the rules on skills, etc.
Why kill a PC when you can torture their player?
Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Re: Quicky

Post by Quicky »

Yes, trying to track it all down to make sure it is in compliance. Dropped lightning reflexes to get to 3 and 2.
Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Re: Quicky

Post by Quicky »

Background

Ross Hubble grew up in Center on Phase world. His parents were street hustlers on the lower levels, and owing to the consequences of the hustles they often had to move. The lower levels are plagued by random rifts from time to time and this results in all manner of unpleasant happenstance. There’s odd energy emissions, random people show up, random creatures show up, even random weather shows up. This is all rather odd for the middle of a city, but that also explains why the people of means don’t live down on the lower levels since rich people don’t like being subject to random death.

While his parents were savvy and quick acting so they generally avoided the consequences of the rifts, the energy emissions still caught them over time, modifying their DNA. Oddly enough it didn’t affect them, but it would come to result in substantial changes to Ross when they finally had a child. The bouncing baby boy was delivered healthy with no apparent anomalies. They would show up later. However his parents wouldn’t be there to see them.

When Ross was ten, before he showed any signs of any mutant abilities, an erupting rift opened in a street market where he and his parents were shopping. Large tentacles reached out and grabbed people and dragged them into the rift. . His mutant physical prowess manifested which enabled him to dodge the grasping tentacles, but only he survived. He was taken in by a local charity orphanage. He got food and a place to sleep, but in the lower levels, charity is rarely what it seems. He was forced to work for his keep. The orphanage turned out to be a front for Naruni Enterprises using child labor to fabricate equipment. Being extremely dexterous, Ross was worked harder than most. As he was exposed to high tech equipment his mutant brainpower developed and this enabled him to master computers in the limited time he was exposed to their use and used this skill to escape the ‘charity’.

He then joined up with a street gang called ‘the Undertow’ (rather an ironic name since none had ever seen an ocean). He was a deft pickpocket, but eventually showed his real worth by mastering computer hacking to get the real money. He still had to fight his way up the pecking order, but his extraordinary abilities enabled him to be a talented combatant.

His success led to better computer rigs when enabled more success. Along the way he picked up a VR rig out of curiosity and got sucked into the Shared world VR ‘Lives in the Manors’ about living in the luxury and political/economic machinations on the Manor level of Center. After a life of squalor and desperation, it was like a drug. Nonetheless he still had to hack to keep up the income, and Naruni enterprises was his favorite target. Still wanting revenge for the bogus orphanage sweat shop, he hounded them incessantly on the computer networks. This eventually got the attention of Naruni and they laid a trap. Ross was offered a huge payoff if he could get into a certain computer air gapped at a Naruni research location so he was forced to go on site. It was all a trap.

Having snuck into the research lab (he really was let in), he was hacking away at the machine the contract indicated. Then the room filled with heavily armed mercs who simply started blasting away. Lucky for Ross the last of his mutations kicked in. He was revealed to be superstrong, super fast, and incredibly durable. The particle rifles hit him to no effect. Shocked that he was still alive, he ran for it- straight through several walls. He made a beeline for the gang hideout, got his stuff (in particular his quantum paired network VR rig so he wouldn’t lose Manors) and he fled for the spaceport. Grabbing the first ticket out, he got clear. Now he continues to flee Naruni Enterprises, hack for his upkeep, and enjoy life really only inside his virtual world.
Quicky
Posts: 6
Joined: Mon Apr 28, 2025 6:48 am

Re: Quicky

Post by Quicky »

City Rat Base Equipment: Two sets of "working colors," one set that is ei-
ther gang colors or what is considered to be a fashion statement, and

one set used for casual wear or disguise. Most City Rats tend toward

the color black and leather, chains, high boots, gloves, and some-
times a cape or cloak. He or she also has a fashionable wardrobe of

other clothing for play and entertainment located at home or in a
tiny apartment in the worst part of town.

Spacer Suit
This is a civilian spacesuit used in case of life support system
failure or for working in a vacuum. In a pinch, it can serve as
light body armor. The typical spacer suit is a "soft suit" made up
of form-fitting, flexible super-plastics with a sealed helmet. The
suit has a small supply of compressed oxygen and has fittings for
extra oxygen tanks, jet packs and grav packs.
• M.D.C.: 20
• Weight: 10 Ibs (4.5 kg)
• Great Mobility: -5% prowl penalty. (Phase World p. 120)

Other equipment includes an S.D.C. knife (ID6 S.D.C.), hand-
gun (3D6 or 4D6 S.D.C. damage), an M.D. energy pistol:

EP-5 Energy Pulse Pistol
These guns fire brief but intense bursts of charged particles.
To an observer, the weapon seems to spit small balls of white
flame that explode on contact with a solid object. Pulse guns
have respectable stopping power and good range. The Trans
galactic Empire line troops use E-Pulse weapons almost exclu
sively.
Weight: 4 lbs (1.8 kg)
Mega-Damage: 3D6 M.D.
Rate of Fire: Standard; single shots only.
Effective Range: 1000 feet (305 m)
Payload: 9 shots
Cost: 10,000 credits (Phase World p. 116)

and two E-Clips, plus a flashlight, 900
pound (405 kg) test strength nylon cord/rope, a grappling hook,
RMKlRobot Medical Kit ("Stitcher"), PDDlPocket Digital Disc
player and recorder, personal items such as wallet, comb, hat,
bandana, and similar.

Laptop Computer (Standard programs) -1000 credits




Equipment

When it comes time for you to make out your wish lists please also answer the following questions.
  • On a scale of 1 to 3, with 1 being most important, please assign a value to each wish list category for this PC.
  • Also, would you sacrifice an entire category to have a better selection in another?
  • If so, which would you sacrifice and which would you improve?
Wish List Categories

Standard Categories
  • Transportation

    Forgo, apply to armor.

    Primary Weapon
    Note: I leave this item to player discretion
    super-duper weapon (book/page reference)
    NA-SW4 M.D.C. Bow
    Image
    • Range: up to 1,500' (see archery skill)
    • Damage: varies by arrow type
    • Rate of Fire: (see archery skill)
    • Payload: 6 arrows can clip onto the bow; quivers hold 12, 20, or 24 arrows
    • Weight: 24 lbs. (M.D. arrows are 3.5 lbs each)
    • Features: None
    • Modifiers: None
      • P.S. 35+ required to use
      • SN P.S. 18+: can use M.D. arrows to inflict M.D.
    • Book Reference: p.203, WB15

    fine weapon (book/page reference)
    PH-100 Heavy Phase Beamer
    Image
    • Range: 800'
    • Damage: 4D6 or 5d6 M.D.
    • Rate of Fire: single shots only
    • Payload: 20 shots per E-clip
    • Weight: 7 lbs.
    • Features: none
    • Modifiers: does not damage armor; does S.D.C. damage to S.D.C. creatures & M.D. to M.D.C. creatures and force fields
    • Book Reference: p.123, DB2

    crappy weapon (book/page reference)
    HI-80 Combat Laser Rifle
    Image
    • Range: 2,000'
    • Damage: 4D6+6 M.D. per shot or 2D4x10+10 M.D. per burst
    • Rate of Fire: single shots or 3-shot bursts only
    • Payload: 30 shots per E-clip
    • Weight: 7 lbs.
    • Features: None
    • Modifiers: None
    • Book Reference: p.114, DB2


    Secondary Weapon
    Can skip. Apply to primary weapon.

    Armor/Protection
    Note: This category includes: Force fields, EBA (environmental body armor), and assorted other types of armor and protection from damage
    super-duper armor (book/page reference)
    Out of Phase Field
    Image
    M.D.C. by Location:
    • Field Projector: 10

    Weight: 5 lbs.
    Modifiers: +1 to dodge (doesn't stack)
    Features:
    • Can be worn over light armor only (>50 M.D.C.)
    • Turns the wearer intangible
    • Vulnerable to magic, psionics, & phase beamers
    • Battery-powered: 1 hour (or 20 use) total duration

    Book Reference: p.124-125, DB2

    fine armor (book/page reference)
    CAF Battle Armor
    Image
    M.D.C. by Location:
    • Helmet: 70
    • Arms: 60 each
    • Legs: 80 each
    • Backpack: 40
    • Main Body: 100

    Weight: 21 lbs.; 4lbs. for backpack
    Modifiers: -10% to prowl
    Features:
    • Power Backpack: stored energy equivalent to 10 E-clips
    • Invisible to infrared & thermo-optics
    • Laser communications suite built into helmet

    Book Reference: p.120, DB2

    crappy armor (book/page reference)
NG-RA5 Arrow Ride Armor
Image
M.D.C. by Location:
  • Helmet: 35
  • Arms: 14 each
  • Legs: 18 each
  • Main Body: 30

Weight: 9 lbs.
Modifiers: -2% to physical skills
Features:
  • Heads-Up Display
  • Directional, short-range radio built into the helmet. Range: 5 miles
  • Polarized visor
  • External audio speaker

Book Reference: p.44-45, WB34

Special Categories
Note: These are only applicable to certain character classes. Inclusion of one or more special categories will be at the expense of one of the standard ones (not including Secondary Weapon).

Forgo bionics/cybernetics (don't really think they are compatible with invulnerability anyway). Apply to armor.

Secure Universal Card: 1200 credits
Non-Secure Black Card:


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