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
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%
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
Quicky
Moderators: Game Masters, AGMs
Re: Quicky
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?
Re: 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.
Re: Quicky
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?
Re: Quicky
Yes, trying to track it all down to make sure it is in compliance. Dropped lightning reflexes to get to 3 and 2.
Re: 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.
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.
Re: 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.
Standard Categories

M.D.C. by Location:
Weight: 9 lbs.
Modifiers: -2% to physical skills
Features:
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:
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?
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
- 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
- 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
- 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
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
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)

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: