Charisma 0 Pace 12 Parry 2+4 Toughness 12 (2+ half Vigor of 4 +5 armour +1T from armour)
Hero's Jounrey:
Underworld+Black ops-rolled a 4: gain Computer d8, +2 when dealing with electronic security
Psionics: rolled a 7: can detect emotinal state with an opp. Spirits test (in smarts range) on a raise can tell if soemone is lying or not.
Body Armour rolled a 12: Armour got full enviromental protection
Education rolled a 11: Gain Know. (Politics) d8 and +2 to persuation.
Training rolled a 16: Gain one combat Edge (Picked Quick-Draw)
Wounds:
Benny:
Edges
Free Human Edge: Luck (gain one extra benny per game)
Gun Nut (Can loose it with guns, gain +2 to hit)
Quick-Draw
Crazy Edges:
-Losing it (Like Berseker, but at will, see BRB, pg35 and RIFT, pg16)
-Bio-regeneration (One natural healing roll per 24h)
-Heightened Sense: +2 to tracking and notice, ignore 2 pts of range penalty
-Minor Psionic: 10 IPS, Psionics d6, can pick powers
-Quick Edge (Can not draw a card lower than 5)
-Super endurance (need half the ammount of sleep, +4 to resist Fatigue)
-Super Reflexes: -2 to hit, if they are aware of the attack
Hinderances
Code of Honor (Got to act 'by the Book')
Crazy Hinderance:
-Need action (-2 to CHA if there's no action , -1 to trait rolls)
-Unstable Psycke: Delusional (Major): Think he is a Police Detective a week away from Retirement
-No Magic, no Cyber.
-Distinctive Apperance (Mustache)
700 Creds
NG-S2 Survival kit, which includes:
-One 2-person tent
-One Sleeping bag
-Solar Flashlight and small knife
-One Biometric Compass (+2 to land navigation)
-One 5 mile radio
-One First aid kit (+1 to healing, 3 uses)
-One fishing/hunting kit (+1 to survival to get food)
-Three saw wires
-One fire starter kit
-One survival Knife
-One Hatchet
-One Wooden Cross
-Four Signal Flares
-Climbing kit with 30 feet of rope, climbing gloves, 4 spikes, small mallet
-One bar of soap and sterilized cloth
-One Canteen
-Two weeks of rations
Char Name:
Profession: Crazy/"Police Detective"
Setting Rules: RIFTS
Quotes:
Race: Human
Height:
Weight:
Age:
Attributes
Agility- 1d10
Smarts- 1d8
Strength- 1d8
Spirit- 1d8
Vigor- 1d8
Charisma 0Pace 12
Parry 2+4
Toughness 12 (2+ half Vigor of 4 +5 armour +1T from armour)
Hero's Jounrey:
Underworld+Black ops-rolled a 4: gain Computer d8, +2 when dealing with electronic securityPsionics: rolled a 7: can detect emotinal state with an opp. Spirits test (in smarts range) on a raise can tell if soemone is lying or not.
Body Armour rolled a 12: Armour got full enviromental protection
Education rolled a 11: Gain Know. (Politics) d8 and +2 to persuation.
Training rolled a 16: Gain one combat Edge (Picked Quick-Draw)
Wounds:
Benny:
Edges
Free Human Edge: Luck (gain one extra benny per game)Gun Nut (Can loose it with guns, gain +2 to hit)
Quick-Draw
Crazy Edges:
-Losing it (Like Berseker, but at will, see BRB, pg35 and RIFT, pg16)
-Bio-regeneration (One natural healing roll per 24h)
-Heightened Sense: +2 to tracking and notice, ignore 2 pts of range penalty
-Minor Psionic: 10 IPS, Psionics d6, can pick powers
-Quick Edge (Can not draw a card lower than 5)
-Super endurance (need half the ammount of sleep, +4 to resist Fatigue)
-Super Reflexes: -2 to hit, if they are aware of the attack
Hinderances
Code of Honor (Got to act 'by the Book')Crazy Hinderance:
-Need action (-2 to CHA if there's no action , -1 to trait rolls)
-Unstable Psycke: Delusional (Major): Think he is a Police Detective a week away from Retirement
-No Magic, no Cyber.
-Distinctive Apperance (Mustache)
Skills
15/15Agility
-Fighting d8
-Shooting d8
-Stealth d6
Smarts
-Computer d8 +2 when dealing with electronic security)
-Knowledge (Politics) d8
-Notice d8+2
-Streetwise d6
Strength
Spirit
-Persuation d6+2
Vigor
Weapons
Wilk's 237 Laser Pistol (15/30/60, 2d6+1, RoF 1, AP4, 16 shots, semi-auto)
Wilk's 447 Laser Rifle (40/80/160, 3d6, RoF 1, AP2, 20 shots, semi-auto)
Vibro-Sword (Str+d10, AP4, Mega Damage)
Armour
SFD Huntsman Lightweight Personnal Armour (with full enviromental Protection) +5 armour, +1 Toughness,Trappings
700 CredsNG-S2 Survival kit, which includes:
-One 2-person tent
-One Sleeping bag
-Solar Flashlight and small knife
-One Biometric Compass (+2 to land navigation)
-One 5 mile radio
-One First aid kit (+1 to healing, 3 uses)
-One fishing/hunting kit (+1 to survival to get food)
-Three saw wires
-One fire starter kit
-One survival Knife
-One Hatchet
-One Wooden Cross
-Four Signal Flares
-Climbing kit with 30 feet of rope, climbing gloves, 4 spikes, small mallet
-One bar of soap and sterilized cloth
-One Canteen
-Two weeks of rations
Powers
10IPS