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Crazy O.C.C.

Name:
Bob the Brave O.C.C.: Crazy Alignment: Principled
S.D.C.: 191 Hit Points: 58 Level: 9 Savings: None (Gives it all to woodland creatures.)
I.Q.: 12 M.E.: 15 M.A.: 13 P.S.: 29 P.P.: 19 P.E.: 14 P.B.: 11 Spd: 33
Height: 6'1" Weight: 182 lbs. Age: 31 P.P.E.: 28 I.S.P.: 67
Appearance: "Bob" always walks tall and proud, with an eerie glimmer of either complete dedication to the cause of goodness... or complete insanity. He has scars all across his body, and will gladly entertain any nearby persons with anecdotes about how he gained these scars. ("This one? Well, one of those Coalition melons thought he could do me in with a vibro-knife... I whiskered him!")
Disposition & Background: With an eternally optimistic view on the world (ever see The Tick?), Bob goes around, shamelessly uprooting evil wherever it may lie its filthy carcass. He won't lie, and usually responds to any question asked, even if coming from a villain. ("Where are my friends with the magic staff? They're in that shack over there, but I won't let you at them!") Not quite the type of fellow you would have expected to have been a filthy, kill-anyone-for-the-right-price mercenery/assassin eight years ago, but that is the case. In an effort to stay "on the cutting edge," Jeremy Bonds took M.O.M. implants to improve his skills. Things went fine for six months, until while running from a mercenery squad he just eliminated the leader of, he twisted his ankle and fell into a ditch. His pursuers did not find him, and believed him long gone when he awoke hours later, not being able to remember who he was. He wandered around for a few hours until he came into a d-bee village, persecuted by the CS. The commander of the forces knew of Bonds, as he often accepted Coalition "employment opportunites," or contracts on certain well-to-do Black Marketeers. When Bonds saw the torture the d-bees were being subjected too, he lost control. He eliminated the small assault team, and pushed his own abilities to the limit doing so. The d-bee village took him in, and re-christened their savior after the town's most popular icon: a superhero from a pre-Rifts children's book called "Bob the Brave." Now, Bob combats injustice wherever it may be found, and can pose as an interesting (and easily underestimated) threat, or colorful ally. But, will "Bob" ever find out who he really is? Only time will tell...
Psionic Powers: Minor Psionic; Sense Evil, See the Invisible, and Sense Magic.
Magic Powers: None.
O.C.C. Skills: American 98%; Radio: Basic 95%; Radio: Scrambler 85%; Surveillance Systems 80%; Escape Artist 90%; Acrobatics; Climbing 98%; Prowl 95%; Land Navigation 78%; Streetwise 62%; W.P. Sword; W.P. Chain; W.P. Energy Pistol; W.P. Energy Rifle; W.P. Heavy; Hand to Hand: Martial Arts
O.C.C. Related Skills: Automobile 81%; Automotive Mechanics 65%; Gymnastics; Athletics; Boxing;
Wrestling; W.P. Revolver; Body Building & Weight Lifting; S.C.U.B.A. 90%; Pilot Hover Craft 70%; Pilot Tanks and APCs 53%; Truck 45%
Secondary Skills: Swimming 90%; Pick Locks 80%; Motorcycle 92%; Running; Dragonese 90%; Spanish 90%
Special Abilities
Super Endurance
Enhanced Leaping
Heightened Reflexes (Figured into bonuses)
Enhanced Vision
Enhanced Sense of Smell
Enhanced Sense of Touch (Figured into skills)
Enhanced Healing
Bio-regeneration
Acrobatics - Sense of Balance 98%; Tightrope 94%; Climb Rope 98%; Back Flip 98%
Gymnastics - Work Parallel Bars & Rings 94%
Insanities
Phobia: Heights
Outraged by acts of violence; 72% of going berserk at perpetrator; +1 Strike; +2 Damage
Crazy Hero: Frenzy: Induced by Intense Anger
- +1 Attack
- +30 S.D.C.
- +1D6 Damage (applies to all physical attacks, as well as superpower type blasts and beams)
- +1 Strike, Parry, Dodge, Roll
- Speed is increased by 30%
- Frenzy lasts for 3½ minutes
Obsession: Loves Danger
Neurosis: Fear of Heights
Combat Bonuses
Hand to Hand: Martial Arts
Attacks: 6 Strike: +4 Parry: +8 Dodge: +8 Pull: +3 Roll: +10
Automatic Knockout: 20 Critical Strike: 18, 19, or 20 Pin/Incapacitate: 18, 19, or 20
Entangle Paired Weapons Leap Attack
Damages
Punch: 1D4+14 Kick: 2D4+14 Jump Kick: 2(2D4+14) Body Block/Tackle: 1D4+14
Crush/Squeeze: 1D4+14
Weapon Proficiencies
Energy Rifle: +5 Aimed; +3 Burst Energy Pistol: +5 Aimed; +3 Burst Heavy: +5 Aimed; +3 Burst
Sword: +3 Strike; +3 Parry Chain: +2 Strike; +2 Parry Revolver: +4 Aimed
Bonuses
+2 vs. Psionics; +6 vs. Mind Control; +4 vs. Toxic Gases, Poisons, and Other Drugs; Heal 2x Faster Than Normal; +10% vs. Coma/Death; Impervious to Pain (Until at 10 HPs)
Equipment
C-18 Laser Pistol
C-10 Light Assault Laser Rifle
3 CS Level Two Fusion Blocks
Plastic Man Armor w/ 31 M.D.C.
Dead Squirrel ("Jimmy")
NG-P7 Northn Gun Particle Beam Rifle
Wastelander Motorcycle w/ 32 M.D.C.
.38 Revolver w/ ammo box
7 E-clips
2 Long e-clips
Infrared distancing binoculars
Set of lock picks
6 Pairs of security handcuffs
Sawed-off shotgun (affectionately known as "Sally") w/ ½ a box of ammo
Spoon


Cyber-Knight O.C.C.

Name: Andrew Murcheck O.C.C.: Cyber-Knight Alignment: Scrupulous
S.D.C.: 78 Hit Points: 48 Level: 5 Savings: 1500 Credits
I.Q.: 9 M.E.: 16 M.A.: 15 P.S.: 18 P.P.: 9 P.E.: 30 P.B.: 12 Spd: 15
Height: 6'3" Weight: 190 lbs. Age: 32 P.P.E.: 22 I.S.P.: 48
Appearance: Andrew stands tall, with bowl-cut brown hair and brown eyes. A scar runs across his upper lip, a momento from an encounter with a very bloodthirsty wolf.
Disposition & Background: Raised in the West amongst many cyber-knights, Andrew grew to trust the world, and to believe that all beings had goodness within them, and it was only a matter of bringing that out. So, he began his cyber-knight training, and before long, the world had yet another idealistic young cyber-knight to help protect it. But, Andrew's optimism was eventually proven wrong and wrong again.  True, there are those that actually honor their word and fight for the forces of light, but young Andrew rarely encountered such noble beings. Fate would have it that Andrew would cross paths with some of the most demented and cruel persons in the Americas. So, Andrew's mind know is quite cynical. Now, he continues roaming the Americas, but is not so trustworthy of strangers, and has come more to rely upon himself than others. Now, he is more likely to set things right, and leave a village perhaps even before they know what happened, as the cyber-knight has all too often been welcomed with false hospitality, in many attempts to kill him. For now, this knight is bound to the shadows, striking and retreating into the cold, icy comfort of darkness.
Psionic Powers: Major Psionic; Empathy, Sense Evil, and Speed Reading.
Magic Powers: Intuitively understand and use items created through techno-wizardry.
O.C.C. Skills: American 98%; Dragonese 98%; Spanish 98%; Gobbley 98%; Literacy: American 70%; Lore: Demons and Monsters 65%; Anthropology 55%; Paramedic 70%; Land Navigation 64%; Horsemanship 71%; Climbing 77%; Body Building; Gymnastics; Swimming 80%; W.P. Sword; W.P. Knife; W.P. Energy Rifle; W.P. Energy Pistol; Hand to Hand: Martial Arts
O.C.C. Related Skills: Radio: Basic 65%; Cook (professional quality) 65%; Dance 50%; Fishing 60%; Sewing 60%; Detect Ambush 55%; Escape Artist 55%; Prowl 52%; Basic Math 65%; Astronomy 45%; Lore: Faerie 50%
Secondary Skills: W.P. Revolver; Hunting; Carpentry 45%; Boat Building 50%; Identify Plants & Fruits 45%; Presrve Food 45%
Special Abilities
Gymnastics - Sense of Balance 70%; Work Parallel Bars & Rings 77%; Climb Rope 83%; Back Flip 95%
Combat Bonuses
Hand to Hand: Martial Arts
Attacks: 4 Strike: +2 Parry: +3 Dodge: +3 Initiative: +1 Pull: +3 Roll: +5
Entangle
Damages
Punch: 1D4+3 Kick: 2D4+3 Jump Kick: 2(2D4+3)
Horsemanship
Parry: +1 Damage: +4
Weapon Proficiencies
Energy Rifle: +4 Aimed; +2 Burst Energy Pistol: +4 Aimed; +2 Burst Revolver: +4 Aimed
Sword: +2 Strike; +2 Parry Knife: +1 Strike Thrown; +1 Strike; +2 Parry
Bonuses
+8 vs. Poison; +8 vs. Magic; +30% vs. Coma/Death
Cybernetics
Cyber Armor (A.R. 16 w/ 36 M.D.C.)
Equipment
Bushman Armor w/ 43 M.D.C. and missing the helmet
Travelling clothes
Hatchet for cutting wood
Vibro-Sword
Horse
Saddlebags
L-20 Pulse Rifle
NG-33 Northern Gun Laser Pistol
6 Days Rations

Glitter Boy O.C.C.

Name: Hugh Wulf O.C.C.: Glitter Boy Alignment: Anarchist
S.D.C.: 43 Hit Points: 68 Level: 12 Savings: 82,000,000 Credits
I.Q.: 13 M.E.: 14 M.A.: 9 P.S.: 16 P.P.: 15 P.E.: 15 P.B.: 14 Spd: 28
Height: 5'11" Weight: 163 lbs. Age: 40 P.P.E.: 9
Appearance: The years of battle this man has lived are all-too apparent on his face. His eyes are like shining steel, and his hair is slowly starting to turn gray around the temples.
Disposition & Background: Early in life, Hugh learned to survive as a scout for a mercenery company. He was merely a boy at the time, and was small enough to go forward almost unnoticed by the enemy. As Hugh grew to manhood, he was instructed in the art of war. His mentor took him under his wing, and Hugh was nearing the end of his training, as his unit was ambushed by the enemy.  Outgunned and outnumbered, casualties were coming quickly and in great numbers, as the group radioed in for support. It was the quick airborne power armor units that arrived first, but even they were being torn apart by the enemy. Then, threw the forest came a great explosion, as trees were felled left and right. It was at this point that Hugh Wulf first saw the Glitter Boys in action. His mentor was dead, and Hugh himself has a light concussion from the fall the impact of the energy weapons on his armor had caused. Perhaps it was his light-headedness that made the war machines so impressive, or the true superiority of the armor. In any case, the battle was won, and Hugh was rushed to medical attention.  Yet he kept staring back at the Glitter Boy armor, fixated. When he healed, he was put on reserve, on non-combat status in the mercenery organization while his wounds were fully healing. Hugh took this opportunity to do every possible favor for all the Glitter Boy pilots, and took any opportunity possible to learn more about the machines. After being a modern-day squire for so long, eventually he was given permission to learn to use the power armor, and one day, after a Glitter Boy pilot went A.W.O.L., Hugh was given the ability to go into combat. Mission after mission of successes followed the eager young man, as he strove to attain greatness in his field. Eventually, though, the team became overconfident, and that combined with poor budget management lead to drawbacks and defeats. When the end was near, Hugh simply took off and left one day on patrol. He was given jobs by local towns or villages, d-bee and pro-humanity alike; to him it made no difference. A credit or goods were worth just as much from one person as they were from any other living thing. And the mission itself was part of the payment. Besides, everything all comes out even in the end, anyway. One injustice here is balanced with an act of charity somewhere else. Hugh actively began seeking the most challenging prospects he could find, which eventually culminated with his cooperation with a group of merceneries to kill an adult dragon! Still not content with all that he has accomplished, Hugh wanders the Coalition States, searching for anyone that can afford his high price tag (he has recently been doing quite a large number of "unofficial" missions for Free Quebec). His abilities make him a deadly opponent, and quite worth the cost.
Psionic Powers: None. Magic Powers: None.
O.C.C. Skills: American 98%; Spanish 98%; Euro 98%; Land Navigation 84%; Basic Electronics 95%; Radio: Basic 98%; Demolitions 98%; Demolitions Disposal 98%; Robat Combat: Elite: Glitter Boy; Robot Combat: Basic; Read Sensory Equipment 95%; Weapon Systems 98%; W.P. Energy Pistol; W.P. Energy Rifle; Hand to Hand: Basic
O.C.C. Related Skills: Radio: Scramblers 90%; Optic Systems 85%; Intelligence 76%; Wilderness Survival 85%; Boxing; W.P. Heavy Energy Weapons; Athletics; Climbing 85%; Running; Hover Craft 50%
Secondary Skills: Basic Math 98%; Lore: Demons and Monsters 80%; Prowl 80%; Motorcycle 98%; Automobile 82%; Swimming 98%
Combat Bonuses
Hand to Hand: Basic
Attacks: 5 Strike: +2 Parry: +6 Dodge: +6 Initiative: +0 Pull: +4 Roll: +6
Critical Strike: 19 or 20
Damages
Punch: 1D4+2 Kick: 1D6+2 Body Flip: 1D6+2
Weapon Proficiencies
Energy Pistol: +6 Aimed; +4 Burst Energy Rifle: +6 Aimed; +4 Burst Heavy Energy: +6 Aimed; +4 Burst
Robot and Power Armor Combat Bonuses
Robot Combat Basic:
+3 Attacks; Body Block/Tackle/Ram 1D6 M.D. & 50% of knocking opponent down, but counts as two attacks; No body flip; No kick; +1 Strike; +1 Parry; No dodge; +1 Roll; Critical Strike same as HTH
Power Armor Combat Basic: +3 Attacks; Body flip/throw 1D4 M.D.; Body block/Tack/Ram 1D4 M.D. (same as Robot Combat); Kick Attack; Leap attacks (counts as two attacks); +1 Strike; +1 Parry; +1 Dodge; +3 Dodge Flying; +2 Roll; Critical Strike same as pilot's HTH; Damages: Punch 1D6 M.D., Kick 1D4 M.D., Leap Kick 2D4 M.D., Body Flip/Throw 1D4 M.D., Body Block/Tackle 1D4 M.D.
Glitter Boy Elite: +4 Attacks; Body Flip/Throw 1D6 M.D.; Body Block/Tackle/Ram 1D6 M.D. & 70% chance of knocking opponent down and counts as two attacks; Kick Attack; Leap kick (counts as two attacks); +2 Strike; +2 Parry; +2 Dodge; +5 Dodge Flying; +3 Roll; Critical Strike same as pilot's HTH; Damages: Punch 1D6 M.D., Kick 1D6 M.D., Leap Kick 2D6 M.D., Body Flip/Throw 1D6 M.D., Body Block/Tackle 1D6 M.D.
Equipment
Glitter Boy Personal Armor
NG-57 Heavy Ion Pistol
NG-L5 Northern Gun Laser Rifle
10 E-Clips
Survival Knife
Utility Flares
Fatigues
Lightweight, velcro-strapped boots
Glitter Boy Power Armor
(NOTE: Has a small number of "safe houses" scattered throughout the midwest which contain weapons, armor, and perhaps even a suit of Glitter Boy armor; Hugh has learned never to be unprepared for emergencies, and tries to take missions within a fair distance of these houses)

Headhunter O.C.C.

Name: Frankie "Rat Boy" Bedotti O.C.C.: Headhunter Alignment: Miscreant
S.D.C.: 10 Hit Points: 0 Level: 1 Savings: 2,304 Credits
I.Q.: 8 M.E.: 16 M.A.: 13 P.S.: 7 P.P.: 12 P.E.: 12 P.B.: 4 Spd: 12
Height: 5'3" Weight: 132 lbs. Age: 19 P.P.E.: 8
Appearance: "Rat Boy" has long black hair that contrasts his pale complexion, wide, dark eyes, and an eerie cybernetic jaw. His large nose and small demeanor give him a striking similarity to his rodent namesake.
Disposition & Background: Looking to make a name for himself, "Rat Boy" left his humble village to find a warrior to train him. After finding a merc with the samll amount of patience required to have an apprentice, Bedotti honed some of his master's skills, but was a slow learner. Bedotti soon became a nuisance to his mentor with his annoying jokes and taunts. After arriving in the Burbs of Chi-Town, the duo made a stop at a low-key bar to get some food, information, and perhaps employment.  While there, however, Bedotti's mouth got the two into trouble, as a very angry juicer disliked his insults. The master, who was reknowned for his wisdom, left the establishment immediately. The juicer clobbered the young Bedotti until his jaw was shattered beyond repair, beaten with his own arm the juicer severed. After making a deal with a local cyber-doc after the fight, Bedotti was exchanging replacement cybernetics and bionics for a five-year contract to protect the cyber-doc, and do a bit of cyber-snatching on the side. Yet, as the doctor was running some tests on Bedotti after the surgery, the cyber-shop was beset by a Coalition raid. The doc had taken some precautions, and they served to delay the Coalition while Bedotti made his escape - after he choked the doc to death with his new arm. Since then, Bedotti has stayed around the Burbs, a local source of information, and one who will usually only attack when the odds look good for him. The definition of low-life scum, "Rat Boy" Bedotti is one not to turn your back on.
Psionic Powers: None. Magic Powers: None.
O.C.C. Skills: American 98%; Radio: Basic 60%; Radio: Scramblers 45%; Detect Ambush 40%; Detect Concealment 40%; Tracking 35%; Land Navigation 46%; Weapon Systems 50%; Read Sensory Equipment 40%; Pilot Jet Pack 54%; Pilot Tanks and APCs 46%; Pilot Helicopter 40%; Pilot Automobile 65%; Lore: Demon & Monster 35%; Spanish 60%; Euro 60%; Gobbley 60%; W.P. Energy Rifle; W.P. Energy Pistol; W.P. Revolver; W.P. Heavy; W.P. Sub-Machinegun; W.P. Automatic and Semi-Automatic Rifles; Hand to Hand: Expert
O.C.C. Related Skills: Streetwise 20%; Prowl 25%; Basic Math 45%; Pick Pockets 25%
Secondary Skills: Concealment 20%; Palming 20%; Pick Locks 30%; Forgery 20%; Escape Artist 30%; Fishing 40%
Combat Bonuses
Hand to Hand: Basic
Attacks: 2 Pull: +2 Roll: +2
Damages
Punch: 1D4 Kick: 1D4
Weapon Proficiencies
Energy Rifle: +3 Aimed; +1 Burst Energy Pistol: +3 Aimed; +1 BurstEnergy Revolver: +3 Aimed
Heavy: +3 Aimed; +1 Burst Sub-Machingun: +3 Aimed; +1 Burst Auto & Semi-Auto Rifles: +3 Aimed; +1 Burst
Equpment
NG-57 Ion Pistol w/ 2 E-clips
A pre-rifts bumper sticker
A silver mug


Whoa! Take me back to those NPCs I just passed!

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