Ash

Status: Flexible
System: Rifts and GURPS 4e

Ash is, very simply put, an asshole. He is quite convinced the world is out to get him, and that the gods hate him.

Ash was my first real Rifts charater that I ever used as a player. I had originally patterned his personality after Bruce Campbell's Army of Darkness character of the same name, basically a "lovable miscreant", but he grew to be worse than that.

Ash is convinced the gods hate him because almost every game he's been in has started with a variant of "A rift opens up, and you step out of it." He was my choice character for one-shot games where we weren't sure what the GM was going to toss out at us. As a twist, I decided that every game he's been in -- save one -- happened to him.

Recently, I converted Ash to GURPS in order to play him in an Infinite Worlds campaign. I think I managed the conversions quite well, to be honest, as I've already had some experience doing GURPS Rifts conversions.

Original Rifts version
GURPS version


Ash (Rifts version)

RCC: Human
OCC: Headhunter
Level: 1
Exp: 1,175
Needed: 2,100

Gender: Male
Age: early-20s
From: Appalacchia, around the Virginia/Kentucky/West Virginia border
Native Language: American
Height: 6'
Weight: 210 lbs
Eyes: one metallic, one stark white
Hair: Black
Build: Muscular
Unusual Characteristics: Unusual Eye Color: Stark White. Note: to the casual observer, it looks like he has no irises

Disposition: Tough Guy, self-reliant, cocky, lone wolf
Family Origin: Half-breed: half human, half D-Bee
Environment: Wilderness town with psychics/magic
Sentiments to Coalition: They pay well.
Sentiments to Non-Humans: Hates Demons, indifferent to all others

IQ: 14
ME: 8
MA: 11
PS: 20
PP: 14
PE: 15
PB: 11
Spd: 20
HP: 20
SDC: 54
PPE: 5

Money: $500
Black Market: $6000

Cybernetics:
Universal Headjack and ear implant
Multi-Optic Eye
Oxygen Storage Cell
Toxic Filter
Bionics:
Arm (40 MDC) & Hand (10 MDC)
Knuckle Spikes: adds 1D6 SDC damage
Retractable Blades (2, large): adds 3D6 SDC damage
OCC Skills:
Hand to Hand: Expert
Radio: Basic: 60%
Radio: Scrambler: 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 & APCs: 46%
Pilot: Robots & Power Armor: 55%
Robot Combat: Elite: NG-V7 Hunter Mobile Gun
Lore: Demon: 35%
Language: American: 60%
Language: Euro: 60%
Language: Gobblely: 60%
WP: Assault Rifle
WP: Heavy Weapons
WP: Energy Rifle
WP: Sword
WP: Shield
OCC Related Skills:
Basic Math: 45%
Wrestling
Boxing
Surveillance Systems: 35%
Secondary Skills:
Athletics
Card Shark: 24%
Military Etiquette: 50%
WP: Revolver
WP: Paired Weapons
WP: Thrown Weapons
Combat Bonuses:
Attacks per melee: 5
Roll w/ Punch: +4
Strike:
w/ Assault Rifle: +3 aimed, +1 burst
w/ Energy Rifle: +3 aimed, +1 burst
w/ Heavy Weapons: +3 aimed, +1 burst
w/ Revolver: +4
w/ Sword: +1
w/ Targeting Reticle: +1
w/ Thrown: +1
Parry: +3
w/ shield: +1
w/ sword: +1
Dodge: +3
Knock-Out: Natural 20
Pin/Incapacitate: Natural 18, 19, 20
Damage: +5
Body Block/Tackle: 1d4
Crush/Squeeze: 1d4
Robot Combat Bonuses:
Attacks/melee: 7
Strike: +1, +2 using targetting computer
Parry: +6
Dodge: +5
Roll w/ Impact: +6
Body Flip/Throw: 1d4 MDC, plus victim loses initiative and one attack that melee
Body Block/Ram/Tackle: 2d4 MDC, plus a 76% of knocking down the opponent. Counts as TWO attacks.
Damage:
Restrained Punch: 1d4 MDC
Regular Punch: 2d6 MDC
Tear/Pry w/ Hands: 1d6 MDC
Kick: 1d6 MDC
Leap Kick: 3d6 MDC, 62% chance of falling over
Stomp: 1d4 MDC
Equipment:
Set of dress clothing
Set of camouflage clothing
Gas mask and air filter
Utility belt
Tinted goggles
Wood hatchet
Robot Medical Kit
IRMSS
Tent
Knapsack
Backpack
Saddlebags
Two canteens
Freeze-dried food rations (5 weeks worth)
2 decks of marked playing cards
100' of rope & Grappling hook w/ pneumatic launcher
Small toolkit
Double-bladed lightsaber
Electrobinoculars
Medpac
Underwater breathing device
Armor:
Modified Coalition CA-1 "Dead-Boy" Armor
MDC: 90
Weight: 9 lbs.
Prowl: -10%
Modifications:
Has Urban Warrior Helmet instead of standard helmet
Painted Red
Weapons:
C-12 Heavy Assault Laser Rifle
Mega-Damage: 2D6 MDC, 4D6 MDC
SDC Damage: 6D6 SDC
Range: 2000 feet
Payload: 30 MD blasts from the long E-Clip, 30 from the CE-Clip
Rate of Fire: single-shot or bursts of 5
Laser Targeting: +1 to strike on aimed
Ammo: 1 CE-Clip, 5 long E-Clips

Wilk's 320 Laser Pistol
Damage: 1D6 MDC
Rate of Fire: Standard
Range: 1000 feet
Payload: 20 shots
Bonus to Strike: +2 on aimed
Ammo: 6 short E-Clips

Vibro-Broadsword
Mega-Damage: 2D6 MD
SDC Damage: 2D6+1

Medium Shield, round
MDC: 250

Ruger "Super Redhawk" Revolver
Cartridge: .44 Magnum
Damage: 5D6 SDC
Feed: 6-shot cylinder
Range: 180 ft.
Ammo: 240 rounds

AR-10 Assault Rifle
Cartridge: 7.625mm x 51mm
Damage: 5D6 SDC
Rate of Fire: Standard
Range: 1,800 feet
Ammo: 270 rounds in 3 90-round drum magazines

2 Knives
Damage: 1D6 SDC
Bonus to Strike: +2 when thrown

3 Explosive Grenades:
Damage: 3D6 MDC
Blast Radius: 20 feet

1 Smoke Grenade

DL-44 Heavy Blaster Pistol
Damage: 3D6 MDC
Range: 1,000 feet
Payload: 25 shots per power cell
Ammo: 5 power cells

3 Class A Thermal Detonators
Damage: 1D4x100 MDC
Blast Radius: 50 feet

Broadsword
Damage: 2D6 SDC

Kite Shield
SDC: 100
NG-V7 Hunter Mobile Gun
Crew: Three (pilot, copilot, gunner)
Passengers: Four
MDC by Location:
Main Body: 410
Hands(2): 50 each
Forearm Rocket Launchers(2): 140 each
Upper Arms (2): 90 each
Legs (2): 220 each
Rail Gun Turret: 160
Belly Gun: 20
Chest Spotlight: 6
Leg Headlights (2): 5 each
Sensors (4 in turret): 5 each
Main Access Hatch (in chest): 75
Emergency Hatch (top rear): 75
Reinforced Pilot's Compartment: 120
Speed: 70 mph
Statistical Data:
Height: 32 feet
Width: 19 feet
Length: 14 feet
Weight: 34 tons, fully loaded
Strength: PS 40
Cargo: Minimal storage space, 4 ft.
Power System: Nuclear, 20 years
Weapons:
NG-H155 Howitzer Rail Gun
Damage: 1D6 x 10 per single blast, or 2D6x10 per double blast
Range: 6000 feet
Payload: Two 80,000 round ammo drums (4000 blasts)
Forearm Rocket Launchers (2)
Type: Fragmentation
Damage: 5D6 MDC
Range: 2700 feet to a mile
Rate of Fire: Single fire, or volleys of 2, 3, 4, 6
Payload: 18 total, 9 per arm
NG-330 Heavy Laser (Belly Gun)
Damage: 5D6 MDC per blast
Range: 2000 feet
Payload: Effectively Unlimited
History
Ash's life is one filled with violence, anger, and bloodshed. Born in a wilderness town where nearly everyone had either magic and/or psionics, Ash was an anomoly in that he didn't have either. His father was a Mind Melter, his mother was a human mutant from another dimension. Ash's only indication that he was different was his stark white eyes.
Ash didn't develop magic or psionics; it was rumored that his father performed a psychic lobotomy on him, preventing him from developing either. This act, if it was performed, definitely contributed to Ash's later actions. As he hit puberty, he found himself resenting his differences. His younger sister, whose name he never mentioned, developed psionics of her own, and many of the townsfolk were talking about sending her off to be trained as either a cyber-knight or a psi-warrior.
When he was fifteen, Ash took out his frustrations on his sister one night by gagging her, tying her up, carrying her to a nearby cave, and raping her. She was twelve at the time. Three days later, she was found, naked and still in chains, and unable to move or speak due to the trauma. Her father probed what was left of her mind, and discovered Ash's crime. Ash was given a choice: leave the town forever, or be killed. Ash left, but not without first learning that his sister was pregnant.
After being abandoned by his town, Ash fell in with a wandering mercenary unit, Maggie's Marauders. It was with the Marauders that Ash learned the trade of being a headhunter, learned how to pilot robot vehicles and power armor, and gained some cybernetic implants. Ash proved to be a discipline case, who often talked back to his superiors, and rarely followed orders as expected. During a mission, Ash lost his right arm in a firefight; it was replaced with a bionic arm.
One night, Ash was on guard duty when he decided he'd had enough of the outfit. He used his vibro-knife on the other merc on guard duty, broke into the motor pool, and stole the only robot the unit had, an NG-V7 Hunter. Using the Hunter, he managed to kill or maim most, if not all, of the unit.

Return to top

Back to the Index


Ash (GURPS version)

Gender: Male
Species: Human
From: Wilderness Town, Rifts Earth
Age: 30
Height: 6'
Weight: 220 lbs
Eyes: One metallic, one stark white
Hair: Brown
Skin: Caucasian, tanned.

Physical Desciption:
Ash is a tall man, standing six feet tall, with a muscular build. He wears his brown hair in a military cut. His right arm is clearly cybernetic, from which a pair of sharp claws can emerge from time to time.
Personality:
Ash is an asshole. Don't look for deep, meaningful reasons behind this, and don't look for that soft spot in his heart. He is callous, cruel, and does things for two reasons: he's being paid for it, or the gods are messing with him again. He is rarely surprised by how anything looks; strange occurances are a given in his life.
History:
Ash's life is one filled with violence, anger, and bloodshed. Born in a wilderness town where nearly everyone had either magic and/or psionics, Ash was an anomoly in that he didn't have either. His father was a Mind Melter, his mother was a human mutant from another dimension. Ash's only indication that he was different was his stark white eyes.
Ash didn't develop magic or psionics; it was rumored that his father performed a psychic lobotomy on him, preventing him from developing either. This act, if it was performed, definitely contributed to Ash's later actions. As he hit puberty, he found himself resenting his differences. His younger sister, whose name he never mentioned, developed psionics of her own, and many of the townsfolk were talking about sending her off to be trained as either a cyber-knight or a psi-warrior.
When he was fifteen, Ash took out his frustrations on his sister one night by gagging her, tying her up, carrying her to a nearby cave, and raping her. She was twelve at the time. Three days later, she was found, naked and still in chains, and unable to move or speak due to the trauma. Her father probed what was left of her mind, and discovered Ash's crime. Ash was given a choice: leave the town forever, or be killed. Ash left, but not without first learning that his sister was pregnant.
After being abandoned by his town, Ash fell in with a wandering mercenary unit, Maggie's Marauders. It was with the Marauders that Ash learned the trade of being a headhunter, learned how to pilot robot vehicles and power armor, and gained some cybernetic implants. Ash proved to be a discipline case, who often talked back to his superiors, and rarely followed orders as expected. During a mission, Ash lost his right arm in a firefight; it was replaced with a bionic arm.
One night, Ash was on guard duty when he decided he'd had enough of the outfit. He used his vibro-knife on the other merc on guard duty, broke into the motor pool, and stole the only robot the unit had, an NG-V7 Hunter. Using the Hunter, he managed to kill or maim most, if not all, of the unit.
Since then, Ash's life has gone upside-down, with most of his adventures starting "a rift opens, and he falls out of it", often without all of his gear.
ST: 13 [30] HP: 13 [0]
DX: 12 [40] Will: 9 [-10]
IQ: 11 [20] Per: 12 [5]
HT: 12 [20] FP: 12 [0]
Dmg: 1d/2d-1 TL: 9 [0]
BL: 34 SM: 0
Basic Speed: 6 [0]
Basic Move: 6 [0]
Money: $2,039,200

Points Spent: 375
Unspent Points: 8

Encumbrance:
None (0): 34 lbs.
Light (1): 68 lbs.
Medium (2): 102 lbs.
Heavy (3): 204 lbs.
X-Heavy (4): 340 lbs.
Defenses:
Dodge: 10
Parry: 14 (Boxing, Brawling, Broadsword, or Wrestling)
Block: 14 (Shield)
Jumping:
High Jump: 26 in.
Running High Jump: 52 in.
Broad Jump: 9 ft.
Running Broad Jump: 18 ft.
Lifting:
One-Handed: 68 lbs.
Two-Handed: 272 lbs.
Shove/Knock Over: 408 lbs.
w/ Running Start: 816 lbs.
Carry on Back: 510 lbs.
Languages:
American (Native/Semi-Literate) [-2]
Euro (Accented/None) [2]
Gobblely (Accented/None) [2]
Cultural Familiarities:
Homeline [1]
North American Post-Apocalyptic (Native) [0]
Advantages:
Claws (Talons) (Switchable, +10%; Cybernetic) [9]
Combat Reflexes [15]
Damage Resistance 20 (Right Arm Only, -40%; Semi-Ablative, -20%; Cybernetic) [40]
Doesn't Breathe (Oxygen Storage, ×25 length, -50%; Cybernetic) [10]
Enhanced Block 3 [15]
Enhanced Parry 3 (all) [30]
Hard to Kill 3 [6]
High Pain Threshold [10]
Infravision (Temporary Disadvantage: Electrical, -20%; Cybernetic) [8]
Microscopic Vision 3 (Temporary Disadvantage: Electrical, -20%; Cybernetic) [12]
Night Vision 9 (Temporary Disadvantage: Electrical, -20%; Cybernetic) [8]
Protected Vision (Temporary Disadvantage: Electrical, -20%; Cybernetic) [4]
Single-Minded [5]
Status 1 [0*]
Telescopic Vision 2 (Temporary Disadvantage: Electrical, -20%; Cybernetic) [8]
Unfazeable [15]
Wealth (Wealthy) [20]

* Free due to Wealth
Disadvantages:
Bad Temper (9) [-15]
Bloodlust (9) [-15]
Callous [-5]
Greed (12) [-15]
Intolerance (Mages and Psychics) [-5]
Lecherousness (15) [-7]
Selfish (12) [-5]
Weirdness Magnet [-15]
Quirks:
Chauvinistic [-1]
Delusion (The gods hate him.) [-1]
Dislikes Losing His Temper [-1]
Distinctive Feature (White iris on his one remaining "human" eye) [-1]
_Unused Quirk 1 [-1]
Skills:
Battlesuit/TL9 (A) DX+2 [8] - 14
Beam Weapons/TL9 (Pistol) (E) DX+0 [1] - 12
Beam Weapons/TL9 (Rifle) (E) DX+2 [3] - 14*
Boxing (A) DX+2 [8] - 14
Parry: 14
Brawling (E) DX+2 [4] - 14
Parry: 14
Broadsword (A) DX+2 [8] - 14
Parry: 14
Driving/TL9 (Heavy Wheeled) (A) DX+2 [8] - 14
Dodge: 7
Driving/TL9 (Mecha) (A) DX+2 [8] - 14
Dodge: 7
Driving/TL9 (Motorcycle) (A) DX [2] - 12
Dodge: 6
Driving/TL9 (Tracked) (A) DX+2 [8] - 14
Dodge: 7
Electronics Operation/TL9 (Communications) (A) IQ-1 [1] - 10
Electronics Operation/TL9 (Sensors) (A) IQ+1 [2] - 11
Gambling (A) IQ+0 [2] - 11
Gunner/TL9 (Beams) (E) DX+1 [4] - 14
Gunner/TL9 (Cannon) (E) DX+2 [4] - 14
Gunner/TL9 (Machine Gun) (E) DX+3 [8] - 15
Gunner/TL9 (Missiles) (E) DX+0 [4] - 14
Guns/TL9 (Grenade Launcher) (E) DX+2 [3] - 14*
Guns/TL9 (Light Anti-Armor Weapon) (E) DX+2 [3] - 14*
Guns/TL9 (Light Machine Gun) (E) DX+3 [4] - 15*
Guns/TL9 (Pistol) (E) DX+3 [4] - 15*
Guns/TL9 (Rifle) (E) DX+4 [12] - 16
Navigation/TL9 (Land) (A) IQ+0 [2] - 11
Occultism (Demons) (E) IQ [1] - 11
Piloting/TL9 (Flight Pack) (A) DX [2] - 12
Dodge: 6
Piloting/TL9 (Light Airplane) (A) DX+0 [2] - 12
Dodge: 6
Savoir-Faire (Military) (E) IQ+0 [1] - 11
Shield (E) DX+2 [4] - 14
Block: 14
Soldier/TL9 (A) IQ-1 [1] - 10
Throwing (A) DX-1 [1] - 11
Tracking (A) Per+2 [8] - 14
Wrestling (A) DX+2 [8] - 14
Parry: 14

* defaulted from Guns (Rifle)
Equipment:
Aquata-breather
Backpack, frame
Backpack, small
Canteens, 2
Complete Wardrobe
Ear-bud Radio
Electrobinoculars (grants Night Vision 9 and Telescopic Vision 5)
First aid kit
Grapnel
Hatchet
Holster, Belt, 3
IRMSS
Personal Basics
Playing Cards, marked
Portable Mechanic Toolkit
Robot Medical Kit
Rope, 3/8", 90 ft
Saddlebags
Sleeping Bag
Tent, 1-Man
Traveler's Rations (5 weeks worth)
Web Gear
Armor:
CA-1 Heavy Dead Boy EBA
Covers: body
DR: 75/45
Cost: $35,000
Wt: 18 lbs
LC: 1
Urban Warrior Helmet
Covers: Head
DR: 18/12
Cost: $1,000
LC 3
Provides: Infravision, Night Vision 9, Protected Hearing, Protected Vision, Radio, Telescopic Vision 2, and HUD for smartgun electronics.
Medium Shield, round
DB: 2
Cost: $60
Wt: 15 lbs
DR: 7
HP: 40
LC: 4
Unarmed Damages:
Boxing Punch: 1d+1 cr
Brawling Punch: 1d+1 cr
Brawling Claw-Punch: 1d+1 imp/cut
Brawling Kick: 1d+2 cr
Brawling Kick w/ Boots: 1d+3 cr
Weapons:
2 Large Knives
Swing:
Damage: 2d-3 cut
Reach: C, 1
Parry: -1
Thrust:
Damage: 1d imp
Reach: 1
Parry: -1
Thrown:
Damage: 1d imp
Acc: 0
Range: 11/20
RoF: 1
Shots: T(1)
Cost: $40
Wt: 1
ST: 6
Bulk: -2

Vibro-Knife
Swing:
Damage: 3d-3 (5) cut
Reach: C, 1
Parry: -1
Thrust:
Damage: 1d (3) imp
Reach: 1
Parry: -1
Thrown:
Damage: 1d (3) imp
Acc: 0
Range: 11/20
RoF: 1
Shots: T(1)
Cost: $240
Wt: 1
ST: 6
Bulk: -2

Vibro-Broadsword
Swing:
Damage: sw 3d (5) cut
Reach: 1
Thrust:
Damage: thr 1d+1 (5) imp
Reach: 1
Duration: 3 hours
Cell: C
Cost: $900

Lightsaber, double-bladed
Damage: 8d (5) burn
Reach: 1, 2
Parry: 0
Cost: $20,000
Wt: 4
ST: 3

Ruger Super Redhawk Revolver
Cartridge: .44 Magnum
Damage: 3d pi+
Acc: 2
Wt: 3.25/0.3
RoF: 3
Shots 6(3i)
ST: 11
Bulk: -3
Rcl: 4
Cost: $900
LC: 3
Ammo: rounds

Wilk's 320 Laser Pistol
Damage: 3d-2 (2) burn
Acc: 8
Range: 300/900
Wt: 2
RoF: 3
Shots: 20(3) short E-clip; 30(3) long E-clip
ST: 6
Bulk: -1
Rcl: 1
Cost: $2,200
LC: 3
Ammo: 6 short E-clips

DL-44 Heavy Blaster Pistol
Damage: 4d (5) burn
Acc: 4
Range: 150/450
Weight: 2.5
RoF: 1
Shots: 50(3)
ST: 5
Bulk: -3
Rcl: 1
Cost: $7,500
LC: 2
Ammo: 3 E-clips

M4 Assault Carbine
Cartidge: 5.56mm NATO
Damage: 4d+2 pi
Acc: 4
Range: 400/3,000
Wt: 7.3/1
RoF: 15
Shots: 30+1(3)
ST: 9
Bulk: -3
Rcl: 2
Cost: $900
LC: 2

FN-FAL Battle Rifle
Cartridge: 7.62mm x 51mm NATO
Damage: 7d
Acc: 5
Range: 1,000/4,200
Wt: 11
RoF: 11
Shots: 30+1(3)
ST: 11
Bulk: -5
Rcl: 3
Cost: $900
LC: 2
Ammo: 3 clips

C-12 Heavy Assault Laser Rifle
Damage: 7d (2) burn, 5d (2) burn, or 3d (2) burn
Acc: 12+2
Range: 700/2100, 500/1500, or 300/900
Wt: 7
RoF: 3
Shots: 20(3) short E-clip, 30(3) long E-Clip, 30(5) CE-clip
ST: 7
Bulk: -4
Rcl: 1
Cost: $4,000
LC: 1
Ammo: 1 CE-Clip; 5 long E-clips

M203 Underslung Grenade Launcher
Cartridge: 40mm
Damage: 4d (10) cr ex [2d]
Acc: 2
Range: 150/440 (min 10)
Wt: 3.5/0.5
RoF: 1
Shots: 1(3)
ST: 11
Bulk: --
Rcl: 2
Cost: $500
LC: 1

2 CS Explosive Grenades
Damage: 5dx2 cr ex
Weight: 1
Fuse: 4
Cost: $40
LC: 2

Smoke Grenade
Damage: spec
Weight: 1
Fuse: 2
Cost: $10
LC: 3

CR-1 Rocket Launcher
Damage: by missile
High Explosive: 6dx6 (5) cr ex [2d]
Fragmentation: 6dx6 cr ex [4d]
Armor-Piercing: 6dx6 (10) cr ex
Plasma: 9d/sec burn
Range: 1,700
Acc: 10+2
Wt: 14
RoF: 1
Shots 1 (5i)
ST: 12
Bulk: -8
Rcl: 1
Cost: $20,000
Ammo: 12
Vehicle/Mount:
[give details]

Point Breakdown
Attributes: 110
Secondaries: -5
Languages: 2
Cultures: 1
Advantages: 215
Perks: 0
Disadvantages: -82
Quirks: -5
Skills: 139
------------------
Total: 375

Return to top

Back to the Index