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.
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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
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