Bailout
Status: Inactive
System: Palladium
Bailout was a character made from boredom who eventually found a home in a brief Rifts New West game. He was designed as a character who'd found a pre-Rifts helicopter and managed to get it flying. His one game managed to end on a decent note following a climactic moment, so I'm not dissatisfied with him. The GM, though, was particularly stringy with the XP, so he never got more than a fraction of the way to the next level.
Bailout's character concept eventually evolved into Harry Longenburger for two other games. Would I use Bailout again? If a GM were to permit him. Unfortunately, I've lost track of which issue of The Rifter I pulled his class from; he's effectively frozen until I get my Library[tm] back up and running.
Bailout
Real Name: C. D. Storm
OCC: Barnstormer
Level: 1
Exp: 275
Needed: 2,100
Alignment: Unprincipled
IQ: 15
ME: 13
MA: 14
PS: 9
PP: 22
PE: 13
PB: 9
Spd: 6
HP: 16
SDC: 19
PPE: 8
Money: 484,960 cr.
Black Market: 5,000 cr.
- OCC Skills:
- Language: American: 98%
- Literacy: American: 40%
- Basic Math: 55%
- Read Sensory Equipment: 45%
- Computer Operation: 45%
- Pilot: Airplane: 65%
- Pilot: Helicopter: 50%*
- Pilot: Jet Fighter: 60%*
- Pilot: Motorcycle: 75%
- Pilot: Hovercraft: 65%
- Pilot: Robots & Power Armor: 71%
- Parachuting (55%)
- Gymnastics
-
- Balance: 55%
- Parallel Bars: 65%
- Climb Rope: 75%
- Back Flip: 75%
- Climb: 30%
- Prowl: 30%
- WP: Energy Pistol
- H2H: Basic
- OCC Related Skills:
- Electrical Engineer: 35%
- Mechanical Engineer: 32%
- Navigation: 55%
- Radio: Basic: 50%
- Weapon Systems: 45%
- Paramedic: 45%
- Secondary Skills:
- Sing: 35%
- Play Harmonica: 35%
- Sewing: 40%
- Combat Bonuses:
- Attacks/Melee: 2, 3 in Helicopter
- Initiative: +1 in Helicopter
- Strike: +4
-
- /w E-Pistol: +7
- Parry: +4
- Dodge: +4
- Roll w/ Impact: +4
- Pull Punch: +2
- Equipment:
- Portable Tool Kit
- 50 feet rope
- Flashlight
- Penlight
- Survival Knife
- 12 flares
- NG-S2 Survival Pack
- First Aid Kit
- IRMSS
- PC-3000 laptop
- Work clothes
- Traveling Clothes
- Toiletries
- Schematics for the Commanche
- Portable Stove
- Mess Kit
- Canteen
- Provisions
- Cybernetics:
- Gyro-compass
- Universal Headjack & Ear Implant
- Pair of polarized bio-system eyes
- Weapons:
-
- Vibro-Knife
- Damage: 1D4 MDC
- TX-26 Particle Beam Pistol
- Damage: 5D6 MDC
- Range: 400 feet
- Payload: 15 shots/FSE-clip, or 6 shots/short E-clip
- Ammo: 5 FSE-Clips
- TX-43 Light Laser Assault Rifle
- Damage: 6D6 SDC, 2D6 MDC, or 4D6 MDC
- Range: 2000 feet
- Payload: 20 shots/short E-clip or 30 shots/FSE-clip
- Ammo: 5 FSE-clips
- Vehicle:
-
- RAH-66 Commanche, GAW refit
- Crew: 2; pilot and copilot/gunner
- Note: the controls are such that the pilot can control all the weapons.
-
- MDC by Location:
- Rotor Blades (5): 20 each *
- Retractable Landing Gear (3): 2 each
- Reinforced Pilot Comparment: 150
- Main Body: 150 **
- * the Commanche can stay in the air with up to two blades broken, but at half speed.
- ** Depleting the MDC of the main body destroys the aircraft
- Physical Stats:
- Length: 43' 4"
- Rotor Diameter: 39'
- Height: 11' 1"
- Weight: 7750 lbs. unloaded; 10,110 lbs. Max Takeoff
- Max Speed: 205 mph
- Range: 1455 miles
- Power Plant: Electric
- Armaments:
-
- Forward Laser Cannon
- Damage: 2D6x10 MDC
- Range: 4000 ft.
- Payload: Effectively unlimited
- Mini-Missile Launcher
- Payload: 9
- Damage: Varies by missile type
- Rate of Fire: Single, or volleys of two or three
- Retracts into the fusilage when not in use
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