Carter Arlik
Status: Inactive
System: Rifts
Carter was Ace's predecessor in the one tabletop Rifts game I was in. He was something of an experiment; a purely telekinetic character with the Vagabond OCC. I had to remove two powers that I had listed: Telekinesis (Super) and Telekinetic Acceleration Attack, but the GM had said that I could take them at level 3. These were to be the only powers he would have, and neither I nor the GM would allow him to gain any beyond them.
He was a city boy, born in the burbs of a Coalition super-city. You may notice on his character sheet that I listed "Des Moines" as the city he was from instead of "Chi-Town". This was intentional, as the GM seemed to be indicating that the game would take place away from Chi-Town proper. Besides, I knew there had to be more than one CS super-city in the State of Chi-Town. ;)
As pleased as I was with the build, Carter didn't seem that well suited for the game itself. The party was Carter, a city rat hacker, a Glitter Boy, and a former Coalition grunt. The GM seemed to be leaning more for stuff the Glitter Boy of the party could blow up, and Vagaonds don't start with any MDC armor. After the grunt got blown away, that player brought in a Wilderness Scout, and I decided that Carter just didn't fit into the game.
Will I play Carter again? Possibly. He is low-powered, compared to everything else out there in the Rifts system, and works best in a city-based campaign that deals more with thinking and sneaking than with massive explosions. He was fun to play, despite not working in that game.
RCC: Human
OCC: Vagabond
Level: 2
Exp: 3,075
Needed: 3,750
Gender: Male
Age: 25
From: burbs surrounding the Super-City of Des Moines, State of Chi-Town
Height: 5' 8"
Weight: 165 lbs
Eyes: Hazel
Hair: Somewhere between dark blond and light brown
Alignment: Unprincipled
IQ: 13
ME: 20
MA: 13
PS: 9 Lift: 180 lbs. Carry: 90 lbs.
PP: 15
PE: 15
PB: 13
Spd: 9
HP: 19
SDC: 15
PPE: 7
ISP: 74
Money: 1,000 cr
Black Market: 0 cr
- OCC Skills:
- Language: American: 95%
- Language: Sioux: 95%
- Cook: 50%
- Pilot: Automobile: 67%
- OCC Related Skills:
- Hand to Hand: Basic
- Brewing: 40%/45%
- First Aid: 55%
- Palming: 27%
- Pick Locks: 37%
- Pilot: Motorcycle: 69%
- Prowl: 32%
- Salvage: 42%
- WP: Energy Pistol
- Land Navigation: 36%
- Lore: Demons & Monsters: 27%
- Track Animals: 20%
- Secondary Skills:
- Automotive Mechanics: 30%
- Pilot: Hovercycle: 73%
- WP: Automatic Pistol
- WP: Forked
- WP: Revolver
- WP: Small Thrown Weapons
- Psionics:
-
- Levitation
- Range: up to 60 ft
- Duration: 4 minutes
- ISP Cost:
-
- Small (2 lbs or less): 2
- Medium (20 lbs or less): 6
- Large (over 20 lbs): 6 + 1 every 10 lbs over 20 lbs
- Saving Throw: None
- Max Height:
-
- Small: 8 ft
- Medium: 6 ft
- Large: 4 ft
- Personal: 10 ft
- Telekinesis
- Range: up to 60 ft
- Duration: 4 minutes
- ISP Cost:
-
- Small (2 lbs or less): 3
- Medium (20 lbs or less): 8
- Large (over 20 lbs): 8 + 1 every 10 lbs over 20 lbs
- Saving Throw: None
- Telekinetic Leap
- Range: Self
- Duration: One melee attack/action; in this case, a leap
- ISP Cost: 8
-
- Leaps:
- High: +2 ft
- Across: +3 ft
- Telekinetic Lift
- Range: Self or Touch
- Duration: 4 melees/60 seconds
- ISP Cost: 6
- Boost: Lift/Carry increase by 20%
- Telekinetic Punch
- Range: Touch or 2 ft
- Duration: Instant
- ISP: 6
- Saving Throw: Dodge or Parry as usual
-
- Damage:
- Punch: 3d6 SDC
- Kick: 4d6 SDC
- Telekinetic Push
- Range: Touch or 2 ft
- Duration: Instant
- ISP: 4
- Saving Throw: None
- Damage: 1d4 SDC
-
- Knockback:
- 2 yards (ordinary, over 50 lbs), 60% chance of knockdown
- 1-2 ft (robotic/supernatural), 12% chance of knockdown
- Double if under 50 lbs
- Combat Bonuses:
- Attacks/Melee: 4
-
- w/ Small Thrown: 4
- Initiative:
- Strike:
-
- w/ Auto-Pistol: +3 aimed, +1 burst
- w/ Energy Pistol: +3 aimed, +1 burst
- w/ Forked: +1
- w/ Telekinesis: +3
- w/ Revolver: +4 aimed, +1 burst
- Parry: +2
-
- w/ Telekinesis: +4
- Dodge: +2
- Entangle:
-
- w/ Forked: +3
- Roll w/ Impact: +2
- Pull Punch: +2
- Damage:
-
- Punch: 1d4
- Kick: 2d4
- Saving Throws:
- vs. psychic attack: +3; master psi, 10 or better saves
- vs. insanity: +3
- Equipment:
- Two changes clothes
- Baseball cap (reads: "Kingsdale Dark: King of Beers")
- Leather jacket
- Flashlight
- Backpack
- Sleeping bag
- First aid kit
- Wallet w/ ID
- Personal items
- Armor:
-
- Partial Patchwork Armor
- MDC:
- Covers: torso, groin
- Weapons:
-
- Knife
- Damage: 1d6 SDC
- Pitchfork
- Damage: 1d8 SDC
- 30% chance of infection
- Bandito Arms Glock 22 Replica Automatic Pistol
- Cartridge: .40 S&W
- Damage: 4d6 SDC
- Range: 165 ft (50 m)
- Magazine: 15
- RoF: Semi-Automatic
- Ammo: 2 clips
- NG-56 Light Ion Pistol
- Damage: 2d6 MDC
- Range: 400 ft
- Shots: 6 short E-clip; 12 long E-clip
- RoF: Semi-Automatic
- Ammo:
-
- 1 short E-clip w/ 5 shots
- 2 short E-clips, full
- 2 short E-clips, empty
- Wastelander Motorcycle
- Crew: One rider
- Storage: One cubic cubit (18" x 18" x 18")
- Maximum Speed: 120 mph
- Engine: Electric
- Maximum Range: 400 miles
- Length: 9 ft
- Weight: 800 lbs
-
- MDC by Location:
- Tires (2): 1 each
- Main Body: 45
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