Francis "Frank" Archer

Status: Inactive
System: Rifts

Frank was a character I had made up on a whim. When I ended up losing interest in playing my Crazy, Reed, after his cylinders were removed, I decided to give Frank a go.

Frank ended up having a lot in common with Ash - most notably, both were assholes, after a fashion. I got Frank involved in a vampire-hunting game, which strained his beliefs due to the presense of D-Bees in the group. This game was rebooted, and rather than bringing in Frank I made another character to take his place.

OCC: Master Assassin
Level: 4
Exp: 13,250
Needed: 16,880

Gender: Male
From: Free Quebec
Native Language: American
Age: 24
Height: 5' 8"
Weight: 145 lbs.
Eyes: Grey, cold
Hair: Brown
Alignment: Aberrant

IQ: 12 Perception: +1
ME: 11
MA: 10
PS: 10 Lift: 200 lbs. Carry: 100 lbs.
PP: 12
PE: 10
PB: 10
Spd: 10
HP: 24
SDC: 30
PPE: 6

Money: $11,800
Black Market: $5,000

Telescopic Eye
Range: 6000 ft.
Targeting Sight
+1 to strike w/ ranged weapons
Clock Calender
Amplified Hearing
Sound Filtration System
Prosthetic left hand
Palm hypodermic needle
Free Quebec Citizen Skills: (Free Quebec, page 135)
Language: American: 85%
Language: French: 85%
Literacy: American: 70%
Literacy: French: 70%
Basic Math: 85%
OCC Skills:
Radio: Basic: 70%
Literacy: Spanish: 55%
Language: Spanish: 85%
Language: Dragonese: 85%
Intelligence: 54%
Demolitions: 79%
Demolitions Disposal: 79%
Tracking: 60%
Prowl: 60%
Concealment: 46%
Computer Operation: 65%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Bolt-Action Rifle
W.P. Sub-Machinegun
W.P. Crossbow
Hand to Hand: Assassin
Ranged Combat: Sniper
OCC Related Skills:
Surveillance Systems: 50%
Poetry (professional level): 60%
Optic Systems: 50%
Disguise: 50%
Use/Recognize Poisons: 46%/38%
Pick Locks: 45%
Find Contraband, Weapons, & Cybernetics: 40%
Secondary Skills:
Armorer: 55%
Detect Concealment: 40%
Camouflage: 35%
Trap Construction: 34%
Pilot: Automobile: 66%
Combat Bonuses:
Attacks/Melee: 5
Initiative: +10
Strike: +2
Parry: +1
Dodge: +2
Roll w/ Impact: +3
Pull Punch: +3
Damage: +4
Ranged Combat Bonuses:
Attacks/Melee: 5
Initiative: +3
Rate of Fire w/ Crossbow: 2
Strike: +2 on aimed, +1 double-tap
w/ Sniping: +2, +1 double-tap
w/ Bolt-Action Rifle: +4 aimed, +2 double-tap
w/ Crossbow: +2
w/ Energy Pistol: +4 aimed, +2 burst, +2 double-tap
w/ Energy Rifle: +4 aimed, +2 burst, +2 double-tap
w/ Sub-Machinegun: +4 aimed, +2 burst, +2 double-tap
w/ Targeting Reticle: +1
Leading: +1
Imposed Dodge:
High Tech: -2
Conventional: -1
Burst Damage:
Short: x2
Long: x3
Full Melee: x4
Saving Throws:
vs. Mind Control: +3
Black jumpsuit
Military fatigues
Camouflage clothing (city camos)
1 set dress clothes
Standard wardrobe
Gas mask & air filter
Tinted goggles
Personal items
Telescopic rifle scope
Range: 3,000 ft.
Cross hair sight
+1 to strike
Passive nightsight rifle scope
Range: 1,600 ft.
Thermo-imager rifle scope
Range: 1,600 ft.
Bandito Body Armor
MDC by Location:
Helmet: 30
Arms: 18 ea.
Legs: 24 ea.
Main Body: 38

Branaghan Trenchcoat:
MDC: 28
2 Throwing Knives
Damage: 1D4 SDC

Survival Knife
Damage: 1D6 SDC

Damage: 1D6 MDC

Wilk's 330 Sniper Laser Pistol
Weight: 2.5 lbs. (1.09 kg)
Damage: 2D6 MDC
Rate of Fire: Standard
Range: 1000 ft. (305 m)
12 shots short E-clip
24 shots long E-clip
Bonus to Strike: +3 aimed
Ammo: 7 E-clips

Wilk's 567 "Long Gun" Laser Rifle
Weight: 6.5 lbs. (2.9 kg)
Damage: 1D6, 2D6, 3D6, 4D6, or 5D6 MDC
Rate of Fire: Standard
Effective Range: 2,200 ft. (670.5 m)
50 shots for 1-3 dice damage blasts (2 E-Clips)
25 shots for 4-5 dice damage blasts (2 E-Clips)
-25% power without the short E-Clip
Ammo: 7 short E-Clips, 7 long E-clips

JA-11 Juicer Assassin's Energy Rifle
Weight: 6.5 lbs. (2.9 kg)
Damage: 2D6 MDC or 4D6 MDC
Rate of Fire: Single-shot only
Range: 4,000 ft.
Ion Beam:
Damage: 3D6 MDC
Rate of Fire: Standard
Range: 1600 ft.
7.62mm Round:
Damage: 5D6 SDC Standard, 6D6 SDC AP, or 1D6x10 SDC Exploding
Rate of Fire: 1 per every two actions, second action is reloading rifle
Range: 2000 ft.
10 shots short E-Clip
30 shots long E-Clip
Built-in Energy Canister adds 30 shots
1 7.62mm round at a time.
Bonus: +1 to strike (Laser targeting)
Ammo: 7 short E-Clips, 30 rounds 7.72mm

Weight: 7 lbs
Damage: 2D6 SDC
Effective Range: 600 ft (182 m)
Payload: 1 bolt
Ammo: 30 bolts

H&K UMP45 Sub-Machinegun
Weight: 4.63 lbs (2.08 kg)
Cartridge: .45 ACP
Damage: 5D6 SDC per round; 3D6x10 SDC or 1 MD per ramjet round
Rate of Fire: Semi-Auto or Full Auto
Effective Range: 250 ft (76.2 m)
Payload: 25 round box magazine
Ammo: 4 clips regular ammo; 3 clips ramjet ammo

14.5mm AMR High-Powered Anti-Material Rifle
Weight: 22 lbs. (10 kg) (requires a bipod)
Cartridge: 14.5mm AMR
Damage: 2d6x10 SDC; 2d6x10 MDC ramjet
Rate of Fire: Single shots only
Effective Range: 3500 feet (1067 m)
Bonus: +6 to penetrate body armor, and do not deduct 1 from each die of damage like standard armor piercing rounds
Payload: 6 shots
Ammo: 4 clips regular ammo, 3 clips ramjet ammo
Hummer, GAW Refit
Model Type: HMMWV, Golden Age Weaponsmiths refit
Class: Multipurpose Vehicle, 4x4
Crew: One driver, up to ten passengers
M.D.C. by Location:
Main Body -- 60
Wheels (4) -- 3 each.
Speed: 120 mph on a good road; 60 mph "off-road"
Maximum Effective Range: 350 miles
Statistical Data:
Height: 6 feet (1.83 m); reducible to 4 feet 6 inches (1.37 m)
Length: 15 feet (4.57 m)
Width: 7 feet 2 inches (2.16 m)
Weight: 5,200 lbs. (2359 kg)
Cargo: can haul 4,400 lbs., including crew and passengers.
Power System: Electric.
Weapon Systems:
1. 30mm Chain Gun:
A Pre-Rifts weapon that is still common due to its reliability, and highly effective against S.D.C. structures. This weapon is standard on all mass market models of the Hummer.
Primary Purpose: Anti-personnel and anti-vehicle
Secondary Purpose: Anti-aircraft
Weight: 1,500 lbs. fully loaded
Damage: 3D6 10 S.D.C. damage per round. Ramjet rounds are 5d6 M.D. per round.
Effective Range: 6000 feet
Rate of Fire: Fully automatic, can fire up to 200 rounds every melee
Payload: 800 rounds, enough for 4 full-melee bursts

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