Status: Inactive
System: Rifts
Reed was an experiment of mine: a Crazy from the Rifts world who did not choose to be a Crazy, and was fighting the insanity as best he could.
I introduced Reed at a point when I asked to be relieved of my duties as GM for the long-running NSC game, letting someone else take over while I got in some time as a PC. Reed stuck with the group even after I returned to the GM spot; I made sure to try and not monopolize the RP with the character.
ICly, Reed got along well with the group's Juicer, with the terms "druggy" (for the Juicer) and "lumpy" (for Reed). His history included being a private investigator in one of the more civilized areas on Rifts Earth who had stumbled onto something big that the Coalition wanted to suppress. In order to make sure that no one believed him, they forcibly made him a Crazy.
While it was one of the character's long-time goals to be free of the implants, the few times it happened ICly I quickly lost interest in him. What follows below is what was salvaged from combining his first-level sheet with the cylinders still implanted with the frozen third-level sheet after the cylinders had been removed. As such, I make no guarantees as to the validity of many of the numbers. I don't think I'll be playing Reed again, if only because the GMs seem to expect that his IC goals are my own goals for the character.
OCC: Crazy
Level: 3
Exp: 10,900
Needed: 8,560
Gender: Male
Age: 25
Height: 6' 3"
Weight: 210 lbs.
Eyes: Green (left), Blue (right)
Hair: Sandy blond, unkempt
Disposition: Nice guy, friendly, courteous, hospitable
Family Origin: Earth Native Human
Type of Environment:
Sentiments to Coalition: Hate
Sentiments to Non-Humans: Hates Demons, treats all others as equals
Alignment: Unprincipled
- Physical Description:
- Reed stands 6' 3" tall, with a very athletic build, with the M.O.M. cylinders poking through his unkempt sandy blond hair. His left eye is green, and his right eye is blue. Outside of his armor, he wears a set of faded blue jeans, heavily patched, a western-style shirt, and a trenchcoat. His armor is a suit of silver/grey Gladiator armor with a FibreWeave overcoat, without the helmet. Strapped to his back are two large swords, a German Zweihander and a Vibro-Claymore, each with a good one and a half foot long handle. Hanging from his belt is a silver-plated mace, and there's a holster for a pistol on the right-hand side.
IQ: 9
ME: 14
MA: 13
PS: 35
PP: 18
PE: 20
PB: 11
Spd: 27
HP: 39
SDC: 128
PPE: 21
ISP: 28
Money: 5,400 cr
Black Market: 3,000 cr
- Insanities:
- Popeye Syndrome: Twinkies
- Phobia: Scientists
- Only speaks in one-word sentences of 4-letter words.
- OCC Skills:
- Radio: Basic: 55%
- Radio: Scramblers: 55%
- Surveillance Systems: 50%
- Escape Artist: 50%
- Acrobatics:
-
- Balance: 80%
- Tightrope: 76%
- Climb Rope: 94%
- Back Flip: 80%
- Climbing: 80%
- Prowl: 55%
- Land Navigation: 54%
- WP: Knife
- WP: Sword
- WP: Automatic Pistol
- WP: Energy Pistol
- WP: Energy Rifle
- Hand to Hand: Martial Arts
- Ranged Combat: Special Forces
- OCC Related Skills:
- Pilot: Motorcycle: 73%
- Intelligence: 50%
- Tracking: 50%
- Forgery: 40%
- Boxing
- Wrestling
- Secondary Skills:
- Athletics
- Literacy: American: 40%
- Pilot: Hovercraft: 65%
- Pick Pockets: 35%
- Pick Locks: 40%
- Concealment: 29%
- Combat Bonuses:
- Attacks/Melee: 5
- Initiative: +1
- Strike: +2
-
- w/ Knife: +1
- w/ Sword: +1
- w/ Thrown Knife: +1
- Parry: +6
-
- w/ Knife: +1
- w/ Sword: +1
- Dodge: +6
- Roll w/ Punch: +6
- Pull Punch: +5
- Damage: +3
-
- Kick: 2d4 SDC
- Power Punch: 2d4 MD
- Power Kick: 2d4 MD
- Knock Out: Nat 20
- Body Block/Tackle: 1D4 SDC
- Crush/Squeeze: 1D4 SDC
- Pin/Incapacitate: Natural 18, 19, or 20
- Leap: 7.5 ft. high, 10 ft. long (double w/ short run)
- Ranged Combat Bonuses:
- Attacks/Melee: 4
- Initiative: +1
- Strike:
-
- w/ Automatic Pistol: +3 aimed, +1 burst
- w/ Energy Pistol: +3 aimed, +1 burst
- w/ Energy Rifle: +3 aimed, +1 burst
- Burst Damage Modifiers:
-
- Short: x2
- Medium: x3
- Long: x4
- Imposed Dodge Penalties:
-
- Conventional: -1
- Energy: -2
- Saving Throws:
- vs. Coma/Death: +20%
- vs. Poison: +7
- vs. Magic: +3
- vs. Psionics: +2
- vs. Horror Factor: +4
- vs. Mind Control: +6
- Equipment:
- Pad & Pencil
- 3 changes of regular clothing
- Set of dress clothing
- Set of black clothing
- Gas mask & Air filter
- Tinted goggles
- Small hatchet
- Tent
- Knapsack
- Back pack
- 2 canteens
- 2 weeks food rations
- Geiger counter
- 1161 packs of Twinkies
- Binoculars
- Armor:
-
- Gladiator Full Environmental, silver/grey
- MDC: 54/70
- Prowl Penalty: -5%
- Weapons:
-
- Knife
- Damage: 1D6 SDC
- Silver-plated Mace
- Damage: 1D8 SDC
- German Zweihander
- Damage: 4D6 SDC
- Vibro-Claymore
- Damage: 3D6 MDC
- Colt 2000
- Cartridge: 9mm
- Damage: 3D6 SDC
- Range:
- Feed: 9 rounds/clip
- Ammo:
-
- 5 full clips
- 10 clips Ramjet ammo
- 1 clip Ramjet ammo w/ 7 shots left
- 5 clips garlic-filled silver hollow points
- NG-L5 Laser Rifle
- Damage: 3D6 MDC
- Payload: 10 shots/short E-Clip; 20 shots/long E-Clip
- Ammo: 5 Long E-Clips
- Vehicle:
-
- WI-51 Hovercycle
-
- MDC by Location:
- Headlight: 1
- Front Hover Jet: 25
- Rear Hover Jets (2): 25 each
- Main Body: 40
- Mini-Missile Launchers (6): 1 each
- Speed: Hover; Cruise: 80 mph; Max: 180 mph
-
- Special Maneuvers:
- Boost/Jump: 35 feet high, 70 feet long
- Height: 4' 6"
- Width: 2' 6"
- Length: 9' 9"
- Weight: 410 lbs
- Engine: 990cc Gas turbine
- Range: 1000 miles at cruising speed; 800 miles at max speed
-
- Weapons:
- Mini-Missiles (6)
- Equipment:
- High Intensity Headlight: 50' beam
- Mini-Radar: 2 miles, 70% accurate
- Radio Communications: 100 mile range
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