rifts:lucas:charsheet
Table of Contents
Lucas Beauchamp
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Fundamentals
Name | Lucas Beauchamp | Quick Summary | Dependable, cool-headed, protector of innocents |
---|---|---|---|
IF | Glitter Boy | Subtype | N/A |
XP | 0 | Rank | Novice |
Derived Statistics
(values in parentheses are while in Glitter Boy PA)
Total Toughness | 11 (40) | From Armor | 5 (25) |
---|---|---|---|
Pace | 6 (14) | Run | d6 (d8, 60 MPH) |
Parry | 8 | ||
Size | 0 (3) | ||
Encumbered At (lbs) | 40 (2500) | Encumbrance Max (lbs) | 160 (5 tons) |
Strain | 6 |
Attribute & Skills
- d = die
- s = static bonus
Attr | die | Attr | die | Attr | die | Attr | die | Attr | die |
---|---|---|---|---|---|---|---|---|---|
Smarts | 8 | Agility | 12 | Strength | 8 | Spirit | 8 | Vigor | 6 |
Die Cap | Die Cap | Die Cap | Die Cap | Die Cap | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smarts | Agility | Strength | Spirit | Vigor | |||||||||||||||
Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | |||||
Academics | Athletics | 4 | Faith | ||||||||||||||||
Battle | Boating | Focus | |||||||||||||||||
Comm. Know. | 4 | 2 | Driving | 4 | 2 | Intimidation | |||||||||||||
Electronics | 8 | 4 | Fighting | 10 | 2 | Performance | |||||||||||||
Gambling | Piloting | 10 | 2 | Persuasion | 6 | ||||||||||||||
Hacking | 4 | 2 | Riding | ||||||||||||||||
Healing | Shooting | 12 | |||||||||||||||||
Notice | 4 | (2) | Stealth | 4 | (-8) | ||||||||||||||
Occult | Thievery | ||||||||||||||||||
Psionics | |||||||||||||||||||
Repair | 8 | 4 | |||||||||||||||||
Research | |||||||||||||||||||
Science | |||||||||||||||||||
Spellcasting | |||||||||||||||||||
Survival | |||||||||||||||||||
Taunt | |||||||||||||||||||
Weird Science |
Special Skills
Die Cap | Die Cap | Die Cap | Die Cap | Die Cap | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smarts | Agility | Strength | Spirit | Vigor | |||||||||||||||
Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | |||||
Hindrances & Edges
Hindrance | Type | Effect |
---|---|---|
Heroic | Major | Helps those in need for little compensation. |
Wanted | Major | Considered an enemy of the state by the CS and True Federation. |
Loyal | Minor | Risks his life for his friends without hesitation. |
Mild Mannered | Minor | Very non-threatening. -2 to Intimidation rolls. |
Edge | Source | Effect |
---|---|---|
Heroic Legacy | class | Class feature; +1 to social rolls, Reactions start 1 level higher. |
Power Armor Jock | class | Required to operate power armor. |
Connections | class | Glitter Boy Brotherhood. Can call in a favor once per session. |
Rich | race | Money! Start with 15k credits and 2 rolls on HJ tables. |
Filthy Rich | chargen | Mo' money! Instead start with 25k credits and 4 rolls on HJ tables. |
Mr. Fix It | tables | +2 to Repair rolls. With a raise, halve the time normally required. |
Cybernetics
System | Level | Strain | Effects |
---|---|---|---|
Bionic Strength Augmentation | 2 | 2 | Raise Strength one die step per level. |
Cyber-Wired Reflexes | 2 | 2 | Raise Agility one die step per level. |
Core Electronics Package | 1 | 1 | Computer with universal jack, radio (20 mile range), gyro-compass, and clock-calendar. +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. |
Vehicle Interface Package | 1 | 1 | +2 to related Boating, Driving, Piloting, and Electronics rolls. |
Equipment
Wealth | 4900 credits |
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Personal Armor | Armor | Toughness | Min STR | lbs | Rarity | Cost | Notes |
---|---|---|---|---|---|---|---|
Mark II Battlefield Light EBA | +5 | +1 | d6 | 18 | +1 | 15k | Immune to disease, poison, and drowning. +4 to resist heat, cold, radiation, electricity. Basic radio (5 mile range), air filtration, and 5 hour air supply. |
Weapon | Range | Damage | AP | ROF | WT(lbs) | Shots/Count | Template | Notes |
---|---|---|---|---|---|---|---|---|
Unarmed | melee | STR | - | - | - | - | - | |
Vibro-Knife | melee | STR+d6 | 6 | - | 2 | Special | - | Mega damage |
Giant Vibro-Sword | melee | STR+2d8 | 16 | - | 16 | Special | - | Mega Damage, Reach 2, one-handed for Size 3+. |
Wilk's 227 Pulse Pistol | 15/30/60 | 3d6 | 2 | 3 | 3 | 24 | - | Three-round Burst, no recoil, +1 to hit. |
Gear | Wt | Description |
---|---|---|
NG-52 Survival Pack | 20 | Description here, plus wooden cross and 10 wooden stakes. |
Tool Kit | 5 | A basic tool set. |
Camouflage Netting | 5 | Covers up to a Size 5 vehicle. |
Short E-clips (x6) | - | E-clips for melee weapons and pistols. 1500 to recharge. |
Vehicles and Powered Armor
Model | USA G-10 Chromium Guardsman (aka the Glitter Boy) | ||
---|---|---|---|
Type | Power Armor | ||
Height | 10'5“ | Weight | 1.2 tons |
Armor | +25 MDC | Toughness | +10 |
Pace | 14 (Swim 6) | Run | d8, 60 MPH |
Strength | d12+5 (2500 lb load limit, 5 ton max weight) | ||
Size | 3 (Normal) |
Weapon | Range | Damage | AP | ROF | WT(lbs) | Shots/Count | Template | Notes |
---|---|---|---|---|---|---|---|---|
Unarmed | melee | d12+d4+5 | - | - | - | - | - | Mega Damage, considered armed. |
RG-14 Rapid Acceleration Electromagnetic Rail Gun (aka Boom Gun) | 250/500/1000 | 5d10+5 | 25 | 1 | 867 | 100 | - | Mega damage, +1 to hit, fires a heavy sabot round containing 200 flechettes at speeds exceeding Mach 5. Causes a sonic boom when fired, affecting everyone (except the pilot) in a LBT, who must roll Vigor at -2. On failure, victim is Shaken and Hard of Hearing (Major) for 3d6 minutes. On Crit Fail, victim is Stunned. Due to the superior construction of this particular weapon, you can spend a Benny to avoid making a TD roll any time one is called for. |
Suit Feature | Description |
---|---|
Laser Resistant Armor | Half damage and AP from lasers, -8 to Stealth rolls. |
Stabilization System | Action to activate/deactivate. Deploys 4.5' laser-tipped pylons into the ground from each heel, combined with hook anchors and a counter-thrust jet engine system. While deployed, suit cannot move, can only fire to the front and sides (180 degrees), and attackers have +2 to hit (stacks with Vulnerable). The suit cannot move and fire the RG-14 in the same round. If fired without stabilization, the suit is knocked 2d6” back and prone, Stunning the pilot. |
Jet Boosters | Jet assisted leap, +6“ horizontal, +3” vertical. Allows the suit to “swim” underwater. |
Environmental Pilot Compartment | Immune to Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation Hazards. Full life support for up to four weeks, including feeding tubes, water supply, and waste processing. After three days, pilot must make Vigor rolls each day to avoid Fatigue (does not risk Exhaustion or worse). One day out of the suit removes this Fatigue. |
Sensor Targeting Suite | Advanced communications (20-mile range, 500 with dedicated relay access) and full sensor suite with HUD (granting +2 to Notice rolls and ignoring Illumination penalties), incorporating chemical sensors, depth gauge, 360 degree radar, thermal imaging, active night vision, 50x magnification, and audio pickups that can catch whispers at 100 yards. Targeting systems negate up to 2 points of Shooting penalties. |
Nuclear Power System | Provides 25 years of active service before needing refueling and maintenance. Max Range is unlimited. |
Language Translator | Includes the most common languages of North America with a d12+2 skill. Operates through digital display or audio. Learns new languages by rolling a d6 each day. On a 4+, gains one die step in that language. |
Storage Compartment | Small internal storage area for a rifle, sidearm, and basic survival gear, as well as several smaller compartments for personal items. |
rifts/lucas/charsheet.txt · Last modified: 2020/08/08 22:17 by jason