Rifts®: Megaversal Highway™
Alignment: Anarchist (Selfish)
Disposition: Generally nice to most people until its proven she can gain money from them
Height: 5’ 5"
Level of Experience: 4th level Hack Rat.
Current Experience: 7,875 / 14,100
Attributes: I.Q. 24, M.E. 17, M.A. 17, P.S. 12, P.P. 18, P.E. 13, P.B. 15, Spd. 20
Attribute Bonuses/Penalties: + 10% to all skills, + 1 save vs. Psionic attack and + 1 save vs insanity, 45% Trust/intimidate, + 2 Strike, parry Dodge
Hit Points: 22
M.D.C.: None bar Body armour
Attacks/Actions per Melee: 6
Combat Bonuses: + 2 strike, + 4 Parry, + 4 Dodge, + 2 Roll with Impact, + 3 Pull Punch + 2 damage to kicks
Resistance/Saving Throw Bonuses:
Special O.C.C. Abilities
Home Turf Advantage. The City Rat is extremely familiar with his home turf and knows virtually every nightspot, watering hole, hideout, criminal enterprise, back alley, road, trail, tunnel, safe house, and operation run and owned in their territory. This gives the character a huge advantage when moving about his home turf, intercepting contacts, tailing rivals and enemies, setting up, avoiding ambushes, looking for information and contraband, and so on. Bonuses: + 5% to all skills that apply to familiarity with his home territory or base of operations, including all Rogue skills, Barter, Detect Ambush, Detect Concealment and Intelligence on his home turf only. + 2 on all Perception Rolls within his Home Turf, particularly when it comes to avoiding trouble, recognizing spies, rivals and enemies, finding the best deals and contraband, and so on.
Jacked-in. The Hack Rat keeps abreast of the local media and has his finger on the pulse of the city. On his home turf he knows the reputations of the lawmen, criminal prosecutors and judges, and who is lenient, who is tough as nails, and rumors of who can be bribed and bought-off and who cannot. The Hack Rat automatically gets the Research at + 10% skill and + 10% Trust/Intimidate via social networking or telephone, and a + 5% bonus to I.D. Undercover Agent and Streetwise. He is also likely to recognize lawmen and heroes (or villains!) of great renown and hear about their presence in town 10 minutes after their arrival.
Nimble Fingers. The character has excellent dexterity and can perform fine tasks such as defusing a bomb or video-game combination moves with incredible ease (+ 5% to skills requiring delicate touch) and can type 300 to 360 words per minute.
Language: Euro: 98%
Language: Techno – can: 76%
Literacy: Euro: 85%
Math: Basic: 85%
Basic Electronics: 70%
Computer Operation: 80%
Computer Programming: 70%
Computer Hacking: 55%
Computer Repair: 60%
Pilot: Motorcycle: 88%
Pilot: Automobile: 79%
Radio: Basic: 65%
O.C.C. Related Skills:
Aerobic Athletics: Sense of Balance: 55%
Find Contraband: 58%
Optic Systems: 60%
Basic Mechanics: 50%
Jury Rig 45%
W.P Energy Pistol
Maths: Advanced: 65%
Language: American: 66%
Climbing: 59% / 49%
Weapons: 1d6 M.D Knife + 6 to strike, + 5 parry, 1d6 S.D.C Knife + 6 to strike, + 5 parry, Tx-24 Ion Pulse Pistol 2d4/4d6 burst 30 rounds + 2 to strike.
Equipment: 2 e-clips, flaighlight, pen flashlight, Robot Medical kit (“stitcher”), Pocket Digital Disc Player and recorder, portable field computer with pistol grip, hand-held palm computer (backup), Long and short-range radio, short-range communicator, language translator, notebook and 4 pens, 3 pocket scramblers and tracer bugs.
Cybernetics: Head: Univeral Headjack & Ear Implant, Gyro-compass, Clock Calender, Radio Scrambler, Cybernetic Cat ears & upgrade to universal headjack & Ear implant.
Money: 9000 Blackmarket Credits
Raised by her brother at a young age, she fell in with the wrong crowds as he joined the military to support both of them.
Being intelligent she picked up using computers and the like quite quickly and as such the gang she fell in with pushed her towards hacking and the like even going so far as convincing her to get cybernetics to help out of course that was paid for with stolen money.