Rifts®: Megaversal Highway™
Jack Ryder
Outback Legend
Description:
Archetype: Comrade
Alignment: Scrupulous (Good)
Motivation: make everyone’s life that jack meets, a little brighter
Disposition: Cheeky, trustworthy, tenacious
Race: Human
Sex: Male
Age:
Height:
Weight:
Appearance:
Home Dimension: Rifts Earth
O.C.C.: Outbacker Runabout
Level of Experience: 5th Level Raider and 7th Level Outbacker Runabout (current)
Current Experience: 32,000/41,501
Affiliations/Factions: Formerly associated with N.E.M.A. and the Book of Heroes.
Attributes: I.Q. 13, M.E. 20, M.A. 24, P.S. 15, P.P. 22, P.E. 27, P.B. 16, Spd. 16.
Hit Points: 53
S.D.C.: 128
M.D.C.: None; except armor. Typically wears a suit of Aussie bushman armor (90 M.D.C.) with an outback armored long coat (36 M.D.C.).
Horror Factor: None
P.P.E.:
I.S.P.: 70
Attribute Bonuses: 80% to Trust/Intimidate, 45% to Charm/Impress; + 5% at level 11.
Attacks/Actions per Melee: 6 (+ 1 attack when armed with an Energy Rifle)
Combat Bonuses: + 4 on initiative, + 9 to strike; + 1 at level 11, + 7 to pull punch, + 10 to parry, + 10 to dodge, + 7 to roll with impact. Critical Strike on an unmodified roll of 18, 19 or 20 or Knockout on an unmodified roll of 20.
Resistance/Saving Throw Bonuses: + 2 on Perception Rolls, + 6 to save vs. Horror Factor; + 1 at levels 8 and 12, + 26% to save vs. coma & death, + 5 to save vs. insanity, + 6 to save vs. magic, + 3 to save vs. psionics, and impervious to duress penalties.
Natural Abilities: None.
Special O.C.C. Abilities – Raider:
Special O.C.C. Abilities (Raider): Jack is no longer advancing as a Raider.
● Home Turf Advantage (Australia)
● Street Rep: Hero (Australia)
● Steady Nerves%
Special O.C.C. Abilities (Outback Roundabout):
● Prospecting. Base Skill: 70%
● Rope Works. Base Skills: 60%
O.C.C. Skills: Skills that have been s
Language (Native): Australian at 98%
Language Other: Oceanic at 70%%
Athletics: General (+ 1 to dodge, + 1 to parry, + 1 to roll with impact)
Branding at 90%
Brewing at 55%
–Determine Quality at 60%
Climbing at 80%
–Repelling at 70%
Camouflage at 60%%
Detect Ambush at 70%; + 5% in Queensland, Australia
Find Contraband at 52%
Herding Cattle at 80%
Horsemanship: General at 61%
- Break Wild Horses at 81%
Horsemanship: Cowboy (+ 2 to initiative; + 1 at level 10 and 15, + 2 to roll with impact, + 2 to parry, + 2 to dodge, + 2 to strike (with a rope), + 2 to ensnare, + 1D4 damage on all physical attacks (+ 2D6 S.D.C./+ 1D6 M.D. if charging), and the Horse can attack (+ 3 to strike).
- Intelligence at 62%; + 5% in Queensland, Australia-
Pilot: Automobile at 77%
– Pilot: Hovercycles, Skycycles & Rocket Bikes at 92%-
Land Navigation at 98%
Lore: D-Bees at 70%
Mathematics: Basic at 80%
Radio: Basic at 80%
Recognize Weapon Quality at 55%
Roping at 70%
Running
Wilderness Survival at 65%
W.P. Boomerang (+ 4 to strike; + 1 at levels, 10 and 15, + 2 to damage; + 1 at levels 9. 11 and 15)
W.P. Knife (+ 3 to strike; + 1 at levels 10 and 13. + 1 to throw; + 3 at levels 8, 10 and 13, + 3 to parry; + 1 at levels 9 and 12)
W.P. Sharpshooting: Energy Rifle (+ 2 to initiative, + 1 attack per melee, + 1 to strike; + 2 on aimed shots or called shots)
- –Trick Shot: Ricochet shot-
W.P. Hanguns (+ 3 to strike; + 1 at levels 8, 10, 12 and 14)
W.P. Energy Rifle (+ 3 to strike at levels 8, 10, 12 and 14)
Hand to Hand: Expert (7th)
Bonus Skill: W.P. Paired Weapons
O.C.C. Related Skills: Plus 1 additional skill at 9, and 12.
Barter at 60%; + 5% in Queensland, Australia
Boxing (+ 2 to dodge, + 2 to parry, + 2 to roll with impact)
Escape Artist at 60%
Imitate Voices & Sounds at 98%
–Impersonate Individual at 98%
Leadership
Outback Survival at 90%
Outdoorsmanship
Palming at 98%; + 5% in Queensland, Australia
Physical Labor
Pick Locks at 85%; + 5% in Queensland, Australia
Pick Pockets at 80%; + 5% in Queensland, Australia
Salvage at 75%
Sniper (+ 2 to strike on aimed shots or called shots).
Secondary Skills: Plus 1 at levels 8, and 11
Fishing at 60%
Hunting
Swimming at 98%
W.P. Targeting (+ 3 to strike; + 1 at level 10. Plus, Critical Strike with thrown attacks on the roll of an unmodified 19 or 20!)
W.P. Knife (See above)
W.P. Rifles (+ 4 to strike; + 1 at levels 9, 11 and 13)
Magical Knowledge: None
Spell Strength: Not Applicable
Psionic Powers: Major Psychic (Save vs Psionics; 12 or higher). Psi-Powers: Bio-regenerate (6), healing touch (6), impervious to poison (4), impervious to fire (4), resist thirst (6), and nightvision (4).
Vulnerabilities: None.
Weapons:
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Equipment:
Bio:
“Copyright © 1990, 2005 and 2013 Palladium Books Inc. & Kevin Siembieda; all rights reserved world wide. No part of this work may be sold, distributed or reproduced in part or whole, in any form or by any means, without written permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."