Rifts®: Megaversal Highway™
Kev
Benevolent Hobo King
Description:
Archetype: Champion.
Alignment: Unprincipled (Selfish).
Motivation: Help the Forgotten.
Disposition: Friendly and helpful, willing to resort to crime if its done to help his friends
Race: Human (Child of the Star)
Sex: Male
Age: 23
Height: Average
Weight: Average
Appearance:
Home Dimension:
O.C.C.: Star Child.
Level of Experience: 1st level Star Child.
Current Experience: 1,475 /2,200
Attributes: I.Q. 9, M.E. 23, M.A. 25, P.S. 16, P.P. 11, P.E. 14, P.B. 10, Spd. 31
Hit Points: 19 / 19
S.D.C.: 30 / 30
M.D.C.: None, except in Star-form (20 M.D.C. per level of experience).
P.P.E.: 28 / 28
I.S.P.: 43 / 43
Attribute Bonuses: + 4 to save vs Psionics, + 6 to save vs Insanity, + 1 to S.D.C. damage, Invoke Trust at 84%, and Invoke Intimidation at 84%.
Attacks per melee: 4.
Combat Bonuses: + 2 to on Initiative, + 2 to pull punch, + 2 to dodge, + 1 to parry, + 3 to roll.
Saving Throw Bonuses: + 2 to save vs Horror Factor.
Natural Abilities — Human: None.
Special O.C.C. Abilities — Star Child
1. Transform into Star Form. The character becomes a being of brilliant luminescence and gains access to the following supernatural abilities so long as their transformation is maintained.
• Hard to See & Hit; – 5 to strike for foes within 30 feet or – 2 for any further distance.
• Mega-Damage Light Aura. The character counts as a Mega-damage being with 20 M.D.C. per level; recovers 20 M.D.C. per minute.
• Impervious Light; including light beams, lasers, radiation, and the harmful effects of bright light.
• Resistance to Fire and Heat; Half damage from all forms of fire (including mega-damage plasma) and can endure sweltering environs twice as long as normal.
• Supernatural Strength; Unarmed attacks inflict 3D6 S.D.C. on a restrained
punch, 1D6 M.D. on a full strength punch, or 2D6 M.D. on a power punch (counts as two melee attacks).
• Perfect Sense of Direction and Time. Always counts as having the appropriate navigation skill at 98% and possesses a supernatural sense of time as per the Time Sense psi-power.
• Starchild Sight; can see all spectrum of light, radiation, structural weaknesses in metal, and vision equal to multi-optic band eyes without telescope. Bonuses: + 5 to save vs magic illusions and holographic images.
• Expel Light.; counts as one attack/action per melee. Range: Line of Sight. Strike: + 6. Damage: None, but blinds the foe for 1D4 melee rounds (15 seconds to 1 minute); – 10 on all attacks/actions and the victim has a 01-50% chance of tripping or falling for each 10 feet they move. Rate of Fire: Each light beam counts as one attack/action.
• Focus Light Beam. Range: Line of Sight. Damage: 1 S.D.C. per melee round (15 seconds); ignites combustible material like a magnifying glass. Rate of Fire: One attack uses up all of the character’s attacks in a melee round.
• Radiate Soothing Heat. Range: 30 feet. Saving Throw: Standard vs Magic (- 2). Damage: None, but one person (or everyone within the area) feels lethargic and is at – 2 on initiative, – 2 to strike, – 1 to parry, – 1 to dodge, – 10% to Spd. but heals at twice their normal rate.
• Float in Air (at will). Maximum Altitude: 10 feet; + 10 feet per level of experience. Flight Speed: 14.
• Shooting Star. The Starchild can travel at subliminal speeds, but runs a great risk of getting lost. A failed roll means the character has gotten lost or forgotten their destination; consult the table. Base Skill: 3%; + 3% per level of experience.
O.C.C. Skills: Plus two additional skills at levels 3, 7, 11 and 15.
Language (Native): English at 98% (103%); + 1% per level of experience.
Language (Other): Chinese, Spanish – 65%; + 3% per level of experience.
Language (Other): Spanish – 65%; + 3% per level of experience.
Literacy (Native): English at 70%; + 5% per level of experience.
Astronomy at 50%; + 5% per level of experience.
Mathematics: Basic at 70%; + 5% per level of experience.
Wilderness Survival at 46%; + 4% per level of experience.
Land Navigation at 50%; + 5% per level of experience.
Navigation at 50%; + 5% per level of experience.
Read Sensory Equipment at 40%; + 5% per level of experience.
Climbing at 50%; + 5% per level of experience.
× Rappelling at 40%; + 5% per level of experience.
Swimming at 60%; at + 5% per level of experience.
Running
Hand to Hand: Basic (1st)
O.C.C. Related Skills:
Begging at 40%; + 3% per level of experience.
Pickpockets at 30%; + 5% per level of experience.
Palming at 20%; + 5% per level of experience.
Prowl at 25%; + 5% per level of experience.
Streetwise at 20%; + 4% per level of experience.
Recycling at 40%; + 5% per level of experience.
Ventriloquism at 16%; + 4% per level of experience.
Imitate Voices & Sounds
× Imitate Accents/Sounds at 42%; + 4% per level of experience.
× Impersonate Specific Individual at 36%; + 4% per level of experience.
Secondary Skills: Plus 1 at levels 3, 6, 9, 12 and 15.
Gambling at 30%; + 5% per level of experience.
Dancing at 30%; + 5% per level of experience.
First Aid at 45%; + 5% per level of experience.
Fasting at 40%; + 3% per level of experience.
Athletics (+ 1 to dodge, + 1 to parry, + 1 to roll with impact).
Weapons: None.
Equipment: White hobo garb, one E-Clip, and some personal items.
Money: None.