A Scientist of Grandiose Magnitude


Archetype: The Egghead
Alignment: Anarchist
Motivation: To find Canaan and by proxy, prove himself a genius.
Disposition: He tends to be a nice guy and genuinely cares for others, often more than they deserve. However he isn’t one to let such trivialities get in the way of his own lofty ambitions or science in general – as much as he cares about people, he cares about himself and his dreams a whole lot more.
Race/R.C.C.: A’rac
Sex: Male
Age: 24
Height: 6’4"
Weight: 136 lbs.
Appearance: A tall, scrawny bipedal spider man. He has four six feet long tentacles protruding out of his back just below his shoulder blades, a noticeably mechanical hand with a connecting metal panel surrounding a computer and an eye-stalk coming out of each side of his head, each with a solid, round eye ball on the end.
O.C.C.: Whack Job Scientist
Level of Experience: 1
Current Experience: 0/2,100
Affiliations/Factions: None.
Attributes: I.Q. 25, M.E. 10, M.A. 18, P.S. 17 (Augmented, Bionic Limbs: 18), P.P. 19 (Bionic Limbs: 18), P.E. 18, P.B. 8 (21 by A’rac standards), Spd. 30 (21 mph; 25 meters per action. Bionic Limbs: 88; 60 mph, 73 meters per action)
Attribute Bonuses/Penalties: + 11% to all skills, + 2 to damage (+ 1 with Bionic Limbs), + 2 to strike, + 2 to parry, + 2 to dodge, + 2 to save vs poison, + 2 to save vs magic, + 6% to save vs coma/death and Trust/Intimidate: 50%
Hit Points: 37
S.D.C.: 20
M.D.C.: 40, plus a total of 117 from assorted armors (147 with lab coat or jacket).
Horror Factor: None.
P.P.E.: 1
I.S.P.: N/A
Attacks/Actions per Melee: 6
Combat Bonuses: + 3 to initiative, + 2 to strike, + 1 to ranged strike (+ 1 with heavy weapons, vehicular weapons and energy pistols), + 5 to parry, + 4 to dodge, + 2 to damage (+ 1 with bionics), + 6 to entangle, + 6 to pull punch, + 4 to roll with punch.
Resistance/Saving Throw Bonuses: + 6 to perception, + 3 to save vs magic, + 1 to save vs psionics, + 4 to save vs possession, + 1 to save vs mind control, + 1 to save vs illusions, + 3 to save vs poison, + 3 to save vs disease, + 4 to save vs horror, + 6% to save vs coma/death, impervious to telemechanics.
Natural Abilities:
1. Superior Vision: Can read a small sign or recognize a face from 1200’ away, see infrared and ultraviolet spectrums.
2. Poison/Disease/Toxin Resistance: + 1 to each per level.
3. Venomous Bite: A successful save vs poison of 14 results in 1D6 damage, a failure results in 5D6 and dizzyness/weakness resulting in -3 to strike, parry, dodge, -15% skill performance and -50% speed for 2D4 hours.
4. Natural Climber: Can climb on any porous surface with ease. Only highly polished surfaces are un-climbable.
5. Righting Reflex: Equivalent to a natural sense of balance of 61%.
6. Hardened Carapace: Mega-Damage alloys have been grafted into the carapace on a molecular level granting 40 M.D.C. that regenerates 2D6 every 12 hours.
1. Eidetic Memory (2): The character has a near-perfect memory, allowing them to remember virtually everything they have ever experienced in their life. Requirements: Can only be taken at character creation, cannot be developed later through character advancement. Bonuses: + 5% to all skills. Base Skill: 01-60% chance to recall things perfectly, 61-90% chance of remembering the gist of things so you can paraphrase accurately and 91-00% chance of only recalling the most basic concepts without any real details.
Special O.C.C. Abilities None.
O.C.C. Skills
Language: American at 114% (98%)
Language: Dragonese/Elvish at 111% (98%)
Language: Demongogian at 86%
Language: Trade 6 at 86%
Literacy: Demongogian at 91%
Literacy: Dragonese/Elvish at 81%
Literacy: American at 86%
Artificial Intelligence at 71%
Crime Scene Investigation at 61%
Chemistry at 71%
Chemistry: Analytical at 56%
Biology at 66%
Pathology at 81%
Medical Doctor (Diagnosis) at 91%
Cybernetic/Bionic Medicine (Surgery) at 101% (98%)
Math: Basic at 106% (98%)
Math: Advanced at 86%
Computer Operation at 86%
Computer Programming at 81%
Computer Hacking at 71%
Radio: Basic at 76%
Intelligence at 58%
Sensory Equipment at 66%
Lore: Demon at 66%
Lore: Magic at 66%
Pilot: Hovercraft at 76%
Pilot: Bicycle at 80%
Climb at 112% (98%)
-Rappelling at 112% (98%)
W.P.: Energy Rifle
W.P.: Energy Pistol
Hand to Hand: Basic
O.C.C. Related Skills:
Electrical Engineer at 61%
Robot Electronics at 56%
Mechanical Engineer at 56%
Robot Mechanics at 51%
Weapons Engineer at 56%
Vehicle Armorer at 61%
-Basic Mechanics at 81%
-Pilot: Combat Helicopter at 83%
-Pilot: Jet Fighters at 71%
-Pilot: Submersibles at 71%
-Pilot: Tanks and APCs at 67%
-Pilot: Warships and Patrol Boats at 71%
-Pilot: Truck at 71%
Secondary Skills:
Basic Electronics at 46%
Electronic Countermeasures at 46%
Recognize Weapon Quality at 41%
Magical Knowledge: None.
Spell Strength: N/A.
Psionic Powers: None.
Vulnerabilities: None aside from the negatives associated with an over-abundance of passion.
1. Mega-Damage Casual Wear: 18 M.D.C. (+ 30 with Jacket) main body, 20 M.D.C. legs, 20 M.D.C. arms, 50 M.D.C. head (With helmet). Without the helmet the suit has an A.R. of 18 but with the helmet, it becomes a fully environmental suit by locking into the collar.
2. Mega-Damage Lab Clothing: 18 M.D.C. (+ 30 with Lab Coat) main body, 20 M.D.C. legs, 20 M.D.C. arms, 50 M.D.C. head (With helmet). Without the helmet the suit has an A.R. of 18 but with the helmet, it becomes a fully environmental suit by locking into the collar.
3. Standard Brigandine Armor: 99 M.D.C. main body, 70 M.D.C. legs, 50 M.D.C. arms, 65 M.D.C. helmet. -5% to climb and -10% to other physical skills.
1. G-91 “Geo-Blaster” Phased Emitter: Inflicts 1D6 S.D.C., 3D6 S.D.C., 1D6 M.D. or 2D6 M.D. depending on the setting + stun or heavy stun effects. 400’ range, 30 shot payload with M.D. blasts using up two shots (4 spare E-clips). + 1 to strike on aimed shots.
2. Freezing Rifle: 6D6 M.D. plus the victim must save vs pain of 14 or suffer numbing penalties. The frozen limb functions with 1D6x10% reduced effectiveness. 600’ range, 21 shot payload from hip pack (4 spare Liquid Nitrogen Hip-packs).
3. Vibro-Knife: 1D6 M.D.
4. Survival Knife: 1D6 S.D.C.
Equipment: fine leather gloves, box of disposable surgical gloves (100 per box), 5 specimen containers, 20 medium-size plastic bags, PC-3000 hand-held computer, FDD pocket audio recorder, portable video camera, portable language translator, pocket laser distancer, pocket flashlight, portable tool kit, laser scalpel (equivalent to Wilk’s model), RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, first-aid kit, protein healing salve, 3 no doze stimulants, 2 boxes of 24 meal bars, moisture condenser, portable laboratory, backpack, two satchels, utility belt, utility/combat harness, air filter & gas mask, canteen
Money: 10 credits
Bionic Tentacle 1: P.S. 18, P.P. 18, Spd. 88, M.D.C. 70. 6’ long with a claw and laser scalpel at the end.
Bionic Tentacle 2: P.S. 18, P.P. 18, Spd. 88, M.D.C. 70. 6’ long with a claw and laser torch at the end: 5D6 S.D.C., 1D6x10 S.D.C., 1D4 M.D. or 1D6 M.D. with a 20’ range.
Bionic Tentacle 3: P.S. 18, P.P. 18, Spd. 88, M.D.C. 70. 6’ long with a tool hand at the end. Including: a Fingerjack, fingertip screwdrivers, finger pliers, tiny lights, retractable drill and a laser cutter (1D6x10 S.D.C., 1, 1D4 or 1D6 M.D., 6’ range).
Bionic Tentacle 4: P.S. 18, P.P. 18, Spd. 88, M.D.C. 70. 6’ long with a hydraulic hammer hand at the end. Inflicts 1D6 M.D. and has the full functions of a jackhammer and has a 50% chance of knocking anyone 250 lbs. or less off their feet.
Gyro-Compass: Can sense direction as well as up and down with perfect clarity.
Clock Calendar: Keeps track of the time down to a 100th of a second.
Language Translator: Includes Trade 1, Euro, Spanish, Atlantean, Oceanic, Japanese, Gobblely, Russian, Egyptian and Techno-Can. Has room for 8 more languages
Advanced Headjack: Can wirelessly connect to computerized systems, allowing data to both be transmitted to the computer or downloaded from the computer directly to the mind.
Amplified Hearing and Sound Filtration System: Provides exceptional hearing and automatically adjusts to filter out potentially deafening sounds.
Sensor Hand and Finger Camera: Includes a Heat Detector, Motion Detector, Radar Detector, Radiation Detector, Gyro Compass, Clock Calendar and a Camera capable of recording up to 48 images at a time.
Multi-Optic eye (Attached to the left side of the head via eye stalk): Includes Telescopic vision, macro vision, nightvision, thermo-imaging, light filters and a targeting display
Cyber-Camera Eye (Attached to the right side of the head via eye stalk): Can record up to an hours worth of visual and audio data up to 40 miles within a city or 120 miles in the wilderness.
Molecular Analyzer and Oxygen Cell: Can hold breath for 30 minutes and identify any and all chemicals or impurities in the air.
Hacking Computer: A top Grade computer system built into the forearm, adds + 20% to Hacking and + 10% to the Programming, Artificial Intelligence and Research skills. Skill bonuses already factored in above.
Boosted Radio and Scrambler Implant: Scrambles radio signals and transmits/receives over 125 miles on 800 potential frequencies
Recycler: Recycles human waste so that he can reduce oxygen intake by 50% for up to 12 hours (can survive 30 minutes on one lung full of air) and a week without food or water.
Psionic Electro-Magnetic Dampers: + 2 to save vs possession, + 1 to save vs mind control, psionics and illusions. Saving Throw bonuses already factored in above.


As constant explorers, the A’rac are a common sight all throughout the megaverse. Most believe this is because of that insatiable curiosity and a desire for adventure but few outside of their species realize the truth: They are searching for their promised land; an adoptive home they refer to as Canaan. Canaan is said to be a scientific paradise, the land itself an aesthetically perfect muse and a source of constant scientific inspiration. It is rumored that the resident A’rac have achieved technological superiority, living fruitful lives with constant scientific advancement and doing so without ever harming their precious muse. Although most A’rac have never been there and even fewer truly believe in its existence, all are instinctively driven in their search to an almost single-minded degree. Loxo is no exception to this principle, in fact he is far more fanatical than most.
Refusing to fail like the countless before him, Loxo pushed himself beyond the limits of his peers and far beyond the limits of rationality. If conventional science could get you to Canaan, then it wouldn’t be the “Promised Land”, it would simply be their home that even the mediocre could aimlessly wander into. Thus, Loxo forever strives to test the limits of scientific convention and all but ignores it in favour of his much more grandiose and scientifically implausible ambitions. Although Loxo is sure most A’rac would consider his exploits to be madness, he is also sure that history is written by the victors and soon enough, his madness will be recognized as genius.


Rifts®: Megaversal Highway™ Giant2005