Spit

Goblin Assassin

Description:

Attributes
Intelligence Quotient
8
Mental Endurance
17
Mental Affinity
2
Physical Strength
18
Physical Prowess
22
Physical Endurance
14
Physical Beauty
8
Speed
25
Speed (Digging)
5
Armor
Type: Homemade M.D.C. Armor (light)(Black)
Armor Rating: ???
Head
1
Arm
2
Leg
2
Main Body
35 / 35
Weight: ???lbs.
Mobility: - 10%
Cost: ??? credits.
Armor
Type: Heavy (Black)
Armor Rating: ???
Head
1
???
Arm
2
???
Leg
2
???
Main Body
???
Weight: ???lbs.
Mobility: ???.
Cost: ??? credits.
Character Statistics
Archetype: Criminal Alignment: Miscreant
Motivation: To marry 1,000 Wives
Disposition:
R.C.C.: Goblin Place of Origin: x
Sex: Male. Age: Male
Height: 3 feet 12 inches Weight: 73 lbs
Appearance:
Physical Statistics
Horror Factor:
A.R.:
Hit Points:
14
S.D.C.:
25
M.D.C.:
N/A (Armour)
P.P.E.:
22
Recovery Rate: standard
P.P.E. Recovery: 5 per hour of rest or meditation.
Class Statistics
O.C.C.: Reaver Assassin
Level of Experience: 1st level Reaver Assassin
Current Experience: 0,000/2,200.
Affiliations/Factions: Black Market (x)
Attribute Limits & Movement
Carry: 360lbs (163 kg).
Lift: 720lbs (326 kg).
Throw: 360lbs (163 kg) up to ? feet (? m).
Run: 75 feet (22.5m) per action; 17mph (27.4km).
Swim: ? feet (?m) per action; ? mph (? knots).
Leap: ? feet (?m) up or ? feet (?m) across; counts as one attack and requires a strike roll of 5 or higher.
Birthrights Description Success
Poor Bladder Control (0) When Spit fails a Horror Factor check he will piss himself in fear Add one birthright of level two and +2 to Spd.
1 Birthright Banked level 2 or lower
R.C.C. Abilities Description Success
Night Vision 90ft
Underground Tunneling (Special) Dig Crude Tunnels
30% + 5%
Underground Architecture Crude and Simple
10% + 5%
Underground Sense of Direction Base Skill
20% + 5%
Aptitude for Thieving + 2% to Rogue / Thief Skills
Combat Statistics (Completed)
Attacks/Actions per Melee:
5
Initiative
+ 1
Strike (Close Combat)
+ 7
Strike (Ancient Ranged)
+ 7
Strike (Modern Combat)
+ 1
Disarm
+ 0
Entangle
+ 0
Restrained Strike (12+)
+ 3
Damage
+ 3
Dodge
+ 7
Auto – Dodge
+ 4
Parry
+ 6
Roll with Impact
+ 3
Critical Strike
???
W.P. Targeting
Strike (Ranged Combat)
+ 1
Critical Strike
19 +
W.P. Knife
Strike (Close Combat)
+ 0
Strike (Ranged Combat)
+ 1
Parry
+ 1
W.P. Sword
Strike (Close Combat)
+ 1
Parry
+ 0
W.P. Axe
Strike (Close Combat)
Parry
W.P. Energy Rifle
Strike (Modern Combat)
+ 0
W.P. Energy Pistol
Strike (Modern Combat)
+ 1
W.P. Heavy Energy
Strike (Modern Combat)
+ 0
W.P. SMG
Strike (Modern Combat)
+ 1
O.C.C. Skills
Level Up
Base Skill
Quality
Language: Gobberly & Faerie Speak
1%
98%
Native
Language: Euro
1%
92%
Language: Other x2
???
+ 20%
Math: Basic
5%
50%
Radio: Basic
5%
55%
Electronic Countermeasures
5%
45%
Pilot: Tracked & Construction Vehicles
4%
50%
Pilot: Jet pack
4%
52%
Interrogation
5%
– 5%
Find Contraband
4%
– 2%
Tracking
5%
35%
Prowl
5%
47%
Swim
5%
60%
Demolitions
3%
85%
Demolition Disposal
3%
80%
Underwater Demolitions
4%
70%
Boxing
W.P. Paired Weapons
1st level
W.P. Knife
1st level
W.P. Sword
1st level
W.P. Energy Pistols
1st level
W.P. Energy Rifles
1st level
W.P. Energy Heavy
1st level
W.P. Targeting
1st level
W.P. S.M.G.
1st level
W.P. Axe
1st level
Hand to Hand: Assassin
1st level
O.C.C. Related Skills
Level Up
Base Skill
Quality
Safe Cracking
4%
27%
Acrobatics
– Sense of Balance
5%
60%
– Walk Tightrope or High Wire
3%
60%
– Back flip
5%
60%
– Climb
40%
Military Fortifications
5%
40%
Secondary Skills
Level Up
Base Skill
Quality
Rope works
5%
30%
Cybernetics: Basic
5%
30%
Black Market Skills
Level Up
Base Skill
Quality
Escape Artist 5% 50%
Basic Electronics 5% 50%
Locksmith 5% 45%
Saving Throws
Base
Perception + 1/2
Save vs Awe
Save vs Horror
+ 3
Save vs Disease
14+
Save vs Drugs
15+
Save vs Illusion
Save vs Insanity
+ 1
Save vs Magic
12+
Save vs Mind Control
Save vs Pain
Save vs Non-Lethal Poison
16+
Save vs Lethal Poison
14+
Save vs Psionics
+ 1
16+
Save vs Coma & Death
Save vs Faerie Magic
+ 1
Black Market Abilities Description Success
B&E Man Gains Basic Electronics and Locksmith at (+ 20%)
+ 5% bonus to Computer Operations, Prowl, Pick locks and Surveillance
No Conscious + 1 Perception to self interest & Initiative
+4% to Gambling (Dirty), Recognize Weapon Quality, Streetwise
Friends in Low Places 9x Thugs, Thieves, Drug dealers, Pimps, Streetwalkers, Beggars, etc + 10% discount from purchases from these lowlifes
Slippery + 1 Perception, + 1 Dodge, Gains Escape Artist with (+ 20%)
+ 5% to Detect Ambush, Disguise, Impersonation, I.D. Undercover Agents, Law (General) and Undercover Operations
Bionics & Cybernetics
Bionic Hand P.S. 18 – Finger Jack, Laser Finger Blaster 1D4 M.D. 300ft range, 1 hand weapon or feature of choice
Bionic Jaw & Reinforced Skull – Inbuilt Radio, language translator
Clock Calendar
Cyber-Disguise – Type AA-1
Gyro Compass
Lung Implant: Oxygen Storage Cell, Toxic Filter
Equipment
x2 Handheld Flares x2 Stun/Flash Grenades x2 Smoke Grenades
x5 Grenades of Choice x1 Fusion Block of Choice x4 extra ammo clips for each weapon
Pen Flashlight, Large Flashlight, Signal Mirror, Portable Language Translator, 2x Markers, Mechanical Pencil, Pad of Paper, Winter Survival Kit, 60ft Nylon Cord, Lighter, Gas Mask & Filter, Tinted Goggles, set of Clothing, Long winter Cloak, Backpack, Utility Belt, Canteen, Binoculars, Commando Face Paint, Personal items
Vehicle
Hover cycle or basic vehicle
Money
4,000 credits.
1,000 black market credits.
Vibro Knife
Range: Melee
Strike (Melee):
Disarm:
Damage: 1D6 M.D.
Parry:
Weight: 1 Pound
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-LP25 Laser Pulse S.M.G. (Kisses)
Range: 1000ft
Strike (Melee): + 0
Disarm: + 0
Damage: 2D6 + 1 M.D. or
5D6 M.D. burst
Parry:
Payload: 21 Single Shots or 7 Burst
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-UV1 Solar Powered Mini Laser (Pew)
Range: 300 ft
Strike (Ranged): – 1
Disarm:
Damage: 1D6 M.D.
Parry:
Payload: 12
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
Vibro Knife
Range: Melee
Strike (Melee):
Disarm:
Damage: 1D6 M.D.
Parry:
Weight: 1 Pound
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-LP25 Laser Pulse S.M.G. (Hugs)
Range: 1000ft
Strike (Melee): + 0
Disarm: + 0
Damage: 2D6 + 1 M.D. or
5D6 M.D. burst
Parry:
Payload: 21 Single Shots or 7 Burst
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-UV1 Solar Powered Mini Laser (Pew)
Range: 300 ft
Strike (Ranged): – 1
Disarm:
Damage: 1D6 M.D.
Parry:
Payload: 12
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
Diamondback Chainsaw (Handles)
Range:
Strike (Melee): + 0
Disarm: + 0
Damage: 2D6 M.D.
Parry: + 0
Payload: 1hr use
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-SR3 ‘Marksman’ Collapsible Sniper Rifle (Jester)
Range: 2,400ft
Strike (Ranged): + 0
Damage: 1D6 x 10 S.D.C.
3D6 M.D. Medium
4D6 M.D. Heavy
Parry:
Payload: 50 S.D.C shots
10 Medium M.D. shots
5 Heavy M.D. Shots
Bonus: + 2 on Aimed Shots
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)
NG-T12 Tranquilizer Rifle (Z’s)
Range: 800ft
Strike (Ranged): – 1
Damage: Special
Parry: + 0
Payload: 2 darts
Notes: Telescopic scopes (x10 Magnification) with passive night vision sights (2000ft)

Spit

Rifts®: Megaversal Highway™ DuanneGray