Toon Tuesday: Jules the Human Power Armour Pilot (Rifts)


I was expecting a lot more work to go into a Robot Pilot O.C.C., if I’m being honest, but the skill selection was a breeze and so was equipment (besides the power armour, of course.) I left out specific missile selection, as that would be tailored to fit your mission, but they are pictured for ease of access, and I also skipped the few cybernetic augmentations as this character (and as the text states) is confident enough in their armour without it. Backstory is a bit vague and loose, but that’s to make it easier to play with and customize. Enjoy!

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition.
Recommended Setting: Any starting level adventuring party or mercenary group, though as former CS military, it may be best to avoid anti Coalition campaigns. Also, if travel is going to be frequent, make sure someone has a vehicle that can haul power armour.

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'There's no greater rush than defending those that can't do for themselves. My pal here just makes my job a bit easier.' - Jules

General Information
Nickname: Jules
Exp. Level: One
Experience Table: Robot Pilot
R.C.C.: Human
O.C.C.: Robot Pilot (Power Armour Pilot MOS)
Alignment: Scrupulous
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 20 (+1D6/lvl)
S.D.C.: 40 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 7 (+1D6/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.

Stats
IQ: 11
ME: 12
MA: 9
PS: 18 (Lift/Carry: 720/360 lbs)
PP: 16
PE: 20
PB: 10
SPD: 24 (Run: 16 mph)

Combat/Bonuses
Hand to Hand: Commando
Attacks: 4
+Damage: 3
+Strike: 1
+Dodge: 1
+Parry: 1
+Roll: None
+Restrain Punch: None
+Disarm: None
+Entangle: None
+Initiative: None
+Perception: None

Attacks
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Backhand 1D4
Elbow 1D6
Kick 1D8
Power Kick 1D8x2 (counts as 2 attacks)
Knee 1D6

Racial Natural Abilities
Not applicable.

Occupational Natural Abilities
Combat Driving Considered a master of the roads when driving an automobile, jeep, truck, motorcycle, or other ground vehicle. Skill penalties for performing tricks, vehicular attacks (ramming, sideswiping, etc.), or evasive maneuvers are reduced by half when they are at the wheel. This driver is also +2 to dodge while driving, +2 to survive a roll/impact, and at only -2 to fire a weapon while in or on a moving vehicle (while still retaining the ability to make an Aimed or Called Shot, talking or making another action that is not an attack recieves no penalty.)

+Save Vs.
+Coma/Death: 10%
+Disease: None
+Insanity: None
+Poison/Toxins: 3
+Magic: 3
+Ritual Magic: None
+Psionics: None
+Harmful Drugs: None
+Possession: None
+Pain: None
+Horror Factor: 2
+Fatigue: None
+Illusion: None
+Curses: None
+Mind Control: None

Skills
R.C.C. Skills:
Not applicable.

R.C.C. Related Skills:
Not applicable.

O.C.C. Skills: (+1 Pilot: Robot Combat: Elite power armour specialization of choice at levels 3, 6, 9, and 12.)
Language: Native: American 94% +1%/lvl
Language: Other: Spanish 70% +3%/lvl
Mechanics: Basic 45% +5%/lvl
Pilot Related: Navigation 55% +5%/lvl
Pilot: Robots and Power Amrour: Basic 76% +3%/lvl
Pilot: Robot Combat: Basic
Pilot: Robot Combat: Elite: SAMAS
Pilot: Robot Combat: Elite: Titan
Pilot: Combat Helicopter 67% +3%/lvl
Pilot: Tracked and Construction Vehicles 52% +4%/lvl
Pilot: Combat Driving (See Occupational Abilities.)
Pilot: Tanks and APCs 51% +4%/lvl
Pilot Related: Sensory Equipment 45% +5%/lvl
Mathematics: Basic 65%+5%/lvl
Mathematics: Advanced 55% +5%/lvl
Computer Operation 50% +5%/lvl
Military Etiquette 50% +5%/lvl
Radio: Basic 55% +5%/lvl
Running
Body Building and Weight Lifting
Climbing 45%/35% +5%/lvl

O.C.C. Related Skills: (+1 skill at levels 2, 4, 6, 9, and 12.)
Demolitions: Disposal 70% +3%/lvl
Field Armorer and Munitions Expert 50% +5%/lvl
Pilot Related: Weapons Systems 50% +5%/lvl (+1 strike with any vehicle/robot/power armour weapons systems.)

Secondary Skills: (+2 skills at levels 4, 8, and 12.)
Literacy: Native: American 40% +5%/lvl
Mehanics: Automotive 25% +5%/lvl

Weapon Proficiencies
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Heavy Military Weapons (+1 strike at 1, 3, 6, 10, 14.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)

Equipment
Weapons
Survival Knife 1D6., ×2.
Vibro Knife 1D6 M.D., ×2.

Wilk’s 447 LASER Rifle (x6 extra e-clips) Damage: 3D6 M.D.. Range: 2000ft. Payload: 20 per e-clip, cannot use long e-clip.

Fragmentation Grenade 2D6, 20ft area of effect, x2.

Smoke Grenade Releases a thick cloud of dark smoke over a 20-40ft radius, this smoke obscures the vision of those inside the area of effect and those outside of the effect cannot see in. Infared cannot penetrate a smoke cloud or be used inside it. Those inside the cloud are blinded and will have trouble breathing. Those unprotected by environmental armour or gas masks and goggles are at -5 to strike, parry, and dodge, and -1 to initiative. Those firing into the cloud will be shooting wild, and note that passive night vision and scopes do not work within the cloud. ×2.

Armour
Plastic Man Full environmental armour, made of lightweight polycarbonate materials. Main Body: 35 M.D.C. Helmet: 30 M.D.C. Arms: 15 M.D.C. each. Legs: 22 M.D.C. each. -10% movement penalty, fair mobility.

Huntsman Main Body: 45 M.D.C., Head: 35 M.D.C., Arms: 15 M.D.C. each, Legs: 22 M.D.C. each. -10% to movement.

Vehicles/Riding Animals
Not applicable, see Power Armour.

Gear (All located in backpack unless stated otherwise.)
Backpack
Flare ×4
First Aid Medical Kit
Pocket Computer
Flashlight (Clipped to belt.)
Disposable Cigarette Lighter (Kept in pocket.)
Utility Belt
Air Filter
Gas Mask
Walkie-Talkie (Clipped to belt, pair in backpack.)
Uniform
Dress Uniform
Combat Boots (Worn.)
Canteen ×2
Personal Items (wallet picture of family, a patch that was worn by a dead comrade, some comic books, a deck of cards, a handful of D6s, etc.)

Money
Salary Not applicable.
Credits 600
Black Market Items 6000 credits worth.
Other Currency Not applicable.

Magic (P.P.E. Cost)
Not applicable.

Psionics (I.S.P. Cost)
Not applicable.

Familiars
Not applicable.

Cybernetics/Bionics
Cosmetic Surgery Hair removal, hormone increases, bone shaving, organ growing, etc.

Power Armour/Robot Vehicles
All Power Armour Equipped With
Nuclear Power Source: Effectively unlimited power supply with an average life of 15-20 years.
Radar: Can identify and track up to 72 targets simultaneously within a range of 40 miles.
Combat Computer: Calculates, stores, and transmits data onto a H.U.D. of the pilot’s helmet. It is tied to the targeting computer.
Targeting Computer: Assists in the tracking and identifying of tagets within a range of 10 miles.
LASER Targeting System: Assists in the selection and focusing of specific targets and grants a +1 bonus to strike when using long range weapons systems. Does not apply to hand to hand combat or SAMAS.
Radio Communications: Long range, directional communications systems with an effective range of 500 miles, as well as directional, short range radio effective for 10 miles. Comes with a built in loudspeaker that can reach 80 decibles.
Complete Environmental Battle Armour: Suitable for use in all hostile environments, including underwater (500ft maximum depth unless stated otherwise.) The following features are built in; computer controlled life support systems, internal cooling and temperature regulations, artificial air circulation systems, gas filtration, humidifier, computer controlled independent oxygen supply and purge system (automatically engages in low oxygen or contaminated environments, maximum 8 hour oxygen supply), insulated high temperature resistant shielding effective up to 400 degrees centigrade (normal fire does no damage while nuclear, plasma, and magic fires do full damage), and radiation shielding.

NG-X9 Samson All purpose combat and exploration power armour produced by Northern Gun. Although it cannot fly, it is capable of jet-thruster assisted leaps and handles well in hand to hand combat. Fast, smooth, and efficient. Has a small storage space for extra equipment and weapons.
Crew: One.
M.D.C. By Location: Rear Booster Jets (2): 50 each. Ammo Drum (rear): 30. Rail Gun: 50. Forearm Mini-Missile Launchers (2): 50 each. Head: 70. Main Body: 240. (Note: Destroying the helmet results in total loss of optical enhancement and sensory equipment and the pilot must rely on their own sight and hearing, though the head is small and can only be struck by a Called Shot, which is at a -3 to strike the helmet.)
Running: 150mph maximum (the act of running does tire out the pilot, but at 10% of the usual fatigue rate.)
Leaping: Can leap up to 25ft high or across without jet-thruster assistance. Jet propelled assisted leaps can reach up to 100ft high or 200ft across.
Statistical Data: Height: 11ft. Width: 5ft. Length: 4’6″. Weight: 460lbs without rail gun or ammo drum, 1000lbs fully loaded. Power Core: Nuclear, 15 year lifespan.
Robotic P.S.: 30.
Weapons System: NG-202 Super Rail Gun (1): Damage: A burst is 60 rounds and inflicts 1D6×10 M.D., while a single round inflicts 1D6 M.D. (each burst or singular shot counts as one melee attack.) Effective Range: 4000ft. Payload: 6000 round drum (that’s 100 bursts, a second drum can be hooked to the undercarriage of the rocket jets and can only be moved by another power armour suit or a character with a strength of 26 or higher to replace the used drum, a process which takes 5mins untrained and 1min if trained in Samson power armour.) Primary Purpose: Assault and defense.
Weapons System: Forearm Rocket Launcher (2): Missile Types: Armour Piercing (1D4×10 M.D.), Plasma (1D6×10), or Fragmentation (5D6 M.D.), but can use any mini-missile. Effective Range: 1 mile. Rate of Fire: One or two simultaneously (both only count as one attack.) Payload: 2 per arm. Primary Purpose: Anti-aircraft and defense.
Weapons Systems: Knuckle Blades: +1D6 M.D. to punch attacks.

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FT-005 Flying Titan A light suit of man-sized power armour manufactured by Titan Industries. It is an extremely fast, light, and maneuverable flyer with air to land capabilities – which make it ideal for reconnaissance, rescue, and infantry support. No cargo space. Note: The Titan does not typically harness a rail gun, rather, the pilot is armed with energy rifles and wing mini-missiles.
Crew: One.
M.D.C. By Location: Shoulder Wings (2): 30 each. Rear Jet Pack (2): 50 each. Lower Maneuvering Jets (2): 25 each. Helmet: 70. Main Body: 180. (Note: Destroying the helmet results in 01-70% chance of the pilot falling unconscious, though the head is small and can only be struck by a Called Shot, which is at a -3 to strike the helmet. Destroying a wing makes flight impossible, but leaps and thrust assisted jumps are still possible.)
Running: 50mph maximum (the act of running does tire out the pilot, but at 20% of the usual fatigue rate.)
Leaping: 15ft high or across unassisted by thrusters, while jet propelled assisted leaps can reach up to 100ft high and 200ft across without actually attaining flight.
Flying: Can hover stationary up to 200ft or fly. Maximum flying speed is 400mph, but cruising speed is considered to be 150mph. Maximum flight altitude is 4000ft.
Flying Range: The jet rockets get hot and need to cool after a maximum of 8 hours of continuous, high speed flight (faster than cruising speed), or after 20 hours at cruising speed. Can go indefinitely with periodic rest periods.
Statistical Data: Height: 7ft. Width: 2.5ft with wings down, 11ft with wings extended. Length: 3ft. Weight: 160lbs without missiles. Power Core: Nuclear, 20 year lifespan.
Augmented P.S.: 24
Weapons System: Wing LASER (2): Damage: 2D6 M.D. Rate of Fire: Each shot counts as one melee attack, can be launched by voice command or hidden firing studs in the forearm. Effective Range: 4000ft. Payload: Effectively infinite. Can rotate 360 degrees and have an up-down firing arc of 90 degrees. Primary Purpose: Assault and defense.
Weapons System: Wing Rockets Damage: Varies, see missiles below. Effective Range: Varies with missile type, 1-5 miles. Rate of Fire: May be fired singularly, or in volleys of 2, 3, or 4 (a volley counts as one melee attack regardless of the number of missiles laubched in the volley.) Payload: A total of either 12 mini-missiles or 6 short range missiles. Primary Purpose: Anti-aircraft/armoured vehicle.
Weapons System: Hand Held Weapons: Hand held weapons can be used by the pilot inside the armour due to the less bulky nature of the suit, which allows room for a sidearm, rifle, and the usual supply of belts, harnesses, and pouches. The only limitation is that a belt and especially containers are subject to flying off when reaching speeds of 100mph or more.

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Personal Information
True Name: Juliane Grahm
Gender: Female
Occupation: Construction Worker/Mercenary
Age: 29
Lifespan: 63
Height: 5′ 9″
Weight: 162 lbs.
Description: Black skin and hair (kept pulled back in a tie or a bun), green eyes, she’s very tall, broad shouldered, and muscular. No tattoos, but she does have pierced ears and nose. Typically wearing roughened traveling or work clothes, more often than not with a grease stain or two from her armour and some fraying and tearing from scuffles. Has her military uniform and dress uniform, but will very rarely don them (typically only for a formal event.)
Insanity(s): Selective Traumatic Amnesia.
Sentiments Toward Coalition State: Pride, as a former CS pilot, she believes in the CS and sees their presence as necessary and protective.
Sentiments Toward D-Bees: Neutral, so long as they are not dangerous or aggressive and are law abiding, she takes no issue with them.
Sentiments Toward Humans: Neutral, so long as they are not dangerous or aggressive and are law abiding, she takes no issue with them.
Mutations: Not applicable.

Vulnerabilities
Not applicable.

Background: Designated male at birth and named Julius Graham, she was raised in a very pro-CS environment (and well within their territory, too), and was fascinated by robots and in awe of power armour very early on. With an active duty Mother and a stay at home, veteran Father, it was only natural that she was groomed into the military life and proudly signed on right out of high school. Avidly pursuing a career as a power armour specialist, Jules was taught literacy (to read her H.U.D. as well as other sensory equipment) and many other piloting and infantry skills. She excelled in robot combat and piloting, but after a particularly traumatic skirmish, was honorably discharged from the military. She worked construction and minor mercenary jobs for 10 years before saving enough money for gender reassignment surgery, as well as her own sets of power armour (for mercenary work and as a matter of pride – she was renting before.) She still takes up frequent mercenary jobs, for the right price and just to keep loose, and protecting others with her amazing armour is just one of the perks to her passion.
Family Tree: Mother is a CS Technical Specialist and Father is a CS Navy Sailor, both currently retired and living in Chi-Town. They are in contact with their Daughter, though the distance between their homes is great enough that it is only every couple of weeks. Luckily her parents have always been supportive of her personal and professional life choices. No siblings.

Happy Gaming,
TheDungeonRat

Any image or information provided pertaining to Rifts is the sole property of Palladium Books and any authors or artists therein. I claim no ownership of content.

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