A simple but fun O.C.C., the City Rat has a few variations on its archetype that each offer a unique perspective for different city dwellers. I haven’t written many, but each one has been singular in their abilities and specializations.
I wish I had the Rifter issue with the optional rules for parkour, it would have fit well with this character. The bicycling pilot skill is also quite overlooked, I think, and in a city or small area setting has the potential to be much more useful than other pilot skills. However, there are no stats that I can find for bicycles! So, I made up some maintenance rules and general M.D.C./S.D.C. ratings – a City Rat O.C.C. starts off with a higher end, heavy duty bicycle, so I opted to give it a low M.D.C. rating. This also means that an M.D.C. bicycle could potentially work for supernaturally strong races, too. This particular character has the M.D.C. Mountain Bike version, but I hope to post all of my custom/homebrew items and materials in a collective fashion soon.
Due to new developments at home, I will have even less time for writing than usual, and I have to cut down my character posts to a biweekly basis. This is unfortunate, but hopefully I’ll be able to post on a weekly basis for awhile yet. Rest assured, I don’t think I could abandon Toon Tuesdays – it’s one of my best stress relief tools and also one of the only ways I still get to participate in the RPG community. I will grant more updates and details as they develop.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts Bionic Sourcebook.
Recommended Setting: Best suited to inner city campaigns, this character can work well within or outside of a gang or organization. Can play either good or evil aligned campaigns, not recommended for pro-CS groups/campaigns.
Exp. Level: One
Experience Table: Maze Rat
O.C.C.: Maze Rat
Invoke Trust/Intimidate: 50%
Charm/Impress: Not applicable.
Health Points: 19 (+1D6/lvl)
S.D.C.: 44 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 31 (permanent)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
PS: 15 (Lift/Carry: 300/150 lbs.)
SPD: 35 (Run: 23 mph.)
Hand to Hand: Expert
+Damage: None (+2 to all kicking damage, already included in Attacks.)
+Restrain Punch: 3
+Spell Strength: None
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2+2 (counts as 2 attacks)
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Occupational Natural Abilities
+Ritual Magic: None
+Harmful Drugs: None
+Horror Factor: None (Character is unafraid of any hieghts.)
+Mind Control: None
R.C.C. Related Skills:
Language: Native: American 98% (maximum)
Literacy: Native: American 55% +5%/lvl
Computer Operation 55% +5%/lvl
Radio: Basic 55% +5%/lvl
Surveillance Systems 45% +5%/lvl
Tailing 50% +5%/lvl
Streetwise 30% +4%/lvl (+10% more to 6 communities the character knows well.)
Streetwise: Drugs 30% +4%/lvl
Bicycling 60% +4%/lvl (Includes maintenance and repairs.)
Pilot: Motorcycles and Snowmobiles 70% +4%/lvl
Mathematics: Basic 55% +5%/lvl
Climbing 55%/45% +5%/lvl
Electronics: Basic 30% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Prowl 40% +5%/lvl
Acrobatics (Character is unafraid of any hieghts.)
▪ Sense of Balance 60% +5%/lvl
▪ Walk Tightrope or Highwire 60% +3%/lvl
▪ Climb Rope 80% +2%/lvl
▪ Back Flip 60% +5%/lvl
Escape Artist 35% +5%/lvl
I.D. Undercover Agent 40% +4%/lvl
Pick Locks 40% +5%/lvl
Pick Pockets 25% +5%/lvl
Safe-Cracking 20% +4%/lvl
Secondary Skills: (+1 skill at levels 4, 8, and 12.)
Sign Language 25% +5%/lvl
Appraise Goods 30% +5%/lvl
Photography 35% +5%/lvl
Research 40% +5%/lvl
Fasting 40% +3%/lvl
Weapon Proficiencies any
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Grappling Hook (+1 strike/entangle when thrown at levels 3, 6, 9, 12. Cannot be used to parry.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Vibro-Knife: 1D6 M.D.
Throwing Knife: 1D4, 60 foot range, ×12.
Survival Knife: 1D6.
Swiss Army Pocket Knife: 1D4, also has filer, screwdriver (multiple heads), can opener, and pick attachments.
Grappling Hook: +5% to Climbing skill when used. 1D4 S.D. if used in hand to hand combat, 1D6 S.D. if swung and impaled into a target. Cannot be used to parry.
C-20 LASER Pistol:
Mega Damage: 2D6 M.D.
Range: 800 feet.
Payload: 21 shots (×2 extra e-clips.)
Plastic Man: Full environmental armour, made of lightweight polycarbonate materials.
M.D.C. By Location: Main Body: 35. Helmet: 30. Arms (2): 15 each. Legs (2): 22 each.
Mobility: -10% movement penalty, fair mobility.
M.D.C. Bicycle: Mountain: Manufactured using light weight polycarbonate M.D.C. materials, this hardy bicycle can traverse uneven/hard terrain and can usually stand up to the wear and tear of supernaturally fast/strong characters. It also includes (removable) reflectors, a light at the front, a 2×1ft flat cargo area in the back, and a bell mechanism – no weapons can be installed, as it would overbalance the bicycle (but weapons can be fired/swung with applicable penalties). Built for durability and harsh terrains, this mountain bike is lighter and not as fast as a racing bike but requires less regular maintenance; tune up every 1D4 weeks to keep in top condition, if the bike goes too long without repairs/maintenance, maximum speed is halfed until it is fixed.
Crew/Passengers: 1 rider, 1 passenger can fit on the cargo area and 1 can fit on the handlebars (not recommended.)
Maximum Speed: ×3 running speed.
Maintain Maximum Speed: P.E.×5 in minutes.
M.D.C. By Location: Frame: 10. Tires (2): 4 each.
Crew: 1 plus driver, and a large storage compartment.
Speed: 120 mph.
Maximum Range: 400 miles.
Size: 9ft long, 800 lbs.
M.D.C. By Location: Main Body: 60. Tires (3): 2 each. Weapons: None (Can be purchased.)
Gear (All located in backpack unless stated otherwise.)
Working Colors ×2 (×1 gang, ×1 runner set, stored at home or worn)
Fashionable Clothing ×5 (meant for play and entertainment, or sneaking into more sophisticated events, stored at home or worn)
Running Shoes ×8 pairs (high quality, stored at home or worn)
Boots, Hightop (stored at home or worn)
Flashlight, Small (in pocket)
Pocket Digital Disk Player/Recorder
Radio, Short Range (clipped to belt)
Notepad (in pocket)
Pen ×3 (×1 in pocket)
Marker ×2 (×1 in pocket)
Personal Items (wallet, comb, hat, dice, deck of playing cards, bag of marbles, etc., kept in pockets or backpack)
Salary: Works as a Runner/Messenger.
Simple Delivery: 1-5 credits or food/drink/etc.
Moderate Delivery: 10-60 credits if contraband or in a dangerous part of town (120-250 credits if CS/cops try to stop or capture the delivery.)
Big Delivery: 500+ credits, typically only applicable to very hot items/info, or incredibly complicated, dangerous, and lengthy deliveries.
Black Market Items: 4,000 credits worth of information on high ranking authority figures.
Other Currency/Accounts: None.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Clock Calendar: A device that can be implanted almost anywhere on the body. It continuously keeps track of the exact time (down to a 100th of a second) as well as the calendar date. Data can be transmitted as an audio report through and ear implant, or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack.
Located: Upper back.
Hooked/Transmitted To: Wrist Unit.
Average Cost: 200 credits.
Gyro-Compass: Can be implanted almost anywhere on the body. Enables the user to always locate North (and other directions) as well as up and down. Data can be transmitted as an audio report through an ear implant or to a wristwatch like reciever, cybernetic eye, or computer screen (though the latter requires either a Fingerjack or a Headjack.)
Located: Upper back.
Hooked/Transmitted To: Wrist Unit.
Average Cost: 600 credits.
Speedometer: A simple sensor that indicates how fast the character is moving. This applies to running speed and when a passenger in a moving vehicle.
Located: Upper back.
Hooked/Transmitted To: Wrist Unit.
Average Cost: 400 credits, 1200 for a more advanced version which transmits a constant readout on a digital Heads Up Display (HUD) in the corner of a bionic eye, wrist unit, or plug in monitor.
Body Attachments: Snap/Hook/Tab/Loop/Buckle/Velcro: These cybernetic items are often used by City Rats both as ornamentation (like body piercing) and as functional accessories. Snaps, hooks, etc., are used to secure wigs and hairpieces, and to hold (and often conceal when placed in the scalp, underarms, or inner legs) small items like knives, ice picks, blackjacks, micro-LASERs, mini-tools, markers, lighters, flashlights, computer disks, spy cameras, small packets, and so on. Many of these implanted tabs, hooks, belts, and such are woveb or bonded to the flesh and are resistant to tearing, sagging, or breaking. They can hold items up to 1 pound with little or no discomfort. The head, chest, back, arms, and under legs/arms are the most common locations for these attachments. They can be removed for little cost with minimal, sometimes no, scarring.
Locations: Ribcage (Left): Snap for lockpicking kit. Inner Thigh (Right): Buckle for sheathed throwing knife.
Average Cost: 100 credits per attachment.
Computer/Calculator: Minature computer, much like a tiny hand held model. Requires Literacy to use. Waterproof.
Located: Wrist (Left); small screen.
Average Cost: 1,200 credits.
Climb Cord: Similar to the garrote wire, this is a 10ft length of 500 pound test cord, no thicker than string, that can be pulled out from an artificial wrist or arm. The cord length isn’t long, but can be used to loop around projections to steady oneself or scale walls. A weight can be attached and used as a chain-type weapon (1D6 S.D.C.), or a small grappling hook can be attached for climbing.
Located: Wrist (Left, above Computer/Calculator module.)
Average Cost: 1,500 credits; grappling hook and other attachments extra (can be made or bought for under 30 credits.)
Cosmetic: Many Runners have a cosmetic ridge of feathers or spikes on their head, this character has a small burst of short, purple feathers that rest behind their ears. This ridge of feathers can move with the character’s emotions (fear raises them like hackles, they may shiver with laughter, lie flat when sad or angry, etc.) See description.
Power Armour/Robot Vehicles
True Name: Pilar Guitiérrez de Rivero
Occupation: Street Runner/Messenger/Thief
Height: 5′ 5″
Weight: 158 lbs.
Description: Bronze skin (Hispanic descent), black hair kept in a short bob cut, and hazel eyes. She is of average height, with clearly toned muscle. Behind her pierced ears is a short ridge of deep purple feathers that tend to move with her emotions – a cosmetic cybernetic enhancement. She is most often wearing dark colors, a tank top and gloves, running shoes, and heavy fabric pants and jacket lined with a lot of various sized, buttonable pockets. Some of her clothes have some wear and tearing, from her job and recreational interests.
Insanity(s): Phobia: Fire
Sentiments Toward Coalition State: Wariness; being Human she doesn’t have as much to fear from CS soldiers as her D-Bee friends, but she is still a criminal and her cosmetic cybernetics may pften garner her unsavory attention from authority figures.
Sentiments Toward D-Bees: Friendliness; she has many friends who are D-Bees and believes that they deserve equal rights. D-Bees are more likely to have come from a life of poverty or living on the road/street, so they often can empathize with each other from a social standing.
Sentiments Toward Humans: Indifferent; though she is general a friendly person, she has no preference for humans versus non humans. If they are polite, she’s polite.
Sentiments Toward Magic/Psionics: Envious; she wishes she has some magical or psionic skill, and has some friendswho have made good use of it on the streets. She also believes that many casters/psychics are treated unfairly.
Mutations: Not applicable.
Background: Born to an impoverished family of humans in the poor, D-Bee neighborhood of a larger city that still work day by day just to make ends meet. From a young age, she (like most in her area) learned to recognize those with privilege. Early on, she joined a local mixed gang dedicated to protecting their community and trying to level the playing field for their underprivileged sorts. Education was poorly funded in her area, but a kindly teacher spent many hours each week tutoring the youth of the neighborhood for free at a public center – and so Pilar, and many of the children, learned to read and write. As she reached her preteen years, her Father gradually lost his hearing, so the family studied American Sign Language at the public center, often visiting another neighborhood with a few other deaf/ASL families. Eventually, that community grew larger and house mostly deaf inhabitants, Pilar and her family also made the move in her teen years. Already, Pilar spent much of her time traversing the streets and rooftops, familiarizing herself with each stretch of concrete and honing her body for running, climbing, and leaping. Her duties in the gang were that of a runner; she carried messages, picked up and dropped off packages, and sometimes retrieved simple or small items from those that they didn’t belong to. Frequenting so many communities, Pilar became an integral go-to between friendly gangs. She still does gang work, but also has a legitimate job as a bike messenger. Some of her extended family work diligently in hospitals and free clinics to combat the rate of drug abuse in their areas; her family has no tolerance for drug use, and as such, Pilar would never use or deal in them (including deliveries) – this has lost her some business, but also garnered her an honest reputation, which works in her favor when she has to resort to theft.
Family Tree: Father is Cezar Rivero, who did manual labor most of his life in factories; due to the constant exposure to loud noise, he lost his hearing during adulthood. Mother is Ángela Guitiérrez de Rivero, who works as a veterinary tech in a nearby animal hospital. Pilar has no siblings, but does have many uncles, aunts, and cousins throughout different neighborhoods. She has a close and open relationship with her parents and lives with them, and she maintains semi regular contact with her extended family – visiting if she’s in the area.
Ferret the Human (Anarchist, 1st level Maze Rat O.C.C.)
IQ: 12 ME: 15 MA: q8 (50% Trust/Intimidate) PS: 15 PP: 16 PE: 19 PB: 13 Spd: 35 HP: 19 SDC: 44 PPE: 31 Attacks: 4
Arms: Plastic Man: 139 M.D.C. C20 LASER Pistol: 2D6 M.D., 800ft. Grappling Hook: 1D4 or 1D6 if swung and impaled. Swiss Army Pocket Knife: 1D4. Survival Knife: 1D6. Throwing Knife: 1D4, 60ft. Vibro-Knife: 1D6 M.D. Blackjack: 1D6+1.
Cybernetics: Climb Cord, Computer/Calculator, Body Attachments, Speedometer, Gyro-Compass, Clock Calendar.
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, nor do I claim ownership of any borrowed fan-made creations as may be sourced above. Any homebrew creations are not official material, and are merely intended as creative supplementation.