Hey! It’s been a couple years, huh? So much has happened since the last time I posted, lots of big life changes (2 kids now, getting divorced, moving state soon…gonna be busy) I probably won’t be posting on a schedule, but I still adore writing up characters. And, hey, I’ve got a new domain name for the blog! Time to print up some business cards, heh.
Though, this isn’t technically a character I wrote… but I did help! My new partner (who usually plays the grim and gritty World of Darkness and is probably going to introduce me to it soon) has never played Rifts before, and so when I went to visit him, I brought the books with me and showed him the ropes! I think he was trying to write a “boring” character, but he had a lot of fun and we laughed quite a bit. It’s amazing what you can learn about someone when you write up a character together!
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition
Recommended Setting: Any starting level, low powered campaign – this character is a skill character NOT a kill character. The running joke with Chester here is that he only has one business card left and was just on his way to Kinko’s to get more when he was sucked into some conflict or another, and then forcibly conscripted into a band of mercenaries because, hey, they needed a doctor.
Exp. Level: One
R.C.C.: None (Human)
O.C.C.: Body Fixer
Invoke Trust/Intimidate: 92%
Health Points: 18 (+1D6/lvl)
P.P.E.: 11 (permanent)
I.S.P.: 22 (+1D6/lvl)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
IQ: 29 (+15% one time intelligence bonus to all new skills – already applied.)
PS: 14 (Lift/Carry: 280/140lbs.)
SPD: 14 (Run: 8.5 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: None
Attacks: 1 (plus 2 non-combat melee actions per round)
+Restrain Punch: None
+Perception: 3 (+2 additional when making observations about medical conditions/diagnosis/procedures, as well as when dealing with chemicals, drugs, or poison.)
+Spell Strength: None
Fist Punch: 1D4
Power Punch: 1D4x2 (counts as 2 attacks)
Power Kick: 1D8x2 (counts as 2 attacks)
Racial Natural Abilities
Familiarity With D-Bees: They have no skill penalties when working on common/known D-Bees, and are only at a -5% when dealing with incredibly alien physiology, rare D-Bees, even previously unknown races. They are also at a -5% whenever working on bionic modifications, -15% when working on alien cybernetics, and -35% when dealing with alien bionics.
Disease Diagnostic Specialist: Can diagnose disease with incredible clarity and accuracy, as well as recognize possession and magical illnesses or curses. When using the Medical Doctor skill, they are at a +35% to diagnose the disease or recognize the magical malady, and are also at a +25% to the Holistic Medicine and Brewing: Medicinal skills to whip up a cure. Their diagnosis and skill with disease is so good, their cures and treatments reduce the symptoms (the penalties and duration) by half! Can also recognize possession and magical illnesses and curses.
+Ritual Magic: None
+Harmful Drugs: 2
+Horror Factor: 2
+Mind Control: None
Language: Native: American 98% (permanent)
Language: Other: Draconian/Elvish 95% +%3/lvl
Language: Other: Spanish 95% +%3/lvl
Literacy: Native: American 95% +%3/lvl
Mathematics: Basic 80% +%5/lvl
Biology 75% +%5/lvl
Brewing: Medicinal 60% +%5/lvl (See Occupational Abilities.)
Chemistry 65% +%5/lvl
Lore: D-Bees 60% +%5/lvl
Medical Doctor 95%/85% +%5/lvl (See Occupational Abilities.)
Pathology 85% +%5/lvl
Pilot: Automobile 70% +%2/lvl
Sensory Equipment 45% +%5/lvl (+20% for medical equipment, +5% for all other equipment.)
Xenology 65% +%5/lvl
O.C.C. Related Skills: (+3 skills at levels 3, 6, 9, and 12.)
Mathematics: Advanced 70% +%5/lvl
Chemistry: Pharmaceutical 55% +%5/lvl
Chemistry: Analytical 65% +%5/lvl
Crime Scene Investigation 65% +%5/lvl
Forensics 70% +%5/lvl
Entomological Medicine 70%/50% +%5/lvl
Computer Operation 65% +%5/lvl
Psychology 65% +%5/lvl
Field Surgery 60% +%4/lvl
Veterinary Science 90% +%4/lvl
Zoology 60% +%5/lvl
Secondary Skills: (+1 skill at levels 3, 6, 9, 12, and 15.)
Gambling (Rogue) 30% +%5/lvl (Knows 18 games.)
Automotive Mechanics 40% +%5/lvl
Computer Repair 30% +%5/lvl
Animal Husbandry 35% +%5/lvl
Cybernetics: Basic 25% +%5/lvl
Philosophy 45% +%5/lvl
Knife (+1 to strike and strike when thrown. +1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
LASER Scalpel: 1D6, intended for surgery not combat.
Vibro-Knife: 1D6 M.D.
Armored Trench Coat: 25 M.D.C.. Appears to be a normal trench coat, but has plates of M.D.C. armoring stitched inside, weighs 20 lbs. -10% mobility for civilians, -5% mobility for those trained in combat (no penalty for physical skills like Climbing.) Covers 40-60% of the body. Helmet (30 M.D.C.) comes standard. A clean tan in color.
Gear (All located in backpack unless stated otherwise.)
Surgical gown x2
Disposable surgical gloves x12 (pairs, x2 in computer satchel)
Reusable surgical gloves x1 (pairs)
IRMS (3 uses remaining)
RMK (3 uses remaining)
Handheld computer (high quality, in computer satchel)
Handheld blood pressure machine (high quality)
Thermometer (unbreakable) x6 (always keeps x1 in pockets)
Computer satchel (worn)
Scalpel with sleeve x2
Pen flashlight (in pocket)
Hat with brim (usually worn)
Air filter x2
Pocket notepad x3 (x1 in pocket)
Pen x3 (x2 in pockets)
Personalised pen x2 (engraved with “Chester Emmet, MD., PhD.”)
Business Cards x1 (in wallet)
Salary: Case by case basis, but often undercharges customers.
Black Market Items: 27,000 credits worth of medical supplies in his clinic.
Other Currency/Accounts: None.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Stop Bleeding (2/4): Another type of bio-feedback, mind over matter power, in which the psychic stops bleeding from wounds or internal injuries. This means stopping additional damage from blood loss and being able to function relatively unimpaired. As impressive and potentially live saving as this ability may be, it is only a stopgap measure. The injury is NOT being healed and the injured character still requires medical attention. If rendered unconscious, the bleeding and blood loss damage immediately resumes.
Range: Self (2 ISP) or others by touch (4 ISP).
Duration: Indefinite, as long as the user keeps their hand on or near the injury and concentrates on stopping the bleeding. 4 minutes per level of experience if the psychic uses this and then leaves the patient to do other things.
Note: Stops bleeding from all sources, however, any new injuries sustained after the original cast requires additional concentration and +2 ISP to stop the bleeding of the new wounds.
Penalties: The psychic must continue to concentrate on stopping the bleeding, so their attacks per round and all combat bonuses are reduced by half, but skill performance and other abilities function at normal capacity.
Restore PPE (4+): Allows the user to convert some of their psychic energy into PPE and transfer that energy to another person/creature. 2 ISP counts as 1 PPE, in addition to the 4 ISP that the ability costs to initiate. For example, to restore 5 PPE, the caster must transfer 10 ISP and expend 4 additional ISP to begin the spell, for a total ISP cost of 14 points.
Note: A Mind Block will prevent this energy transfer. PPE cannot be converted into ISP.
Power Armour/Robot Vehicles
True Name: Percival Chester Emmett
Height: 5′ 4″
Weight: 115 lbs.
Description: Thin and short, dark hair and nearly no muscle mass, Chester appears mostly unremarkable and average, which is just the way he prefers it; he hates to call attention to himself. He is very paternal, and tends to be overprotective of others, especially children and puppies (he has a great fondness for dogs and Dog-Boys).
Personal Quote: “Much doctor. Very wow. Heal bug.”
Insanity(s): Obsession: Leadership (see Vulnerabilities)
Sentiments Toward Coalition State: Dislike/distrusts the CS, recognizes the weight of the evils versus the good deeds done in their name or by their hand.
Sentiments Toward D-Bees: Seeks equality for all D-Bees, loves to study their anatomies, habits, and abilities from a scientific standpoint, especially those of rarer races. Really enjoys the company of Dog-Boys.
Sentiments Toward Humans: Neutral.
Sentiments Toward Magic/Psionics: There are great benefits to be had in utilizing magic and psionics toward the greater good, but they can also be a force for unimaginable harm and should be treated with respect and caution.
Obsession: Leadership (Rejects): Will go to almost any lengths to shun the limelight and prefers to be a follower (even if crowds of people are calling out for their leadership). May crack under the pressure of responsible expectation, very modest.
Background: Born in the Old Town ‘Burbs, Chester hails from a prosperous, upper middle class family. His childhood was uncomplicated, and the family experienced minimal hardship, he attended private schools and was privileged with an excellent education. Frequently, Chester would follow along behind his older sister, Leena, to the “seedier” parts of the city, and there he was exposed to D-Bees and less fortunate folks and became enamored with the many varied races and cultures to be found there. When he found his calling in medicine, he vowed to use his knowledge and privilege to help any creature that needed it, regardless of class, race, or abilities – values that were rare in the ‘Burbs. Chester worked especially hard during his schooling years to learn about as many races as possible, and has garnered a fair reputation (much to his chagrin) amongst the local D-Bee community as a friendly, trustworthy doctor, who also takes payments and does occasional pro-bono work. He has a small office and travels around the city to help his many patients as well, but is often too generous to make any real profit.
Family Tree: Youngest child of Micah and Ellen Emmet, whom he is on good terms with and contacts regularly; his parents are charitable, friendly folks, but a bit sheltered and concerned about Chester’s involvement with “dangerous types”. Has one older sibling, his sister Leena; he is close to Leena, but hasn’t been able to contact her for a few months due to her occupation as a pilot (unknown to Chester, she is a spy for an anti-CS resistance force.)
Dr. Emmet the Human (Scrupulous, level 1 Body Fixer)
IQ: 29 (+15% all new skills) ME: 18 MA: 26 (Trust/Intimidate: 88%) PS: 13 PP: 18 PE: 17 PB: 10 Spd: 14 HP: 17 SDC: 36 PPE/ISP: 11/22 Attacks: 1
Arms: Vibro-Knife: 1D6 M.D., Armoured Trench Coat: 25 M.D.C.
Abilities: Disease Diagnostic Specialty, Familiarity with D-Bees
Psionics: Stop Bleeding (2/4), Restore PPE (4+)
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