Carl (Group Leader)

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Carl (Group Leader)

Postby Carl » Mon Mar 06, 2006 2:47 pm

Player Name: Stan
G-Mail: num1gman@gmail.com

Character Name: Carl Johnson
Aliases:
  • Carl Johnson: 24 year old white male; P.B.: 11
  • Henry Straton: a young white male street kid; P.B.: 10
  • John Johnson: 45 year old white male (Carl’s father); P.B.: 10
  • Alejandro De la Vega: 22 year old Hispanic male; P.B.: 14
Race: Human (Full Conversion Borg)
O.C.C.: Cyber-Ninja (Rifter 29, pg 83-85)
Alignment: Aberrant
XP Level: 10
XP Points: 134,281 (Ace of Spades, 2/5/19)
Next Level @ XP: 140,001
Sentiments/Non-Humans: Conditional tolerance
Sentiments/Coalition: Respectful but wary
Disposition: Easy going
Insanity: Paranoid Neurotic Carl is terrified that the Takamatsu Kingdom has found out that he is alive and is after him; Phobia of contamination

ATTRIBUTES
I.Q.: 14
M.E.: 16
M.A.: 12
P.S.: 25/27 (Bionic)
P.P.: 20/18
P.E.: N/A (Full Conversion Borg)
P.B.: N/A (see aliases above)
Speed: 73 (50 mph; 45' per action max)

PHYSICAL DATA
H.P.: 37
S.D.C.: 54 (synthetic shell)
Age: 24
Sex: Male
Height: 6’2”
Weight: 285 (looks about 210)
Description: Be brief here folks, just a few lines at most
M.D.C. by Location:
  • Head: 80
  • Upper Arms: 30 each
  • Forearms: 20 each
  • Hands: 20 each
  • Legs: 60 each
  • Feet: 25 each
  • Main Body: 200

Natural Abilities
Perception: 42% (+3%)
-When Amplified Hearing is applicable +15%
-When MOE is applicable +15%
-When Motion Detector is applicable +5%

Charm/Impress: --
Invoke Trust/Intimidate: --
Max. Encumbrance: 168 lbs.
Max. Carrying Weight: 500 lbs.
Max. Lifting Weight: 1000 lbs.
Max. Jumping Ability: Max. Jumping Ability: 41' across & 18' high

Special Abilities
Full Conversion Borg (see knockdown rules)
Looks like an entirely normal human

Bionics & Cybernetics
Full Conversion Borg
Head
Head, Face
Cyber-Disguise Type AA-1 and ASH Supplemental
Head, Rear
Computer Hacker Encoder
Head, Throat
Modulation Voice Synthesizer
Right Eye
Laser
Motion Detector (+5% Perception bonus w/in 500')
Left Eye
Multi-Optic Eye (+15% Perception bonus)
OOC Comments
☞Telescopic: 4-8x30 magnification, range: 6000 ft.
☞Macro Lens: 2x-20x magnification, range: 3 ft.
☞Passive Nightvision: 2,000 ft. range in ambient light
☞Thermal-Imaging: 2,000 ft. range
☞Light Filters: Reduces glare
☞Targeting Display: Cross-hairs on target. +1 to strike w/ ranged weapon.

Right Ear
Amplified Hearing (+15% Perception bonus)
OOC Comments
☞Range: 360'
☞Bonus: +1 to parry, +2 to dodge, +3 to initiative
☞ Can hear one decibel at 75’
☞ Can hear ten decibels at 150’
☞ Can hear thirty decibels at 360’
☞ Can hear seventy decibels at 1000’

Left Ear
Universal Headjack & Ear Implant w/built-in radio
☞ Radio Receiver & Transmitter: 3 mile range
Right Arm
Grapnel & Launcher (concealed)
Left Arm
Right Hand
Garrote Wrist Wire
Tiny secret compartment
Video Camera (tip of middle finger, linked to left eye)
Retractable Knuckle Blades
Palm Energy Generator: Particle Beam
——Range: 300'
——Damage: 5d6 M.D. per blast or 1D6x10 M.D. for a dual-handed blast
——Payload: Unlimited

Left Hand
Climb Cord
Wrist Needle w/Drug Dispensers
——4 doses of Tranquilizer
——4 doses of Truth Serum

Retractable Knuckle Blades
Palm Energy Generator: Particle Beam
——Range: 300'
——Damage: 5d6+2 M.D. per blast or 1D6x10 M.D. for a dual-handed blast
——Payload: Unlimited

Right Leg
Medium Secret Compartment (4 Micro-Repair Robots)
Sound suppression system (Spd 20 max for bonus of +10% to prowl)
Left Leg
Medium Secret Compartment (4 Micro-Repair Robots)
Sound suppression system (Spd 20 max for bonus of +10% to prowl)
Main Body
Bionic Lung & Oxygen Storage Cell

O.C.C. Skills
Language: Japanese--97% (+3%)
Literacy: Japanese--90% (+5%)
Native Language: American--112% (+1%)
Mathematics: Basic--100% (+5%)
Radio: Basic--100% (+5%)
Surveillance Systems--95% (+5%)
Electronics: Basic--85% (+5%)
Locksmith--90% (+5%)
Pick Locks--90% (+5%)
Computer Operation--95% (+5%)
Disguise--80% (+5%)
Art of Stealth (Prowl)--85% (+3%) (automatic as long as in the dark and unsuspected--WB 8 pg 195)
-Jung Hua--92% (+3%) (art of melting and moving silently in water--WB 8 pg 195)
Climbing--115%/105% (+5%)
WP: Energy Pistol
W.P. Archery
W.P. Sword
W.P. Targeting
W.P. Paired Weapons

O.C.C. Related Skills
Acrobatics-
☞ Sense of Balance--115% (+5%)
☞ Walk Tightrope--97% (+3%)
☞ Climb Rope--108% (+2%)
☞ Back Flip--115% (+5%)

Swimming--105% (+5%)
Pilot: Jet Packs--78% (+4%)
Pilot: Motorcycles & Snowmobiles--96% (+4%)
Pilot: Robot and Power Armor--83% (+3%)
Pilot: Robot and Power Armor Elite (10th Level) Power Armor (Flying): See Flying Power Armor for specific bonuses.
-Pilot: Robot and Power Armor Basic
Sensory Equipment--70% (+5%, 8th level)
Escape artist--75% (+5%, 8th level)
WP Heavy Mega-Damage Weapons (6th level)
Boxing
Navigation--55% (+4%, 3rd level)
Impersonation--53%/39% (+4%, 3rd level)
W.P. Pole Arm (1st Level)
Military Etiquette--45% (+5%, 1st level)

Secondary Skills
Demolitions--87% (+3%)
Demolitions Disposal--87% (+3%)
Computer Programming--85% (+5%)
WP Energy Rifle
Computer Hacking--50% (+5%, 7th level)
Pilot: Hover Craft--80% (+5%, 7th level)
Find Contraband--38% (+4%, 4th level)
Tracking--40% (+5%, 4th level)
Sniper
Pick one more at 9th level

Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +7
Strike Bonus: +5 (+4 with left arm after reattached)
Parry Bonus: +9 (+8 to Parry with left arm after reattached)
Dodge Bonus: +10
HTH Damage Bonus: +14 (+16 with left arm after reattached)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Entangle: +2
Bonus to Disarm: --
Retractable Knuckle Blades: +2D4 M.D. to punch attacks if used
Power Punch or Kick: 1D4 M.D. (2 APM)
Body Block/Tackle: 2D6+14
Body Flip/Throw: 2D6+14
Jump Kick/Leap Attack: 3D8 M.D. (2 APM)
Kicks (all): 3D6+14
Punches (all): 2D6+14
Backhand strike: 1D6+14
Knockout on Natuaral 17-20
Critical Strike on Natural 19-20

Robot Combat Data: Elite Power Armor IPA-62 Super-Tengu
Number of Attacks: 12
Initiative Bonus: +9
Melee Strike Bonus: +7
Ranged Strike Bonus: +2
Parry Bonus: +12
Dodge Bonus: +12
Flying Dodge Bonus: +15
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +8
Bonus to Disarm: +2
Restrained Punch: 1D4 M.D.
Full Strength Punch: 1D6 M.D.
Power Punch: 2D6 M.D. (2 APM)
Kicks: 2D4 M.D.
Leap Kick: 2D6 M.D. (2 APM)
Full Speed Running Ram: 2D6 M.D. +knockdown
Critical Strike on Natural 19-20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired Weapons
W.P. Heavy Mega-Damage Weapons: +2 to strike
W.P. Archery: +6 to strike, +1 to parry, +3 to disarm
W.P. Energy Pistol: +5 to strike
W.P. Energy Rifle: +5 to strike
W.P. Pole Arm: +1 to strike, +1 to parry
W.P. Sword: +4 to strike, +4 to parry
W.P. Targeting: +4 to strike

Saving Throw Bonuses
Impervious to psionic bio-manipulation, telemechanics, see aura, and any attacks or weapons that do damage direct to hit points.
Coma/Death: --
Magic (varies): +3
Lethal Poison (14+): --
Non-Lethal Poison (16+): --
Insanity (12+): --
Psionics (15+): --
Horror Factor (varies): +2
Possession: +5
Last edited by Carl on Thu Aug 07, 2014 4:55 pm, edited 26 times in total.
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Carl
 
Posts: 719
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Location: Rifts PC (The Spook Squad)

Carl

Postby Carl » Sat May 12, 2007 11:45 am

Equipment

MercTown State Bank Account
The Haunt's Armory
The Haunt's Garage

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
NE-CW20 Camouflage Variable Armor
Yojimbo (on back)
JA-12 Laser Rifle (over shoulder)
Defender (right hand)
Talisman of Impervious to Energy (around neck)
Talisman of Time Slip(around neck)
Earring of Invisibility (right ear)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: NE-4 Plasma Cartridge Pistol
• Attachment:
• Attachment:
• Attachment: Akahige

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Holy Incense Burner
• Space: ""
• Space:
• Space:
• Space:
• Space: Elemental Air Shuriken
• Space: Elemental Fire Shuriken
• Space: Elemental Water Shuriken
• Space: Elemental Earth Shuriken
• Space: Elemental Wood Shuriken

Stored in Vehicle




Gear Stats
NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 80
  • N-F50A Force Field: 160
Weight: 23 lbs.
Modifiers:
  • -5% to acrobatics/gymnastics & +5% to prowl skill
  • -20% vs opposing perception rolls & -70% to electronic perception/detection rolls
  • +2 to save vs psionics, +1 to save vs possession
Features:
  • Masks infrared and thermal emissions
  • Integrated N-F50A Superheavy Force Field
    • 6 hour duration per E-clip
  • Naruni Psionic Electromagnetic Dampeners
Book Reference: p.124-125, Mercenaries


Yojimbo
Image
Pre-Rifts Greater Rune Katana
Damage: 5D6 M.D.
Alignment: Aberrant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
Psionic Abilities
  • Possesses all sensitive psionic powers, Psi-Shield, and Psionic Invisibility
  • I.S.P. 120, sixth level proficiency
  • I.S.P. recovers at a rate of 10 every three hours
Curse: Together, Akahige & Yojimbo form a set of Greater Rune Daisho, with the abilities of a greater rune weapon split between the pair of swords.
Personality: An older male eta who is generally dominated by his wife. Akahige & Yojimbo only work together though they are not quiet in their displeasure in doing so.
History:


Akahige
Image
Pre-Rifts Greater Rune Wakazashi
Damage: 3D6 M.D.
Alignment: Aberrant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
Healing/Cleric abilities
  • Heal wounds: 2D6 hit points and 2D6 S.D.C. or 2D6 M.D.C. for mega-damage beings; can be performed 6 times per 24 hour period.
  • Remove curse: 56% chance of success, once daily.
  • Turn 4D6 dead: four hour duration, 55% chance of success, four times daily.
  • Animate & command 2D6 dead: four hour duration, 64% chance of success, two times daily.
Curse: Together, Akahige & Yojimbo form a set of Greater Rune Daisho, with the abilities of a greater rune weapon split between the pair of swords.
Personality: An older male eta who is generally dominated by his wife. Akahige & Yojimbo only work together though they are not quiet in their displeasure in doing so.
History:


Elemental Air Shuriken
Image
Elemental Shuriken
Range: 1,000' when thrown
Damage: 2D6 M.D.
Magic Features
  • Produces a lightning strike when it hits a target 3 times per day
    • Range: 2,000'
    • Damage: 1D4x10 M.D.
    • Modifier: +3 to strike
Curse: (if any)
History: (if any)
Book Reference: p.37, WB8


Elemental Fire Shuriken
Image
Elemental Shuriken
Range: 600' when thrown
Damage: 3D6 M.D.
Magic Features
  • Shoots a fire ball when held 4 times per day
    • Range: 1,000'
    • Damage: 5D6 M.D.
    • Modifier: +3 to strike
Curse: (if any)
History: (if any)
Book Reference: p.37, WB8


Elemental Water Shuriken
Image
Elemental Shuriken
Range: 1,000' when thrown
Range: 2,000' when thrown underwater
Damage: 3D4 M.D.
Magic Features
    Cast Spells
  • Can cast spell two times a day: Calm Storms
  • Can cast spell two times a day: Heal Wounds
  • Can cast spell two times a day: Negate Poisons/Toxins
  • All spells cast at 5th level proficiency
Curse: (if any)
History: (if any)
Book Reference: p.37, WB8


Elemental Earth Shuriken
Image
Elemental Shuriken
Damage: 4D6 M.D.
Magic Features
    Cast spell: Invulnerability
  • Range: self
  • Spell cast at 6th level proficiency
  • Can be cast 3 times per day
Curse: (if any)
History: (if any)
Book Reference: p.37, WB8


Elemental Wood Shuriken
Image
Elemental Shuriken
Range: 1000' when thrown
Damage: 2D4 M.D.
Magic Features
  • Triple damage vs. vampires & creatures vulnerable by wood
  • Summon a Minor Earth-Tree Elemental once per day
    • Once summoned, the elemental will fight for the shuriken wielder for 1D6 minutes.
    • Minor Earth-Tree Elemental (see p.114 of CB3)
Curse: (if any)
History: (if any)
Book Reference: p.37, WB8


JA-12 Laser Rifle
Image
  • Range:
    • Laser: 4,000'
    • Grenade: 2,000'
  • Damage:
    • Laser: 4D6 M.D. per shot or 1D6x10+10 M.D. per burst
    • Grenade: 3D6 M.D. to a 10' radius
  • Rate of Fire:
    • Laser: Single shots or 3-shot bursts only
    • Grenade: Single shots only
  • Payload:
    • Laser: 10 shots per E-clip, 30 shots per LE-clip, 30 shots per E-Canister
    • Grenades: 4 per magazine
  • Weight: 13 lbs.
  • Features: Targeting scope
  • Modifiers: +1 to strike on aimed or called shots
  • Book Reference: p.76, WB10


NE-4 Plasma Cartridge Pistol
Image
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot
  • Book Reference: p.117, DB2


Defender
Image
Very Rare Enchanted Ring
Magic Features
  • Protection from Spell Magic: Constant +1 to save
  • Protection from Psionics: Constant +1 to save
  • Protection from Undead: Holds undead at bay & makes wielder impervious to vampire's hypnotic gaze/mind control
Curse: (if any)
History: (if any):


Talisman of Impervious to Energy
Image
Talisman
Magic Features
  • Impervious to Energy (5th level)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Time Slip
Image
Talisman
Magic Features
  • Time Slip (5th level)
  • Charges: 3
Book Reference: p.150, BoM


Earring of Invisibility
Image
Uncommon Enchanted Earring
Magic Features
  • Invisibility: 10 minutes; three times daily
Curse: (if any)
History: (if any)


Holy Incense Burner
Image
Unique. Holy Incense Burner
Magic Features
  • Demon Powder: 7 powder packets
  • Range: 30' AoE around burner
  • Duration: 1 melee after burning, lasts for 1D4 melees
  • Save vs. Ritual Magic
  • Effects: see book for details
History: A Shinto creation, the Holy Incense Burner uses special magical powders to defend against the supernatural
Book Reference: p.41-42, WB8
Last edited by Carl on Sat Feb 07, 2015 7:55 am, edited 22 times in total.
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Carl
 
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Location: Rifts PC (The Spook Squad)

Carl

Postby Carl » Mon Feb 27, 2012 11:11 am

Backgroud:

Carl was born in Burbs of Chi-Town. At the young age of 12, Carl was apprenticed to a Japanese karate instructor. After five years of serving and training, Carl master/instructor asked him to accompany the old man to Japan on what Carl believed was just his master visiting his homeland, In Japan, Carl was betrayed by his master and forced to be a part of a experimental project for the Japanese military. Carl was attacked and knocked out by his master; he awoken in a hospital room with eight other boys around his age. Carl was aware of his surrounding but did not have control over his body.

It only took a few hours for Carl to learn what had been done to him. Although he looked like an older version of his formal self, 75% of Carl's body was replaced with cybernetics. When he looked in a mirror, it was impossible to tell that his entire skeletal frame was made of metal or that his artificial skin was not real. His cybernetic looked so real that he could pass a minor physical examination without the doctor knowing. He even have artificial blood running through artificial veins.

When he was activated, it was easy to see that Carl and the other eight victims was not ordinary humans. Not only had he gain cybernetic abilities, his normal abilities and reflexes were enhanced 10 times more than normal and they continued to improve as he mind adjusted to his new body.

While in training, Carl was able to piece together what had happened to him and why his master/instructor betrayed him. The Japanese government had sent agents all around the world to find and kidnap subjects that had no ties to the Japanese government and had a better than average change of surviving being converted into a cyber ninja assassin.

Over many years, Carl performed covert operations and assassinations for the Japanese government. His cyber ninja abilities allowed him to infiltrate corporations or take over a person’s identity for extended periods of time to achieve his assignments.

Carl opportunity to escape came during an operation that would upgrade his control chip. When the doctor inadvertently removed the control chip to replace it with the upgraded model, Carl made his move. After killing all the doctors in the room, Carl walked out of the building disguised as one of them before blowing up the building to hide his escape. He has been on-the-run ever since. He knows, if the Japanese government ever learned that he was alive, they would not rest to reclaim what they believe is their property.

With no one looking for him, Carl hid in plain sight. He worked as a mercenary and assassin for hire until he could earn enough to make it back to the US. Once back in the US, the first thing Carl’s did was find the location of his old master/instruction who had returned to Chi-Town to find additional victims. Once he was found, Carl killed the old man quickly without letting the man know why he died and/or who killed him.

Carl journeyed to MercTown to get some work and to get readjusted to western ways. He landed a role in a tough Merc group called the Spook Squad. Although he was unsure about joining a team that is lead by a Cyber-knight, the knight is just devious enough that his beliefs does not interfere with the way Carl does his business.

The Wraith Encounter

Carl always carried the persona of being calm, cool and clear headed, no matter what the situation. A fight with a wraith changed his ability to keep his mind focused 100 on maintaining that persona. During one mission, Carl was confronted by a powerful wraith who tried to convince the ninja to join its team. Falling to recruit Carl verbally, the wraith decided to take a more direct route that went through Carl’s mind. The mental attack caught Carl completely by surprised and if it not for the actions of his rune swords, the creature would have taken total control of the ninja.

With his sword helping him defeat the mental attack and his teammates helping with the physical attack, Carl was able to destroy the wraith. Although the creature was defeated it did not completely lose the fight. The wraith left some of its memories, talents, and persona in Carl’s mind. The calm, cool, and clear headed ninja will finds himself knowing and remembering things he should not know or remember, physically performing skills in a different was that he was taught and/or practiced, and a phobia to keep himself clear as much as possible. Although he is aware of everything except the new phobia, Carl has no idea what new information his know or what new talents he process or when the knowledge/skills will override his own. Most of the knowledge has been useful, but it could become fatal, especially when Carl stops in the middle of a fight to brush dirt off of his armor.

Carl has finally admitted that the merging of the minds with the wraith has changed him. If it is a change for the better or worst is yet to be determined, but at least now he is willing to use the new found knowledge and skills to his benefit. He decision to handle it like he handles the rest of his equipment and tools, he plans to practice using them and making them work for him.

===================
Aspirations:

Consciously Carl wants to stay away from the Japanese; unconsciously, he cannot resist building up his collection of rare Japanese (at least rare outside of Japan) items.

Carl no longer cares about concealing his cyber-ninja technology; at least three cyber-docs have seen how unique his systems are. It would be fun if one of the town’s doctors used some of the techniques, the Japanese found out about it, and the team was hired to protect the doc while delivering him to a safe location. Carl’s nature would be to kill the doctor to ensure that the doc could not lead his enemies to him, but the team taking the contract would prevent that.

Carl would not mind doing someone else’s background story.
Last edited by Carl on Wed May 08, 2013 4:14 pm, edited 1 time in total.
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Re: Carl (Group Leader)

Postby Augur » Thu Jan 10, 2019 5:31 am

These are totally invalid:

From encounter with Wraith:
Gemology 96%,
Heraldry 98%,
Intelligence 98%,
Interrogation 98%,
Land Navigation 98%,
Literacy Dragonese/Elven 98%,
Lit. American, Japanese, German, Latin, Old Norse, Ancient Greek 96%,
Locate Secret Compartments 96%,
Lore Demons and Monsters 98%,
Lore Magic 86%,
Lore Creature of Magic 86%,
Math Basic and Advanced 98%,
Prowl 98%,
Rec Weapon Quality 96%,
Streetwise 98%,
Tailing 98%

Skills can either be purchased via EP, or earned via XP levels; there are a few very rare exceptions to this.
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Re: Carl (Group Leader)

Postby Augur » Thu Jan 10, 2019 5:34 am

None of these skills are properly annotated or formatted.
Use this for the basic formatting.
Skills do not stop advancing at 98%.
Skills at a level different than that of the character should have the level of the skill noted in parenthesis after the skill percentage.


O.C.C. Skills
Language: Japanese - 97 (+3%)
Literacy: Japanese 90 (+5%)
Language: American - 98 native language (+3%).
Mathematics: Basic - 98 (+5%)
Radio: Basic - 98 (+5%)
Surveillance Systems – 90 (+5%)
Electronics: Basic - 85 (+5%)
Locksmith - 85 (+5%)
Pick Locks - 85 (+5%)
Computer Operation -85 (+5%)
Disguise – 80 (+5%)
Art of Stealth - 79 (+3%) (automatic as long as in the dark and unsuspected)
Jung Hua – 72 (art of melting and moving silently in water)
Climbing – 98 (+5%)
WP: Enery Pistol
W.P. Archery
W.P. Sword
W.P. Targeting
W.P. Paired Weapons

O.C.C. Related Skills
Acrobatics
Sense of balance - 98 (+5%)
Back Flip - 98 (+5%)
Walk tightrope or high wire - 87 (+3%)
Climb Rope - 98 (+2%)
Boxing
Swimming – 98 (+5%)
Pilot: Jet Packs – 94 (+4%)
Pilot: Motorcycles – 96 (+4%)
Pilot: Robot and Power Armor - 75 (+3%)
Pilot: Robot and Power Armor Elite (IPA-62 Super-Tengu Power Armor)
Sensory Equipment – 70 (+5%)
Escape artist – 90 (+5%)
Impersonation 76 (+4%)
(Selected @ Level 4)Navigation [L4] 70 (+5%)
(Selected @ Level 4)WP Heavy Mega-Damage Weapons [L4]
(Selected @ Level 10)WP Pole Arm [L10]
(Selected @ Level 10)Military Etiquette [L10] 45 (+5%)

Secondary Skills
Demolitions 87 (+3%)
Demolitions Disposal 87 (+3%)
Computer hacking – 65 (+5%)
WP Energy Rifle
Sniper
(Selected @ Level 3)Find Contraband [L3] 54 (+4%)
(Selected @ Level 3)Hover Craft [L3] 85 (+5%)
(Selected @ Level 6)Tracking [L6] 45 (+5%)
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"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Augur
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Joined: Sat Aug 20, 2005 3:19 pm
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