Why? Because I can.
Paladin Steel ‘Scamper’ MicroPower Armor(aka ‘Scamper Fi’, ‘Stainless Steel Rat’, ‘MicroMenace’, ‘Mighty Mouse’)
http://i408.photobucket.com/albums/pp164/taalismn/img150.jpg “Oh, I forgot to close the window in the house!”
“Don’t worry about it. It will be taken care of.”
“What if somebody tries to break in?”
“Pakminster will take care of it.”
“Pakminster’s a wiffle-ball-sized white RAT! Even if he IS a mutant, what the hell good can he do against a full-sized burglar!!!??? With a GUN! He’s a fat, rolly-polly, stubby-armed, waddling ball of FUZZ!”
“That’s easy; he’s got power armor.”
“!?!”
“Okay, somebody just tripped the perimeter. Three of them just came in.”
“Told ya we shoulda closed that window. Meec.”
“Hey! You like the breeze as much as I do!”
“Never mind that. Too late now. What they look like?”
“Looks like a hacker and two muscle with bags and pry-bars.”
“Body armor? Bionics?”
“None I can see. Maybe only light plainsclothes stuff. Nice little wireless deck on the phreaker, though. Not using it well, though; he got through the outer security, but he doesn’t realize we’re watching him.”
“I’m suiting up, then. You can box them in with the fire doors?”
“Yeah. You be careful, though. We’re outnumbered.”
“They’re outmaneuvered. I’ll be careful, though. I’ll take the wiley one out first.”
“Which one?”
“The one who looks like he knows what he’s doing. The dangerous one.”
“GAAAAHHHHHHHHHHHHH!!!!!!!!ITSGOTMYLEGSITSGOTMYLEGS!!!”
“DON’T LET IT DRAG LENNY TO THE BASEMENT! Oh shi--too late, he’s a goner....”
“Only two of us now.”
“Alone with THAT.”
“I’m beginning to think maybe it wasn’t such a hot idea to break into this place.”
“Me too.”
“Killer android teddybears from outer space, uh? Bring it on, robo-poo! This hamster’s ready for you!!”
#”FARRRGGGHH!!! What is it with this damn world, where even the vermin wear battle armor!???!! Already a quarter of my troops have been incapacitated with leg injuries, I have a dozen slaver platforms gutted from underneath, and my scouts REFUSE to go into the underbrush for fear of the -chilztech- they claim are lurking everywhere!!! Our faerie-harvest is behind quota and the collector wasps keep disappearing and---LASER DESIGNATOR!!! TAKE COVER! TAKE COV---”# “Cute little rascals aren’t they? Almost want to take one home to my lady.”---EShemar Male Scout, upon watching a platoon of Scampers tear up a Splugorth Hunt Party
The Scamper is arguably the smallest in-production power armor to be produced on Rifts Earth. Based heavily on the chassis of the NEMA Pup Scout robot, and the electronics of the Spider Scout, the Scamper is meant to heavy serious high-tech protection and augmentation to some of the smallest of the GNE’s sentient citizens. The original R&D was done as much as an exercise by PS student-engineers, but reached limited production status as more and more of the ‘little people’ living in the GNE’s shadow began stepping forward, asking for more protection and a greater role in GNE affairs.
The Scamper resembles nothing so much as an armored soccer ball with robotic arms and legs, and a ring of sensors around what would be the head. They are marvels of miniaturization, packed with micromotors and mini-sensors, and powered by a radioisotope power cell for long life. The Scamper is also well-armored for its size(using new space-formed metals and composites), and its rolly-polly shape lends well to safely taking tumbles and falls. Padded feet reduce the noise of its footfalls and decrease its footprint pressure, making it nearly completely silent(great for prowling around). Modular hardpoints(virtually a mandatory feature on Paladin Steel designs) allow it to be quickly upgraded and refitted to a variety of different roles and combat preferences.
Though production of the Scamper has been limited(PS hesitates to say ‘small’ batches), those produced have found roles in espionage, reconnaisance, and point security operations, often operating in concert with new-production Pup Scouts and Spider Probes, and larger ‘mini-armors’ like the Barco-Bot. A number have also reportedly been deployed in support of the Sidhe Liberation Army against the Splugorth in Nova Scotia.
Type: PS-McPA02 Scamper
Class: Power Armor, Micro
Crew: One, Size Level 1-2(Small Build) or Size Level 1(Medium Build) mutant animal or humanoid.
MDC/Armor by Location:
Main Body 50
Arms(2) 20 each
Legs(2) 22 each
Height: 17 inches
Width: 12 inches
Length: 12 inches
Weight: 50 lbs
Cargo: None, aside from what can be carried externally.
The pilot typically wears a pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent, and one week of pill rations.
Phsyical Strength: Robotic P.S. of 20
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Running) 45 MPH; note that the pilot fatigues at 10% of normal
(Leaping) 3 ft up, 6 ft across, increase by 50% with a running start
(Climbing) Fairly profficient
(Flying) Not possible without flight systems(see Options)
(Underwater) Run along bottom at 11 MPH, maximum depth of 600 ft
Note: NO prowl penalty
Market Cost: 350,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)
Weapons Systems: None standard, but can be fitted with the following:
1) Forearm Hardpoints---Each arm can be fitted with ONE of the following:
a) Vibroblade/Claws(1-2)---1d4 MD per blade. 10,000 credits per blade.
b) Tool Laser----50 ft range, 1d6 or 3d6 SDC per blast, Effectively Unlimited payload linked to the power cell, 5,000 credits.
c) Finger Blaster----300 ft range, 1d4 MD per blast, Effectively Unlimited payload linked to the power cell, 20,000 credits.
d) Mini-Shot Gun---Can be either a single-barrel revolver-drum-fed weapon or a double-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire: Single shot, or double-shot for the twin-barrel model
Payload: 6
Cost: 5,000 credits for single-barrel revolver-style model, or 6,000 credits for double-barrel model.
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits
e)S-9 ‘Sandman’ Stun Pistol
Weight: .5 kg
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge
Options:
*Extra-Large Magazine---A larger magazine with 50 rds(and a correspondingly larger gas cartridge as standard). Great for auto-spraying crowds. 500 credits per magazine. 40 credits per gas cartridge
f) Bionic Finger Joint Grenades---Up to 6 can be carried, and thrown up to 100 ft. 2d4 MD to 10 ft area. Cost: 1,000 credits per grenade.
g) Micro-Missile Launcher(PAMcML-04)---3 per forearm. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 5,000 credits, 1,000 credits for the laser guidance upgrade.
h)Drug Injector Needle and Drug Dispenser. Can be fitted with a vibro-stilleto needle for drugging MDC beings(stilleto does 1 MD). 20 dose capacity. Cost: 3,000 credits, 6,000 credits for vibro-stilleto model
i) Mini-SMG----Modified PS-NC-I ‘Hailburst’ .22 mini-gatling.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits
j) Jolt Tazer----Contact zapper. Range: Melee, Damage: Victims roll versus non-lethal poison or be -8 to strike, dodge, and parry for 2d4 melees, Cost: 200 credits
k) Stun Blaster---Ranged electrical blaster. Range: 100 ft, Damage: Victims roll versus non-lethal poison or be -10 to strike, dodge, and parry for 2d4 melees, Cost: 4,000 credits
l)Model 1d Zap Taps
Range:(Model 1d Stud Pad) Melee
Damage:(Model 1d Stud Pad) Two settings; 1d4x10 SDC or 2 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited payload linked to the power cell
Cost:(Model 1d Stud Pad)15,000 credits
m) Ion Mini-Blaster---Based on the PSIP-19 ‘Sparkshot’ Derringer Ion Pistol
Weight: 8 ounces
Range:300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: Effectively Unlimited payload linked to the power cell
Cost: 8,000 credits
2) Backpack Hardpoint(1):
a) Light Pistol or Small SMG(typically PS’s M118 Colt 45, M-120 Automag, or LPPW-03 Jasta .32 Automatic Pistol, w/ drum clip, or a Wilks Laser Pistol, PSLP-3 ‘Asp’ Light Laser Pistol, or PSIP-18 “Bergan” Ion Blaster)
b) 23mm Mini-Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
c) Micro-Missile Launcher---10 shot pod. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 16,000 credits
d) Mini-Missiles---2 shot launch rail. Cost: 15,000 credits, plus cost of the missiles.
e) Ion Blaster---1,200 ft range, 3d6 MD per blast, Effectively Unlimited payload linked to the power cell. Cost: 20,000 credits.
f) Light Laser Blaster---2,000 ft range, 2d6 MD per blast, Effectively Unlimited payload linked to the power cell. Cost: 25,000 credits.
g) ‘Eyeball’ Pack---This consists of two spherical laser mounts based on Cyborg Laser Eye technology. One ‘micro-turret’ is mounted above each shoulder and sports a mini-laser. Each turret can fire separately, or in synch with the other. Range: 150 ft, 1d6 MD per single laser blast, 2d6 MD for both firing simultaneously, and +1 to strike. Cost: 9,000 credits
h) Grapnel Launcher---Backpack launcher with 100 ft range/line, mini-winch, and 2,000 lbs test strength. Cost: 5,000 credits
i) Laser Illuminator---Laser designator package, for ‘painting’ targets for laser-guided ordnance. The compact laser designator was taken directly from PS’s existing PSLR-50 ‘Widower’ Scout Rifle. Range: 50,000 ft. Cost: 3,500 credits
j) Cargo Clip---Can carry up to 12 lbs on their backs; usually a couple of grenades, a fusion block, radio beacon, or reloads.
3)(Optional) Hand-Held Weapon(s)---Typically an energy pistol, light SMG, vibro-knife, or shock-stick
Hand to Hand Combat:
Use Standard Power Armor Training, plus the following:
+2 to Roll
+1 Dodge
Paw Strike 1d6+5 SDC
Power Paw Strike(counts as two attacks) 3d6+2 SDC
Restrained Pounce Attack 2d6+2 SDC
Full Strength Pounce Attack 4d6+5 SDC
Body Block/Tackle 2d6 SDC
Options:
*Mini-Radar/Motion Detector---Can be built into a pair of dish-like ears(3 MDC each), w/ a 2 mile range. Also includes motion detection w/ 100 ft radius. Cost: 7,000 credits
*Spider Legs---(backpack weapons CANNOT be fitted if this option is installed)---Six robotic legs are installed, attached to the back. 6 MDC each, and have an automated climbing program that allows the power armor to climb vertically at half its maximum running speed. Cost: 45,000 credits
*Jumper Legs---Modifies the leg actuators for super-jumps(x10 normal jumping range). Cost: 50,000 credits
*Flight System---(backpack weapons CANNOT be fitted if this option is installed) Based on the NEMA Flying Probe’s flight system; 25 MPH, maximum altitude of 1,000 ft. Cost: +55,000 credits
*Molecular Adhesion Pads----Perfect for climbing on darn near anything(or attaching onself to larger objects). Cost: 43,000 credits
*Tentacle Tail--- 2 ft long prehensile tail appendage. Adds +5% to climbing skill, and +2 entangle/+1 disarm in malee combat. 10 MDC. Cost: 43,000 credits
*Laser Reflective Armor----Bronzes the micro-armor in laser reflective chrome(lasers do HALF damage). Cost: 100,000 credits
Variants:
-
PS-McPA02UWD- Underwater Deep Dive Modification Variant---Adds pressure reinforcement and floatation units, plus a water thruster system, allowing the micro-power armor to swim at speeds up to 20 MPH, and dive to depths of 1,000 ft. Also adds mini-sonar with 1.5 mile range. Typically fitted with blue-green frequency-modified lasers, micro-torps, supercavitating ammunition, and APP-style underwater projectile guns. Cost: +75,000 credits
-
PS-McPA02TW---Techno-Wizard version of the Scamper, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)
TW Optics include(NO ongoing PPE cost):
* See Invisible
*See Aura
-Additional spells can be added at extra cost. Favorites include:
*Fly as the Eagle (13)
*Multiple Image (4)
*Impervious to Energy(10)
The McPA02TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter0, one powering the armor and the other associated spells.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Cost: 950,000 credits. A second ‘accessory’ Powerstone can be added for 350,000 credits, giving an additional 100 PPE capacity(or the power armor can simply mount a ‘Regenerator’ Gun on its back hardpoint.
-
PS-McPA02S---Spacesuit version, with extra radiation shielding and life support insulation. Thruster jets allow the ‘suit to fly in zero gravity at roughly 60 MPH. Cost: 950,000 credits
--
PS-McR02 ‘Biter’---This is the robot drone version , which replaces the pilot with a small combat-rated AI. The AI has generally the same programming and capabilities as the Pup Scout(programming was copied). Biters are slightly more expensive than manned Scampers, but have the advantage of being expendable. The GNE deploys hordes of these things around installations(one enemy nicknamed them ‘screamers’, a moniker that once PS learned what it was refering to, launched a public relations campaign to defuse any misgivings about the little ‘bots among their own populace), as well as deploying them by air and artillery round to wreck havoc in enemy lines. The ‘Biter’ often is deployed in support of regular ‘Scamper’ squads to draw enemy fire and probe defenses.
5 Actions/Attacks Per Melee
+2 Strike w/ weapons
+3 Strike w/ paws/arms
+1 Parry
+6 Automatic Dodge
+2 Roll
Basic Math 98%
Radio Basic 98%
Prowl 60%
Detect Ambush 50%
Camouflage 50%
Tracking 60%
Land Navigation 86%
Cost: 480,000 credits
-
PS-McPA01 ‘Bounder’---This was the previous micro-armor and was little more than a Paladin Steel-manufactured copy of the NEMA -RX 3036 Pup Scout recon drone, examples of which had been fitted with armored ‘hamster balls’ in place of the A.I. head compartment(otherwise identical to the standard Pup Scout). About a hundred were produced as a sideline to the renewed production of the Pup Scout, and field-tested with the ‘little people’ militia contingents as a proof-of-concept trial before the more versatile Ps-McPA02 Scamper was developed and began to replace the Bounder in common use. The McPA01 is still used for training, and has been shifted to the Reserves in the GNE, but a number have been sold/given to affiliates.
Pakminster Rhadtt(NPC) "Hi, There!"
Pakminster Rhadtt is a mutant rat who lived most of his early life as a part-time worker and mascot in a book shop(or rather ‘shoppe’) in Tolkeen. actually living in the bookstore since he was ‘apprenticed’ there at a very young age. There he learned to love books and love people, and frequently promoted books, reading, games, and toys to visiting children, as well as wandered the store, highlighting various items for customers and dusting the shelves. A simple, but fulfilling, living, and not giving much thought about the hostile world outside the shop...until Tolkeen fell. In the chaos of the advance of the Coalition States’ military, with everybody running for their lives, somehow Pakminster got left behind. Trapped in the abandoned store, Pakminster was rescued by a GNE-backed Heritage Scout team that was attempting to save as many people and items of interest(data stores, books, cultural items) before Coalition ‘liquidators’ could get to them.
Adopted by a GNE scholar-engineer, Pakminster now lives in a new house where he does much as he did before, keeping books and papers tidied up and what he can reach of the house straightened out. He’s also good friends with another resident of the place, Meec the Mouse, a computer-obsessed mutant mouse. All in all, a simple and fulfilling living for the little person. However, Pakminster wanted to do something more, and insisted on having a hand in helping keep the household safe, especially when he learned that other ‘little people’ were stepping forward, insisting on having a greater hand in the defense of their homelands. For his standing up, Pakminster recieved militia training and was enrolled in the local Community Civil Defence Teams. Also, courtesy of his ‘boss’s’ connections, Pakminster got title to one of the early model PSMcPA02 ‘Scamper’ power armors. Pakminster may not have the full range of experience and weapons systems available to him as full-time soldiers and National Guardsmen, but he is fully capable of competently using his power suit in defense of his new household.
(Pakminster is a somewhat modified Rifts Vagabond; he’s led something of a sheltered life among books and shops and the urban environment...so he’s not so worldly as a regular Vagabond, nor as streetwise and rogue-oriented as a normal City Rat, nor as well-trained as a true Rogue Scholar. He’s also had the benefit of a second education with the regional GNE militia, who taught him how to use the power armor).
Level of Experience: 4th Level Vagabond(modified)
Rank: Domestic
Race: Mutant Rodent(White Rat)
Alignment: Principled
Land of Origin: North America
Age: About 28
Sex: Male
Height: 7 inches tall
Weight: 4 lbs
Physical Description/Appearance:
A roughly softball-sized ball of fluffy snow white fuzzy cute, with pink paws, pink ears, hairless pink tail, wiggling pink nose, and pink eyes. He’s put on a little extra weight since moving into his new home.
Disposition:
Friendly, merry, always there with a big smile, a ready hug(as wide as it is, with his short little arms), and nice things to say. An outgoing, people-person with a cheery the-sun-will-come-out-tomorrow disposition. A good and experienced story-teller. Since his brush with death in Tolkeen, he’s a bit more cautious, though, and self-assertive, and wants to contribute more to the security of his new home and friends. Fastidious about his personal grooming. Loves huckleberries and wild blueberries, but not the mess they make on his white fur. Also likes the occasional hot coccoa. Likes reading picture books, but will read just about anything. He spends more time these days reading the newspapers and watching the news, too, with rapt attention to things going on outside his new home/town. Arguably learned his high -tech combat skills playing video games.
Physical Attributes/Superlatives:
IQ: 9
ME: 23
MA: 27
PS: 5+1
PP: 17
PE: 12
PB: 11
SPD: 25
(ISP):----
(PPE): 7
Hit Points: 12+19(31)
SDC: 5+8+4 (17)
MDC:-----
Horror Factor:
Special Abilities/Characteristics/Powers:
*Fully Bipedal(10)
*Full Hands(10)
*Full Speech(10)
*Advanced Vision(5)(Has double the range of normal human vision, and can see in color)
*Advanced Hearing(5)--Acute hearing; +1 on Initiative
*Advanced Sense of Smell(5)(Can track, typically food, at 70%, and recognize individuals by smell, 68%)
*Leaping: Rodent(5)(can jump 14 inches up, and jump down 28 inches without harm)
*Human Looks(None)(0)
*Vestigial Tail(+5)
Magic: None
Psionics:
*(Animal) Empathy
*(Animal) Danger Sense
Cybernetics/Bionics: None
Skills of Note:
-Eyeball a Fella 68%
-I.D. Shoplifter/Burglar (+10%) 56%
Language: -English-American 98%
-Dragonese(+15%) 78%
-Gobbley(+15%) 78%
Literacy(English-American) 98%
-Dragonese 60%
Cook 70%
Begging 52%
Barter 62%
Radio: Basic 65%
Housekeeping 70%
Wardrobe & Grooming 82%
Pilot Automobile(mini-cart) 78%
General Repair & Maintenance 60%
Sewing 70%
W.P. Knife(+2 strike. +2 parry, +2 strike w/ throw)
W.P. Energy Pistol(+2 strike)
-Prowl 45%
-Basic Mathematics 75%
- First Aid(+10%) 75%
-3 Wilderness Survival 35%
-o Sensory Equipment 50%
-o Streetwise 36%
-o Navigation 60%
-o Climbing 60%
-o Swimming 70%
-o Athletics
-o Public Speaking 50%
-o Performance 55%
-o3 Identify Plants and Fruit 30%
-Miltia Training
Military Ettiquette(Basic) 30%
Hand to Hand: Basic(Upgraded to Expert)
Pilot Robots & Power Armor 62%
Power Armor Combat(Basic)
W.P. Handguns(+1 strike)
Actions/Attacks per Melee: 5
Initiative: +1
Perception: +4
Strike: +2+1
Parry: +3+1+1
Dodge: +3+1+1
Roll: +2+1
Pull Punch: +3
Disarm: +2
Power Armor Training Bonuses:
+1 APM
+1 Strike
+1 Parry
+1 Dodge
+1 Roll
Saves:
Vs Coma/Death (Standard)
Vs Magic (Standard)
Vs Psionics +4
Vs Insanity +6
Vs Possession +1
Vs Horror Factor +2
Induce Trust 92%
Notable Possessions/Equipment:
Pakminster has managed to save about 600 credits from his old accounts/possessions, some clothing and sunglasses, a flashdrive, library card, a mini-CD/DVD player. toothbrushes, and grooming kit.
Vehicle(s):
*Electric Scooter---Actually a souped-up remote-control electric toy car that can run at 20 MPH and is powered by an Onboard Battery(good for 48 hours of continuous operation), but can also be powered by an E-clip(12 hours of operation per e-clip). Recharges at a home power socket. Has 6 MDC, and is perfect for short hops around town(don’t expect to be able to haul lots of grocers/purchases in it, though)
*PS-McPA02 Scamper Power Armor