====== Jacy Hunt // Chargen Audit ====== [ [[rifts:jc:charsheet|Back]] ] ===== Race // Human ===== * 1 x (Novice) Edge -- Martial Artist * 4 pts optional Hindrances * 2 pts: Major Hindrance -- Enemy (S Pharma Corp) * 1 pt: Minor Hindrance -- Cautious (being hunted) * 1 pt: Minor Hindrance -- Delusional (S Pharma Corp is developing a dangerous drug that will...) * 4 pts choose Hindrance benefits * 2 pts -- Agility to d10 * 2 pts -- Spirit to d6 ===== IF // M.A.R.S ===== * 3 x Fortune & Glory table rolls (EE) * 2 x Fortune & Glory table rolls (AE update) * 1: Roll on Ranged Weapon table * Moving this one to the HJ table rolls section as more appropriate than the Enchanted Items roll * 4: Grenades! * 1d6 AP: 4 * 1d8 Frag: 7 * 1d6 High Explosive: 6 * 1d4 Plasma: 3 * 8: STR die upgrade (d6), Brawny Edge * 10: Rich Edge, Connections Edge * Rich: 2 rolls on choice of (Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapon) tables * Body Armor: 5 (+2 AP) * Body Armor: 9 (+2 Stealth) * 3 x Hero's Journey tables rolls * Enchanted Items: 10 -- TW Shard Pistol * Removed this one as least thematically appropriate to character (AE update) * Ranged Weapons: 4 * Moved from F&G section for AE update since this roll could apply to either section * Grenades! * 1d6 AP: 4 * 1d8 Frag: 7 * 1d6 High Explosive: 6 * 1d4 Plasma: 3 * Experience: 7 -- Danger Sense Edge * Training: 4 -- Martial Warrior + Brawler Edges (AE removes Brawler half) * 4 Advances: start at Seasoned (4) * See main sheet ===== IF Subtype // Wilderness Scout ===== * Starting attribute dice upgrades * +1 die type Vigor * Starting skill dice upgrades (AE): * Athletics d6 * Comm Know d6 * Notice d8 * Stealth d6 * Survival d8 * Fleet-Footed Edge (Pace +2, run increase 1 die type) * Woodsman Edge (+2 Survival, +2 Stealth in the wild) * Starting Gear: Standard, plus: * Vibro-shortsword * JA-11 Energy Rifle * Money (Rich edge): 15k * Common goods worth (2d4 x 500, rolled 6): 3k * Common goods value (3k) + 1k out of funds to have: dosimeter, binocs, trauma kit (4k total) ===== Attributes ===== * Start with d4 in everything * Class: STR die upgrade * Subclass: Vigor starts at d6 * 5 pts to spend upgrading dice (chargen basic) * 1 die upgrade (2 pts of Hindrances) ^ Attr ^ d4 ^ d6 ^ d8 ^ d10 ^ d12 ^ ^ Agility | default | 3/5 | 4/5 | Hind | | ^ Smarts | default | 1/5 | 2/5 | 3/5 | | ^ Strength | default | MARS | XP | | | ^ Spirit | default | Hind | XP | | | ^ Vigor | default | WS | | | | ===== Skills ===== * Start with d4 in Core Skills (AE): Athletics, Comm Know, Notice, Persuasion, Stealth * Subclass (AE): * Athletics d6 * Comm Know d6 * Notice d8 * Stealth d6 * Survival d8 * 15 pts to spend * 15 pts to spend upgrading dice (chargen basic) (AE Rifts) * 12 pts to spend upgrading dice (chargen basic) (AE core) * 2 pts extra from Hindrances These are all going to Attributes instead * XP: 2 upgrades ^ Skill ^ d4 ^ d6 ^ d8 ^ d10 ^ d12 ^ ^ Academics | 1/15 | | | | | ^ Athletics | core | WS | 2/15 | | | ^ Comm Know. | core | WS | | | | ^ Fighting | 3/15 | 4/15 | 5/15 | | | ^ Healing | XP | | | | | ^ Notice | core | WS | WS | | | ^ Persuasion | core | | | | | ^ Repair | XP | | | | | ^ Science | 6/15 | 7/15 | 8/15 | | | ^ Shooting | 9/15 | 10/15 | 11/15 | | | ^ Stealth | core | WS | 12/15 | | | ^ Survival | WS | WS | WS | | | ===== Special Skills ===== * Linguist Edge purchased with XP * Smarts die/2 == 5 Languages at d6 * American is default for the game and setting * This is given for free and doesn't have to be rolled (thus no dice) ^ Skill ^ d4 ^ d6 ^ d8 ^ d10 ^ d12 ^ ^ Politics | 13/15 | 14/15 | 15/15 | | | ^ Lang(Dragon/Elf) | Edge | Edge | | | | ^ Lang(Gobbley) | Edge | Edge | | | | ^ Lang(Chinese) | Edge | Edge | | | | ^ Lang(Spanish) | Edge | Edge | | | | ^ Lang(Japanese) | Edge | Edge | | | |