====== 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 | | | |