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rifts:jc:chargen_audit

Jacy Hunt // Chargen Audit

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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
rifts/jc/chargen_audit.txt · Last modified: 2020/02/22 21:48 by tara