rifts:chargen
Chargen Cheatsheet
- Choose Race
- Humans (default)
- Dog Boy
- Apply Racial Hindrances and Edges
- Humans get 1 free Edge of their choice, but wait till the end to choose
- Choose Optional Hindrances
- Choose up to 4 pts of Hindrances (Major = 2 pt, Minor = 1 pt)
- Attributes part 1
- Start with d4 “given” for all attributes
- Choose Iconic Framework (and Subtype if applicable)
- Apply IF attribute and skill advantages
- Apply IF Edges
- Make rolls on IF Table
- Make rolls on Hero's Journey Tables determined by IF
- Choose/Apply Magic Stuff provided by IF
- Apply any other IF advantages (if you get starting XP from IF, do this last)
- Note IF gear
- If Applicable, Apply IF Subtype Advantages
- Apply IF Subtype attribute and skill advantages
- Apply IF Subtype Edges
- Make any additional table rolls as indicated by IF Subtype
- Note IF Subtype gear
- Skills
- Core Skills get d4 by default: Athletics, Common Knowledge, Notice, Persuasion, Stealth
- All other Skills start out at NO die type unless an Edge or your IF/subtype gave you something
- Skills with no die upgrades roll as a (d4-2)
- Apply 15 (AE Rifts)
15 (EE)12 (AE core)skill die upgrades to any skills (you may already have skill dice from IF)
- Attributes part 2
- Apply 5 die upgrades among Attributes
- Apply Hindrance benefits
- skill die upgrade, 1 pt
- Increase starting funds by 100%, 1 pt
- Attribute die upgrade, 2 pts
- Extra Edge, 2pts
- Attribute upgrades are Best Practice here since they are limited in XP advancement
- If human, choose free Edge at this time
- If receiving starting XP, apply those points now according to the Advancement Rules
- Calculated Fields
- Pace: 6, Run: d6. Default values. (unless race, hindrances, or edges, etc indicate otherwise)
Charisma: 0 by default (unless race, hindrances, or edges etc indicate otherwise)Removed from game in AE- Parry: 2 + Fighting/2 (the usual caveats)
- Toughness: 2 + Vigor/2 + Size (the usual caveats)
- Strain: leave blank (this is only updated during combat)
- Size: 0 (Edges, Race, etc can change this)
- Armor: IF's Equipment list should come with Armor, see Armor's rating for this value
- Encumbrance: 5 x STR die (the usual caveats) lbs
- Unarmed Attack: To Hit = Fighting (Ag), Damage = STR die.
- Standard Starting Gear, Goods, and Money
- Start with 500 cr unless IF/Subtype/Edges indicate otherwise
- Money: 4d6 x 100 Credits
- Common Goods: 2d4 x 500 credits worth
- Starting Gear:
- Survival Knife, wooden cross, and wooden stakes
- Body Armor: Huntsman Medium PA or Plastic Man Light EBA
- Sidearm: NG-33 Laser Pistol or Wilk's 320 “Classic” Laser Pistol
- Ammo: 2 x e-clips or magazines for each weapon
rifts/chargen.txt · Last modified: 2020/02/22 18:54 by tara