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rifts:chargen

Chargen Cheatsheet

  1. Choose Race
    • Humans (default)
    • Dog Boy
  2. Apply Racial Hindrances and Edges
    • Humans get 1 free Edge of their choice, but wait till the end to choose
  3. Choose Optional Hindrances
    • Choose up to 4 pts of Hindrances (Major = 2 pt, Minor = 1 pt)
  4. Attributes part 1
    • Start with d4 “given” for all attributes
  5. 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
  6. 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
  7. 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)
  8. Attributes part 2
    • Apply 5 die upgrades among Attributes
  9. 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
  10. If human, choose free Edge at this time
  11. If receiving starting XP, apply those points now according to the Advancement Rules
  12. 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.
  13. 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