Character Name: Makenna Griggs
Player Name: Kim
Rank: Seasoned 4 Advances Left: 0
Race: Quick Flex
Iconic Framework: MARS Wilderness Scout
Attributes: Agility d10, Smarts d10-1, Spirit d8, Strength d6, Vigor d8
Pace: d10 (10); Parry: 7 (½ Fighting +2); Toughness: 15(6) (½ Vigor+2 plus armor); Strain: 0
Skills:
- Athletics* d6
- Common Knowledge* d6
- Notice* d8
- Persuasion d4
- Stealth* d6
- Survival* d8
- Fighting d8
- Shooting d8
- Hacking d6
- Repair d6
- Taunt d6
- Thievery d4
- Driving d6
- Electronics d6
- Overconfident (Major, racial): Makenna has been in a few scraps in the past and hasn't died yet. She figures that her life as a scavenger and mercenary has trained her for practically any situation.
- Curious (Major): Spending the majority of her life as a scavenger meant that it was always worth the time to check every nook and cranny for valuables. You never know what you'll find if you don't look!
- Jealous (Minor): Finders Keepers was the name of the game when it came to salvaging in Makenna's group. While they traveled together for safety, they each had to pull their own weight or else they would go hungry for the night. Even though Makenna doesn't need to worry about starving in the Tomorrow Legion, she still can't help but feel a little jealous when someone else finds a valuable trinket that could have fed her for a week, if sold to the right person.
- Loyal (Minor): Makenna has been friends with a number of Juicers in the past, and fighting in the Juicer Uprising alongside them has only deepened her respect towards them.
- Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
- Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
- Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks—Juicer and Crazy augmentations don’t work on them—and Rifts Earth cybernetics and medical supplies/services that are compatible require double the listed price.
- D-Bee (Major): Quick Flex are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
- Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
- Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
- Quick: Quick Flex begin play with the Quick Edge.
- Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
- Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
- Supreme Confidence: All Quick- Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
A post-apocalyptic ranger/scout who is an expert in traveling and living in the places between the civilizations of Rifts® Earth.
- Add one die type to Vigor.
- Begin with Athletics d6, Common Knowledge d6, Notice d8,
- Stealth d6, and Survival d8.
- Begin with the Fleet-Footed and Woodsman Edges.
- Begin with standard Starting Gear plus a Vibro-Shortsword and a JA-11 Energy Rifle.
- Ambidextrous (Racial): Ignore –2 penalty when making Trait rolls with off-hand.
- Quick (Racial): The hero may discard and redraw Action Cards of 5 or lower.
- Fleet-Footed (IF): Pace +2, increase running die one step.
- Woodsman (IF): +2 to Survival and Stealth in the wilds.
- Charismatic (F&G): Free reroll when using Persuasion.
- I Know a Guy (F&G): Once per session, effectively have the Connections Edge.
- Scrounger (HJ): Roll to Network in any city or large town once per session.
- Frontiersman (HJ): +2 to identify animals, monsters, plants, and weather conditions in the wild. May substitute Survival for Stealth when stalking a target or avoiding a predator while outdoors.
- Free Runner (advancement): Ignore Difficult Ground and add +2 to Athletics in foot chases and Climbing.
- Killer Instinct (advancement): Free reroll in any opposed Test she initiates.
- Marksman (advancement): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
- Sharpshooter (advancement): Sharpshooters can move about and still
focus their attention on aiming. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
- Close Combat Weapons (8): The weapon utilizes lightweight construction techniques and materials, reduce weight by a third and Minimum Strength by one die type.
- Experience and Wisdom (15): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
- Underworld and Black Ops (15): With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
- Result (8): The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
Fortune and Glory
- 3: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
- 11: Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
Novice 1 Advance: Stat increase
Novice 2 Advance: Skills increase
Novice 3 Advance: Free Runner Edge
Seasoned 1 Advance: Stat increase
Seasoned 2 Advance: Killer Instinct
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance: