Player: Dan (Lars)
Major Jesse James Mercer — Exiled CS RCSG & Psychic
RCSG SCIENTIST
Trained by the Rifts Control Study Group, this subject matter expert has dedicated themselves to researching the Rifts, Ley Lines, magic, the supernatural, how they function in a scientific sense, and how to control them through technology.
The RCSG also catalogs supernatural beings, pioneering their containment, capture, and study (vivisection's are common). RCSG Scientists are often assigned to special operations teams to give expert analysis in the field.
1. Begin with +1 Smarts die type, adjust Trait maximums accordingly.
2. Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
3. Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge.
4. Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
5. Make one less roll on the Hero’s Journey tables.
6. Cannot take the Doubting Thomas or Illiterate Hindrances.
7. Begin with the standard Starting Gear.
Trained by the Rifts Control Study Group, this subject matter expert has dedicated themselves to researching the Rifts, Ley Lines, magic, the supernatural, how they function in a scientific sense, and how to control them through technology.
The RCSG also catalogs supernatural beings, pioneering their containment, capture, and study (vivisection's are common). RCSG Scientists are often assigned to special operations teams to give expert analysis in the field.
1. Begin with +1 Smarts die type, adjust Trait maximums accordingly.
2. Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
3. Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge.
4. Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
5. Make one less roll on the Hero’s Journey tables.
6. Cannot take the Doubting Thomas or Illiterate Hindrances.
7. Begin with the standard Starting Gear.
1. Select a MARS Package from the list below.
2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
3. MARS heroes begin with three (two as a RCSG) rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
3. MARS heroes begin with three (two as a RCSG) rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
- HJ
1d20: [20] = 20 Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
- Rich
Your hero came across a cache of grenades! She’s got 1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it).
5 AP
4 High Exp
3 Plasma
3 Frag
5 AP
4 High Exp
3 Plasma
3 Frag
1d20: [12] = 12 TW Communications Device
Filthy Rich (2 rolls traded in for jet pack)
Two Rolls:
1.) 1d20: [7] = 7
2.) 1d20: [9] = 9 NOPE. SUCKS. TRADE THESE TWO ROLLS FOR ONE PIECE OF EQUIPMENT: Field Laptop.
- F&G
2d20: [10, 14] = 24 NO TANKS. ILL BLOW EP.
Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
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.
Edges
- Quick
- Scholar
- Monster Slayer
- HIND - Tough as Nails
- HIND - Tougher Than Nails (5 Wounds)
- PbP - AB Psionics
- MARS 1 - Rapid Fire
- MARS 2 - Imp. Rapid Fire
- MARS 3 - Steady Hands
- MARS 4 - Rock & Roll!
- Rich Edge
- Take em Down Edge
- Brawny Edge (or HJ)
- Mercy 6 HJ: Brave
Rank: Seasoned 1 (Prior to joining any game), or Seasoned 4 if Rifts Lost Jungles Game. S3 in Mercy Six.
If approved Total of 16 EP spent in Character creation on Armor upgrades and F&G changes.