Origin Story: [dice]0[/dice]
Physical Training
Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
- Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
- Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
- Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
Super Shooter:
- You gain Trademark Weapon, the Sniper Edge (below), a d8 Shooting skill, and a ranged personal weapon of choice, with a roll on the following table to modify it.
- [dice]3[/dice]
Prerequisite: Shooting d8, Agility d8, Notice d6
You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.[/list]
Powers and Greatness 2:[dice]2[/dice]
Pick-a-Power:
- Choose Your Fate Before Your Fate Chooses You: Select any other result on this table you have not already chosen or reroll. When random rolling, only legitimate double rolls get the second result (though you could pick on the first roll and double up on the second).
- 9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Vagabond
A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics. Cybernetics may be chosen if the character lacks an Arcane background or any powers.
- [dice]4[/dice] Experience & Wisdom
There are moments when everything comes together and an opportunity presents
itself. Your hero knows how to make the most of just such a moment; choose one
Wild Card Edge, regardless of requirements. - [dice]5[/dice] Experience & Wisdom
Your character doesn’t take kindly to threats, and no one messes with her head.
She is Strong Willed - [dice]6[/dice] Underworld & Black Ops
She’s done more and traveled more than anyone, and she always seems to know
someone, somewhere, she can call on for information or aid. Your hero has the I Know
a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance. - [dice]7[/dice] Underworld & Black Ops
Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and ow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
- Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
ICONIC FRAMEWORK STARTING GEAR- You begin with an NG-59 Ion Pistol, Choice of a Chain Longsword or TW Flaming Sword, NG RA15 Cannonball armor, an NG-S2 Survival Pack, and [dice]8[/dice] credits. Note that all gear may be re-trapped to fit the concept better.