EP Table Options
Posted: Sun Aug 12, 2018 9:00 pm
For 5ep roll on the below table, or 10ep to choose: If you character already received the benifit instead gain an increase in die type, further progression of the edge line, or an extra +1 bonus of the same type given. If that is impossible reroll.
1) He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
2)Your character's innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
3)Your character doesn't take kindly to threats, and no one messes with her head. She is Strong Willed.
4)Some folks come to understand that lone wolves don't make it in a world as dangerous as this one. Your hero has Common Bond.
5)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.
6)Human Lie Detector. Empathic awareness leads many to the ability to sense the feelings of other. This empathy allows you to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
7)Enlightened. Your character can focus ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
8)Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
9)Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she's pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
10)There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
11)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 flow 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.
12)Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.
13)Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero's made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.
14)Many folks develope or naturally have a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
15)There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck.
16)Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero's grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
17)Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Knowledge (History) at d8 and +2 on all Common Knowledge checks.
18) 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.
19-20) Choice of selection on the table.
1) He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
2)Your character's innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
3)Your character doesn't take kindly to threats, and no one messes with her head. She is Strong Willed.
4)Some folks come to understand that lone wolves don't make it in a world as dangerous as this one. Your hero has Common Bond.
5)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.
6)Human Lie Detector. Empathic awareness leads many to the ability to sense the feelings of other. This empathy allows you to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
7)Enlightened. Your character can focus ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
8)Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
9)Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she's pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
10)There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
11)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 flow 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.
12)Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.
13)Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero's made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.
14)Many folks develope or naturally have a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
15)There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck.
16)Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero's grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
17)Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Knowledge (History) at d8 and +2 on all Common Knowledge checks.
18) 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.
19-20) Choice of selection on the table.