F&G: [dice:1obr24px]56524:2[/dice:1obr24px] Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F&G: [dice:1obr24px]56524:3[/dice:1obr24px] fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
12 Choose Your Fate: Select any other result on
HJ (Magic and Mysticism): [dice:1obr24px]56524:0[/dice:1obr24px] wizard edge
HJ (Magic and mysticism): [dice:1obr24px]56524:1[/dice:1obr24px] raise on power of choice.
Race
- Distinctive D-Bee: Dwarves tend to most freely associate with their own kind, and often face prejudice from outsiders and the Coalition. Their human-like appearance helps to mitigate the most extreme xenophobic reactions, though their legal standing is still often questionable. They suffer −1 Persuasion when dealing with the CS and other prejudiced groups.
- Low Light Vision: Ignore penalties for Dim and Dark Illumination.
- Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
- Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increasing Trait maximums accordingly.
- Racial Enemy: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
- Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
- Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Science.
- Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and three powers chosen from the Ley Line Walker's spell list.
- Begin with the Magi of Dweomer Edge.
- Begin with the Artificer, Minor Item Creation, and Major Item Creation Edges as well as the Repair skill at d6.
- Begin with standard Starting Gear, substituting a TW Shock Pistol and Ley Line Walker Medium Armor. The Armor used by the High Magi is customized; the helmet has insect-like eyes and an odd curtain of beads around the mouth, giving it an appearance unique to the Brotherhood of Creation.