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.
Woodsman
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Training
Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Master of Magic
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Training
Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
Quick
F&G:
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Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
5 - Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
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Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Last edited by Hans Greuber on Sat Sep 07, 2019 11:51 am, edited 3 times in total.
Hans Greuber
PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers: None
Combat Edges/Hindrances: Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)
Bennies: 1 (+1 Z) / 3 Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves
Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems: Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
3 HJ Rolls
2 FG Roll
20 XP
Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, and select any three powers from the Ley Line Walker's list or the Mystic’s Miracles lists.
Begin with Healing d6 and Survival d6.
Begin with your choice of the Beast Master, Danger Sense, or Healer Edge.
Begin with the Artificer and Minor Item Creation Edges.
Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear.
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Quirk (Minor)
This individual has some minor foible that is usually humorous but can occasionally cause him real trouble. A swashbuckler may always try to slash his initials on his foes, a dwarf may brag constantly about his culture, or a snobby débutante might not eat, drink, or socialize with the lower class, for example.
Can't resist cheese
All Thumbs (Minor)
Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours
Edges
AB: Miracles
ARCANE SKILL: Faith (Spirit)
STARTING POWERS: 3
POWER POINTS: 10
Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals. Those who cast miracles are champions of their particular religions. They typically have Hindrances that pertain to their service, such as Vow or Obligation. They might also have Connections to others of their religion who can help them out when their divine energies wane.
Banish, Sloth/Speed, Growth/Shrink
Artificer
Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, grant powerful potions to their friends, or even bless holy relics with divine grace.
Artificers can create Arcane Devices and give them to their allies.
Danger Sense
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
Expert
As the Professional Edge, increasing the Trait and its limit one additional step.The character is an expert at a particular skill or attribute (his choice).
Master of Magic
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Minor Item Creation
Practitioners of all forms of arcane and eldritch arts may learn the art of creating items imbued with power through potent ceremonies. Whether called charms, fetishes, or just good old-fashioned magic items, these enchanted devices grant the possessor minor but useful benefits. Minor Item Creation allows crafters to build upon the Artificer Edge to create items with independent pools of Power Points.
Preparing to craft and enchant a Minor Item takes 1d4 days and requires 5,000 credits worth of extra materials (both mundane and arcane). At the end of that time, the crafter rolls the lower of her Occult or her Arcane Skill at a –2 penalty. Regardless of Arcane Background, if working on a ley line or near a nexus point, every 10 Power Points (or doubling thereof) of naturally available PPE adds a +1 bonus to the crafter's roll, per the rules for additional PPE for magic rituals (see Rituals and Meditations in The Tomorrow Legion Player's Guide). On a failure, the time and materials are wasted, but on a success, the crafter creates an item with a Minor Upgrade (as per the
TW Conversions and Upgrades rules in The Tomorrow Legion Player’s Guide) with an additional Minor Upgrade on a raise.
Such items do not require the wielder to be able to channel PPE or ISP, but they can only have two Minor Upgrade abilities. Game Masters may limit the number of such items created to what a character can reasonably accomplish during between-session downtime.
New Powers
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.
A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
Power Points
Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
Professional
This increases the Trait and its limit one step (a d12 + 1 becomes a d12 + 2, for example). This Edge may be selected once per Trait.
Quick
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
Woodsman
Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
Nerves of Steel
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.
Popular with adventurers and travelers, this basic survival pack is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
Climbing kit with cord, pitons, and hammer, +1 Athletics (climbing).
Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
Flashlight and radio (five-mile range), crank and solar powered.
Fire starter kit with pocket lighter and flint sparker.
First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
Two-person tent, insulated with a water collector, providing +2 versus Cold or Heat environmental Hazards. Paired with an insulated sleeping bag.