Mean as spit, and twice as impulsive, but on the inside if you make it as a friend he will never let you down.
Vronwor Race
Bizarre Physiology: Vronwor physiology is quite bizarre. Those unfamiliar with their biology suffer a –4 to penalty to Healing checks, and compatible Rifts Earth medical supplies/services require quadruple the listed price.
Curious: The Vronwor's insatiable appetite for learning and mysteries means they begin with the Curious Hindrance.
D-Bee (Major): Unable to disguise themselves among humans due to their great height and extra arms, Vronwor suffer –2 to Persuasion rolls when dealing with the CS and other human supremacists.
Environmental Weakness (Radiation): Vronwor physiology is particularly susceptible to the ravages of radiation, suffering a –4 penalty to resist the hazard and +4 damage from radiation-based attacks.
Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn.
Giant Strength: Vronwor begin with d8 Strength and possess a maximum Trait limit for Strength of d12+4.
Natural Psionics: All Vronwor possess an innate aptitude for Psionics. Vronwor begin with d4 Psionics, the Arcane Background (Psionics) Edge, 10 ISP, and may choose powers from the standard list. If a Vronwor chooses an Iconic Framework providing Arcane Background (Psionics), he gains two additional powers to his starting total (e.g., a Vronwor Burster starts with five powers).
Non-Standard Build: Vronwor have unique proportions which make commonly available equipment problematic. Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles) and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted— tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom built for the character.
Paranthropophagous: No taboos exist in Vronwor culture against consuming the flesh of sapient beings; on their homeworld, in fact, the giants ritually consume the flesh of fallen enemies. The stigma against cannibalism on Rifts Earth means even Vronwor who no longer follow this practice suffer –1 to Persuasion rolls among other species (this stacks with their D-Bee penalties, above).
Size 3 (Normal): Vronwor stand 13– 14 feet tall and weigh 1100–1400 lbs. Their Size grants them +3 Toughness.
Psi Slinger
Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities with the Range (Self) limitation. Choose one other power from the standard Psionics list.
Begin with Shooting d6 plus the Ambidextrous and Two-Gun Kid Edges.
Begin with the Danger Sense and Quick Edges.
Energetic Diminishment: While protection is activated, the Psi-Slinger takes –4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Telekinetic Enhancement: When imbuing a firearm with smite, the weapon does one additional die of damage. E.g, a Colt Peacemaker empowered with base smite by a Psi-Slinger does 3d6+3 damage.
Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Make one less roll on the Hero's Journey tables.
Begin with standard Starting Gear, substituting two Colt Peacemakers.
F and G: [dice:18smy7vd]56641:0[/dice:18smy7vd]
Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
F and G: [dice:18smy7vd]56641:1[/dice:18smy7vd]
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
HJ Training [dice:18smy7vd]56641:2[/dice:18smy7vd]
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.