F&G Table
- (01) Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
- (02) A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
- (03) A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
- (04) Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
- (05) Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
- (06) Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
- (07) Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
- (08) Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
- (09) Wealthy and Connected: Begins with the Rich and Connections Edges.
- (10) Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain.
- (11) My Young Apprentice: Gain the Sidekick Edge. The sidekick is a Wild Card character with his or her own Iconic Framework. Additionally, roll once on the Experience & Wisdom, Training, or Underworld & Black Ops table; your hero and sidekick both gain the result, reflecting a notable shared experience.
- (12) Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
- [dice:3jeuxw6x]58681:1[/dice:3jeuxw6x]
- [dice:3jeuxw6x]58681:0[/dice:3jeuxw6x]
HJ Table
- (01) Cybernetics (07): Your cyborg is one with the machine when jacking in using his Vehicle Interface Package, see page 116.
- (02-03) Education (13-14): 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 Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
- (04-05) Education (17-18): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
- (06) Experience & Wisdom (05): With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
- (07) Experience & Wisdom (09): A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
- (08-09) Experience & Wisdom (10-11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
- (10-11) Experience & Wisdom (15-16): 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.
- (12-13) Psionics (08-11): Your psionicist gains either the New Powers Edge or any one power chosen from the Mind Melter's list.
- (14-15) Training (01-03): 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.
- (16-17) Training (10-11): Functional machines and technology often mean the difference between life and death in the world of 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, and the Mr. Fix It Edge.
- (18) Training (17): Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type increase in her choice of Boating, Driving, or Piloting.
- (19-20): You may choose any one of the results on this table.
- [dice:3jeuxw6x]58681:3[/dice:3jeuxw6x]
- [dice:3jeuxw6x]58681:4[/dice:3jeuxw6x]
- [dice:3jeuxw6x]58681:2[/dice:3jeuxw6x]
Universal Credits: [dice:3jeuxw6x]58681:5[/dice:3jeuxw6x] × 100 = 1700
Gear and Valuables: [dice:3jeuxw6x]58681:6[/dice:3jeuxw6x] × 500 = 2500