- 3-Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
- 8-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).
the Ambidextrous or Quick Edge.
2-Smart and Learned: Your hero adds one die type to Smarts and two die types to any
three Smarts-linked skills
3-Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
4-Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
5-Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.
6-Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal
Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
7-Wealthy and Connected: Begins with the Rich and Connections Edges.
8-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).
9- Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast
Master Edge twice and increase the default Size of companion animals to 3.
10-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.
11-Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
12- Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s
Journey tables of your choice
HJ Rolls: 5d20: [14, 16, 9, 7, 2] = 48
- 14, under cover ops: Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
- 16, Experience and wisdom: 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. Monster Slayer
- 9, Training: While the cities of Savage Rifts ® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
- 7, undercover: She's traveled far and wide, 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 gains +2 on all Networking rolls to contact and gain assistance.
- 2, Training: 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.