MARS, HJ, 5d20 and credits 4d6 and valuables 2d4, contingent 20 siders 3d20: [17, 18, 16, 13, 3]+[1, 1, 2, 6]+[2, 4]+[2, 18, 11] = 114
MARS 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
MARS Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
1,000 Universal Credits
3,000 in valuables
17 Underworld & Black Ops = Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero’s made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.
18 Education = 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.
16 Experience & 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.
13 Magic & Mysticism Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
3 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.
MARS 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
MARS Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
1,000 Universal Credits
3,000 in valuables
17 Underworld & Black Ops = Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero’s made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.
18 Education = 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.
16 Experience & 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.
13 Magic & Mysticism Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
3 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.