D-Bee (Minor): Dwarves tend to most freely associate with their own kind. Their human-like appearance mitigates the most xenophobic initial Reactions, which typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Stubborn(minor): The character wants his way and rarely admits his mistakes.
Quirk (minor): The individual has some minor but persistent foible that often annoys others.
Vengeful(minor): The adventurer seeks payback for slights against her.
Suspicious(Minor):The individual is paranoid.
Racial Abilities
Low Light Vision:
Reduced Pace:
Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Racial Animosity - Elves: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
Squat Statue : Dwarven proportions make most Rifts Earth armor and clothing problematic—these items must be custom-tailored at double normal cost. glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
Edges and Iconic Abilities
Born to Ride
Brave
Command
Conditioned
Danger Sense
Demolitionist
Expert Demolitionist
Healer Edge
Imporoved Take Down
Jack-of-All-Trades
Mr. Fix It
Rich
Scrounger
Spicy Home Cooking
Streetwise
Take 'Em Down
List with Details
Born to Ride : Some heroes live to ride motorcycles, hovercycles, and similar craft. When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
Brave : Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Tableresults (see page 124).
Command: Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken.
Conditioned : Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.
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.
Demolitionist : "The hero has advanced training in the handling, deployment, and disposal of explosive ordnance. The Demolitionist ignores up to 2 points of penalties when setting and defusing explosives. In addition, even when handling extremely volatile explosives, the Demolitionist only detonates them on a Critical Failure. When rolling for demolitions tasks (made using Repair, or the lower of Repair and Electronics in the case of advanced explosives like fusion blocks), the hero can accomplish the following:[/b]
-- Setting Explosives:[/b] When setting a charge or booby trap, a raise adds an extra die of the explosive’s damage die type once detonated (in addition to the usual +1d6).
-- Defusing Explosives:[/b] When defusing a charge, a success allows the explosive and components to be recovered and reused. With a raise the work is done in half the time.
-- Trapping Explosives:[/b] The Demo-litionist gains a +2 bonus on Stealth rolls to conceal booby traps, and +2 on Notice rolls to detect them."
Expert Demolitionist : When handling explosives, an Expert Demolitionist ignores up to 4 points of penalties, and may spend a Benny to reroll Critical Failures.
Healer Edge : A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.
Improved Take Down : When attacking targets 1 or more Sizes larger than the hero, he may reroll damage once without spending a Benny.
Jack-of-All-Trades: Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck.
The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
Mr. Fix It : The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.
Rich : "Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three
times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern-day equivalent of a $150,000 annual salary."
Scrounger : "Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to
accomplish one of the following:[/b]
--Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
--Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
--Procure food for 2d6 people for a week.
--Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
--Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.)."
Spicy Home Cooking : Given time and common “household” ingredients, the EOD Specialist may roll Repair to manufacture improvised grenades, mines, and other explosive devices listed in Savage Worlds. Alternatively, the EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of the explosive’s damage die type once detonated, and a raise allows a free reroll of the damage once detonated.
Streetwise : Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network(see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls per taining to the types of disreputable activities listed above.
Take 'Em Down : Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
Credits: (BDH, BC signups, rich edge)
Creds 4d6: [4, 1, 6, 5] = 16 x200=3200+15,000+50,000=68,200
Gear 2d4: [2, 3] = 5 x1000=5000
-2600 Trauma kit
-1800 lockpick gun
-1000 plastique
-250 backpack
-25500 Multioptics mod -21000 Trademark mod
Total 52150
Remaining Credits: 21,050 12/3/2021
------------------
Rich HJ Rolls: Body Armor 16-Toughness
Ranged Weapons 4-Grenades
Starting grenade rolls
AP 1d6!!: [3] = 3
Frag 1d8!!: [5] = 5
HE 1d6!!: [1] = 1
Plasma 1d4!!: [5!!] = 5
At the start of each session, start with 1d4 fragmentation grenades.
Standard Starting Gear TLPG
NG-S2 Survival Pack: (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.
Fire starter kit with pocket lighter and flint sparker.
First aid kit with three uses (each refill costs 100 credits).
Flashlight and radio (five-mile range), crank and solar powered.
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.
Survival knife - basic tools in handle add +1 to Survival rolls. (Range Melee, Damage Str+d4)
Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag
Wooden cross
Wooden stakes (Range Melee, Damage Str+d4)
Armor & Weapons Urban Warrior Tactical Medium EBA: Armor +5, Tough +2 (IF) with
Multi-Optics Helmet: includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-
based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system. It provides +4 Armor and +2 Toughness to the head only.
NG Super Laser Pistol: Range-12/24/48, Damage-3d6+1, AP2, ROF - 1, shots 20
Notes: Integral grenade launcher (12/24/48, damage by grenade, 6 Shots, Reload 2).(IF) Vibro-Knife: Damage- STR+d6, AP 6
Harmonic Blades:While powered, ignore the minimum Strength requirement of the Vibro-Blade as these weapons do their full damage and provide all noted bonuses.
Mega Damage:All Vibro-Blades deal Mega Damage.
Powered Weapons:Unless noted otherwise, Vibro-Blades lose Mega Damage and other special abilities if unpowered.
Additions:
(IF)Tool Kit
(IF)MD Plastique(2lb)+4lb=6lb
(IF)6 Grenades of choice: 3 AP and 3 HE. Trauma Kit:A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM . Lock Pick Release Gun:This automatic system handles just about every form of purely mechanical lock, providing a +4 to any Thievery (lockpicking) skill check with such locks. Backpack: A rucksack with frame and harness, increase Str by one die type for encumbrance purposes.
WI AHB-2000 Assault Hover Bike (FnG)
Size: 2 (Normal), Handling: +1, Top Speed: 300 MPH, Toughness: 21 (12),Crew: 1, Mods: 0. Credits:900,000
Notes: Exposed Crew, STS, VTOL, MDC Armor, Nuclear-Powered.
Weapons:
Dual-Linked Particle Beam Guns (Front Fixed, Range 20/40/80, 4d8 Mega Damage, AP 16, Disintegration, Atomic Annihilation)
Dual-Linked Anti-Personnel LaserPods (Front Fixed, RoF 5, Heavy Pulse), Mini-Missiles (Front Fixed, RoF 6, Shots 6)
Nimble:(HJ) The vehicle moves quickly and erratically, making it difficult to hit. It is −1 to be hit by any attack it is aware of and gains +1 on Evasion rolls. This stacks with all other penalties such has the Dodge Edge, powers that deflect attacks, or the relative Speed penalty listed in Savage Worlds.
----- Explosives Stats
MD Plastique Damage-6d6 1 weight -.5lbs
Notes: SBT, Mega Damage, +6 damage per extra .5 lb.
Type Two Fusion Block Damage - 2d20+10 ROF-1 AP-20 Weight-12
Notes: SBT, Mega Damage, Disintegration Beam, Atomic Annihilation, Depleted Uranium (Negate the regeneration of Wounded targets)(qty2)
Micro Fusion Block (size of a grape)- Built in timer. Damage: 8d10 MD small blast template. (qty 1)
RENADE TYPE RANGE DAMAGE TEMPLATE WEIGHT Armor Piercing 5/10/20 3d8 AP16 SBT 0.25
Fragmentation 5/10/20 5d6 LBT 0.25
High Explosive 5/10/20 3d10 AP4 MBT 0.25
Plasma 5/10/20 3d12 SBT 0.25
Notes: On a raise targets catch fire, they take 3d6 damage each round and are Distracted
-------------------
Explosives Tracker
AP genades-6
Frag grenades -5
HE grenades-4
Plasma grenades-5
DU Type 2 Fusion Blocks - 2
Micro fusion blocks -1
Last edited by Tula on Fri Nov 04, 2022 8:00 pm, edited 13 times in total.
Agents of Titan Robotics Industries (AoT)
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