: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer -4 Charisma with such folks. (Racial)
Restricted Path _
: Their natural hyperactivity and lack of focus makes the pursuit of any Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background. (Racial)
Short Attention Span _
: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls. (Racial)
Supreme Confidence _
: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player. (Racial)
Curious (Major) _
: Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Death Wish (Minor) _
: Having a death wish doesn’t mean your adventurer is suicidal—but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to complete his goal, he’ll do anything—and take any risk—to achieve it.
Greedy (Minor) _
: Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
Edges
Ambidextrous: FT ignores the –2 penalty for using his off-hand (Racial)
Ace _
: FT add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would
have resulted from it. (IF)
McGyver _
: FT can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations.
In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.(IF)
Rich _
: FT managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. (F&G)
Connection: _
:
OOC Comments
To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).(F&G)
Connection: _
:
OOC Comments
To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).(F&G)
Brave : FT adds +2 to Fear tests.(F&G)
Mr. Fix It _
: FT adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise. (F&G - HJ)
Combat Ace : FT ignores the Multi-Action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round. (HJ)
Danger Sense _
: FT can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).(HJ - Cybernetics)
AB Psionics _
: Begin with Psionics d6, 10 ISP, and Arcane Background (Psionics). Select three powers from the Mind Melter’s list. (see Psi-Operator)(Hindrance)
Elan: When FT puts his heart into something it tends to pay off in big ways. When FT spends a Benny on a Trait roll (including Soak rolls), add +2 to the final total. (Novice 2)
Major Psionic _
: A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
Major Psionics may also:
[*] Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
[*] Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect
powers that have Range of Self or Touch.
The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
While on a ley line, all above bonuses are doubled in effect. (Seasoned 2)
New Edge: brief description
Iconic Framework _
1. Select a M.A.R.S. Package from the list below. [Operator]
2. Roll on the M.A.R.S. Fortune & Glory Table (page @@) one time possibly modified by package.
3. M.A.R.S. heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
Begin with Driving d6, Boating d4, Repair d8, and Piloting d4.
Begin with the Ace and McGyver Edges.
Select one of the following vehicles:
NG-357 Magnum-Turbo Hovercycle:
nuclear engine (All 3 Mods worth of weapons mounted, select any from the Vehicular and Heavy Weapons section)
Mountaineer ATV:
nuclear engine (All 5 Mods worth of weapons mounted, select any from the Vehicular and Heavy Weapons section)
Begin with the Glitter Boy's starting gear. Huntsman Lightweight Personal Armor, Wilk's 227 Pulse Laser Pistol, NG-S2 Survival Pack, 4d6 x 100 credits.
Racial Abilities _
Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
Ambidexterity: All Quick-Flex posses the Ambidextrous Edge.
Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
Fast: Quick-Flex have +2 to pace and increase their Running die by one die type (usuallt a Pace of 8 and d8 Running die).
Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer -4 Charisma with such folks. (Racial)
Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background. (Racial)
Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls. (Racial)
Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player. (Racial)
The Quick Flex known as Full Throttle or FT has just recently joined the Tommorrow Legion on recomendations from his contact in the Chi Town 'Burbs.
Formerly a Black Market Operator that was burned, quite literally by his former employers. It could have been much worse, 'cept another of his contacts gave him the heads up on the hit. The vehicle he was driving was a 'loaner' and staaged to explode.
His delivery was never supposed to make its destination. FT figured out how much time he had and shaved seconds and minutes going a more dangerous route. He arrived, delivered the goods, then took the vehicle to an abandoned junkyard where it blew up. FT got caught in the blast and most of his head and shoulders were burnt.
Skin and muscle incenerated. A good portion of his bones were likewise charred and had be removed. Thanks to his contacts he was rushed to a nearby medsurge and cyberdocs. His surgery and recovery took several months. His contacts kept his location a secret and snuck him out after his recovery.
FT's favorite way to travel is riding along ley lines. He i
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
One sleeping bag, also insulated.
One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
One biometric compass/inertial mapper.
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
One short-range radio, five-mile range.
One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
One survival knife, one small hatchet, and one wooden cross.
Four signal flares.
One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
One bar of soap and a sterilized cloth.
One canteen.
Two weeks worth of minimal sustenance survival rations in sealed pouches.
[*] [b]Name [/b] - ([size=85][color=#ff0000]how many times selected, i.e. 1[/color][/size]) - [b]Strain[/b]: 0
[list]
[*][size=85][color=#ff0000]Abilities and bonuses[/color][/size]
[u]Cost per Application:[/u] 9,000 cr
[u]Strain per Application:[/u]
[/list]
The Mountaineer is expensive, but most consider it a bargain in the long run. It’s tough, roomy, and well-equipped, and its special three-wheeled design gives it remarkable handling. The electric engine version has a range of 600 miles.
Heroic: divination, drain power points, intangibility,
Major Psionic _
: A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
Major Psionics may also:
[*] Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
[*] Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect
powers that have Range of Self or Touch.
The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
While on a ley line, all above bonuses are doubled in effect. (Seasoned 2)
Flavor Text Here (Telepathy; 2 ISP) [Novice] Mega/Temporal: N/A Range: One Mile Duration: 3 (1/rnd) Trapping: Effect:
Flavor Text Here (Conceal Arcana; 2 ISP) [Novice] Mega/Temporal: N/A Range: Sight Duration: Trapping: Effect:
Flavor Text Here (Boost/Lower Trait; ISP) [Novice] Mega/Temporal: Range: Smarts (8) Duration: 3 (1/rnd) Trapping: Effect: