Worksheet
Google SheetAsgardian Elf
D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human
supremacists.
Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven: Elves have the Driven (Minor) Hindrance.
Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity: 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. Elves suffer −2 on Persuasion checks when dealing with dwarves.
HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:0[/dice:fg0y3bjq] - Born to fight the toughest threats, your hero is adept at customizing combat spells to take advantage of an opponent's weakness. Your hero gains the Wizard Edge.
HJ (Experience and Wisdom): [dice:fg0y3bjq]56519:1[/dice:fg0y3bjq] - Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
HJ (Enchanted Items & Mystic Gadgets): [dice:fg0y3bjq]56519:8[/dice:fg0y3bjq]: One of the nastier weapons created by Techno-Wizards, the Draining Blade is just
the thing for evening the odds against a superior physical combatant.
Package: Combat Mage
Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and three powers chosen using the Ley Line Walker’s spell list.
Begin with the Channeling Edge and Master of Magic Edge.
Begin with three Combat or Power Edges of your choice, ignoring Rank requirements.
Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol.
STANDARD STARTING GEAR
[dice:fg0y3bjq]56519:6[/dice:fg0y3bjq] × 100 = 1800 Universal Credits, and [dice:fg0y3bjq]56519:7[/dice:fg0y3bjq] × 500 = 2500 credits worth of gear or valuables
NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Ammo: two E-clips or magazines for each weapon
Combat Mage Heavy EBA (TW) +6 A +2 T Min Str: d10 Weight: 36
Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight
Techno-Wizardry Armor Activation: TW armor requires 1 Power Point per hour to function or it loses all special abilities (including EBA) and Armor/Toughness bonuses are halved.
Firebolt Pistol Rng: 12/24/48 Dmg: 3d6 (AP: 0) ROF: 1 Shots: 10 Weight: 3
Notes: On a raise targets may catch Fire (see Savage Worlds).
Recharging PPE into the weapon to “refill” it; costs 2 PPE unless noted otherwise.
Mega Damage: Wielders can expend 2 PPE as a free action to cause Mega Damage for five rounds
F&G: [dice:fg0y3bjq]56519:2[/dice:fg0y3bjq] - Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F&G: [dice:fg0y3bjq]56519:3[/dice:fg0y3bjq] - Roll 2 HJ rolls
HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:4[/dice:fg0y3bjq] - Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has Rapid Recharge.
HJ (Body Armor): [dice:fg0y3bjq]56519:5[/dice:fg0y3bjq] - Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.
Channeling
REQUIREMENTS: Seasoned, Arcane Background (Any)
When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
MASTER OF MAGIC
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Dodge
REQUIREMENTS: Seasoned, Agility d8+
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
Level Headed
REQUIREMENTS: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use.
New Powers (Bolt and Sloth/Speed)
REQUIREMENTS: Novice, Arcane Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
Wizard
REQUIREMENTS: Seasoned, Arcane Background (Magic), Spellcasting d6+
Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments. A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping.
Strong Willed
REQUIREMENTS: Novice, Spirit d8+
Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
Ambidextrous
REQUIREMENTS: Novice, Agility d8+
Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
Frenzy
REQUIREMENTS: Seasoned, Fighting d8+
A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
Two-Fisted
REQUIREMENTS: Novice, Agility d8+
If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). If the character has Two-Gun Kid, the
second action may also be a ranged attack.
Two-Gun Kid
REQUIREMENTS: Novice, Agility d8+
Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human
supremacists.
Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven: Elves have the Driven (Minor) Hindrance.
Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity: 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. Elves suffer −2 on Persuasion checks when dealing with dwarves.
HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:0[/dice:fg0y3bjq] - Born to fight the toughest threats, your hero is adept at customizing combat spells to take advantage of an opponent's weakness. Your hero gains the Wizard Edge.
HJ (Experience and Wisdom): [dice:fg0y3bjq]56519:1[/dice:fg0y3bjq] - Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
HJ (Enchanted Items & Mystic Gadgets): [dice:fg0y3bjq]56519:8[/dice:fg0y3bjq]: One of the nastier weapons created by Techno-Wizards, the Draining Blade is just
the thing for evening the odds against a superior physical combatant.
Package: Combat Mage
Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and three powers chosen using the Ley Line Walker’s spell list.
Begin with the Channeling Edge and Master of Magic Edge.
Begin with three Combat or Power Edges of your choice, ignoring Rank requirements.
Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol.
STANDARD STARTING GEAR
[dice:fg0y3bjq]56519:6[/dice:fg0y3bjq] × 100 = 1800 Universal Credits, and [dice:fg0y3bjq]56519:7[/dice:fg0y3bjq] × 500 = 2500 credits worth of gear or valuables
NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Ammo: two E-clips or magazines for each weapon
Combat Mage Heavy EBA (TW) +6 A +2 T Min Str: d10 Weight: 36
Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight
Techno-Wizardry Armor Activation: TW armor requires 1 Power Point per hour to function or it loses all special abilities (including EBA) and Armor/Toughness bonuses are halved.
Firebolt Pistol Rng: 12/24/48 Dmg: 3d6 (AP: 0) ROF: 1 Shots: 10 Weight: 3
Notes: On a raise targets may catch Fire (see Savage Worlds).
Recharging PPE into the weapon to “refill” it; costs 2 PPE unless noted otherwise.
Mega Damage: Wielders can expend 2 PPE as a free action to cause Mega Damage for five rounds
F&G: [dice:fg0y3bjq]56519:2[/dice:fg0y3bjq] - Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F&G: [dice:fg0y3bjq]56519:3[/dice:fg0y3bjq] - Roll 2 HJ rolls
HJ (Magic and Mysticism): [dice:fg0y3bjq]56519:4[/dice:fg0y3bjq] - Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has Rapid Recharge.
HJ (Body Armor): [dice:fg0y3bjq]56519:5[/dice:fg0y3bjq] - Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.
Channeling
REQUIREMENTS: Seasoned, Arcane Background (Any)
When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
MASTER OF MAGIC
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Dodge
REQUIREMENTS: Seasoned, Agility d8+
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
Level Headed
REQUIREMENTS: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use.
New Powers (Bolt and Sloth/Speed)
REQUIREMENTS: Novice, Arcane Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
Wizard
REQUIREMENTS: Seasoned, Arcane Background (Magic), Spellcasting d6+
Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments. A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping.
Strong Willed
REQUIREMENTS: Novice, Spirit d8+
Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
Ambidextrous
REQUIREMENTS: Novice, Agility d8+
Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
Frenzy
REQUIREMENTS: Seasoned, Fighting d8+
A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
Two-Fisted
REQUIREMENTS: Novice, Agility d8+
If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). If the character has Two-Gun Kid, the
second action may also be a ranged attack.
Two-Gun Kid
REQUIREMENTS: Novice, Agility d8+
Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.