Jenny Bo’

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Pender Lumkiss
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Jenny Bo’

Post by Pender Lumkiss »

Race Elf
  • D-Bee (Minor): T he initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • 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.
Bounty Hunter:
  • Begin with Athletics d6, Notice d6, Occult d6, Research d6, and Survival d6.
  • Begin with the Alertness, Free Runner, Investigator, and Streetwise Edges.
  • Take 'Em Alive: Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm,
    grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter's Knockout Blows.
  • One of the character's Hero's Journey table rolls must be from either the Experience & Wisdom table or Underworld & Black Ops table, but the Bounty Hunter chooses the result.
  • Begin with either the Greedy (Minor), Mean, Ruthless (Minor), or Suspicious (Minor) Hindrance for no added benefit.
  • Begin with standard Starting Gear, plus a Neural Mace, Stun Gun, and a pair of silver-plated Mega Damage handcuffs.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Jenny Bo’

Post by Pender Lumkiss »

F and G (2) [dice:5k6obenz]61178:0[/dice:5k6obenz] reroll [dice:5k6obenz]61178:1[/dice:5k6obenz]
A Bard's Tale: Add two die types to Performance, begin with the Fame Edge, and gain a free reroll when using Performance. Begin with a set of performance gear.

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).

HJ (2 plus 1 chosen)
Training [dice:5k6obenz]61178:2[/dice:5k6obenz]
  • Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.
Education [dice:5k6obenz]61178:3[/dice:5k6obenz]
  • He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Under Cover Ops(Chosen)
  • 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.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Jenny Bo’

Post by Pender Lumkiss »

Player Name: Jon
Google Handle: jonneeper@gmail.com
Jenni Bo’
Rank: Seasoned 2 Experience: Advances Left:
Race: Elf
Iconic Framework: Bounty Hunter
Attributes: Agility d10(1 Race, 2), Smarts d8(1 race, 1), Spirit d6(1), Strength d6(1), Vigor d4
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Athletics d8(1)
  • Notice d6
  • Occult d8(1)
  • Research d6
  • Survival d8(1)
  • Persuasion d6(1)
  • Stealth d4
  • Common Kn d6(1)
  • Shooting d8(3)
  • Perform d64(1)
  • Fighting d6(2)
  • Spellcasting d6(2)
  • Piloting d6(2)


Hindrances
  • Hindrance (IF, minor)
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Major):
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description


Edges
  • Edge(F and G):Fame
  • Edge(F and G):
  • Edge(IF):
  • Edge(IF):
  • Edge(IF):
  • Edge(IF):
  • Edge(IF):
  • Edge: Streetwise Edges
  • Edge: Alertness
  • Edge: Free Runner
  • Edge: Investigatorbrief description
  • Edge: brief description
Field Team Six Bennies
3/6
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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Jenny Bo’

Post by Pender Lumkiss »

  • Initial Advances (Hindrances): marksman
  • Initial Advances (Hindrances): sharp shooter
  • Hero’s Journey:
  • Hero’s Journey:
  • Novice 1 Advance: +1 die shooting, +1 die spellcasting
  • Novice 2 Advance: More Power Points: +5 PPE
  • Novice 3 Advance:+1 die vigor
  • Seasoned 4 Advance: master of magic
  • Seasoned 5 Advance: new powers: two seasoned powers.
  • Seasoned 6 Advance:
  • Seasoned 7 Advance:
  • Veteran 8 Advance:
  • Veteran 9 Advance:
  • Veteran 10 Advance:
  • Veteran 11 Advance:
  • Heroic 12 Advance:
  • Heroic 13 Advance:
  • Heroic 14 Advance:
  • Heroic 15 Advance:
  • Legendary 16 Advance:
  • Legendary 17 Advance:
  • Legendary 18 Advance:
  • Legendary 19 Advance:
  • Legendary 20 Advance:
Field Team Six Bennies
3/6
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