Character Creation Rolls
Gonna re-tool this guy using the proposed IF. Old version, using SPC2, preserved in spoilers.
Hero's Journey: Experience & Wisdom [dice]0[/dice] (Background edge: Ambidextrous)
Hero's Journey: Training [dice]1[/dice] (+5 skill points for Fighting, Shooting or Throwing)
Hero's Journey: Training [dice]2[/dice] (Combat edge: Two-Fisted)
Hero's Journey: Training [dice]3[/dice] (Woodsman edge and +1d in Survival and Tracking)
Hero's Journey: CCW [dice]4[/dice] (CCW of choice: Chain longsword)
Narrative Hook: [dice]5[/dice] (Federation of Magic is bad)
Starting credits:[dice]6[/dice] Starting credits: [dice]7[/dice]
EDIT: Just taking the first 2d6 rolls x100 = 900 credits
Hero's Journey: Experience & Wisdom [dice]0[/dice] (Background edge: Ambidextrous)
Hero's Journey: Training [dice]1[/dice] (+5 skill points for Fighting, Shooting or Throwing)
Hero's Journey: Training [dice]2[/dice] (Combat edge: Two-Fisted)
Hero's Journey: Training [dice]3[/dice] (Woodsman edge and +1d in Survival and Tracking)
Hero's Journey: CCW [dice]4[/dice] (CCW of choice: Chain longsword)
Narrative Hook: [dice]5[/dice] (Federation of Magic is bad)
Starting credits:[dice]6[/dice] Starting credits: [dice]7[/dice]
EDIT: Just taking the first 2d6 rolls x100 = 900 credits
Old SPC2 Version
Using the play-test Super Hero IF to make a Wormwood Apok. Per that IF:
Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables ...
SUPER ABILITIES
Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is Four Color, starting with 40 Power Points and a Power Limit of 15.
Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth.
Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
COMPLICATIONS
Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).
Starting Gear: Choose one gear package from any other Iconic Framework: Use Juicer gear
Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables ...
SUPER ABILITIES
Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is Four Color, starting with 40 Power Points and a Power Limit of 15.
Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth.
Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
COMPLICATIONS
Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).
Starting Gear: Choose one gear package from any other Iconic Framework: Use Juicer gear