Rolls
Retained from original character sheet:
Narrative Hook 1d20 = 5: 5[Make removable] Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.
Fortune & Glory
1d12 = 11: 11[Make removable] Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
1d12 = 7: 7[Make removable] Duplicate Re-Roll 1d12 = 9: 9[Make removable] Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions (Black Market, Pirate Kingdoms).
Hero's Journey:
Underworld & Black Ops: 1d20 = 13: 13[Make removable] 13: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses
Training: 1d20 = 2: 2[Make removable] 2: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Third Roll is a 15, changed from Training to Experience & Wisdom:
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it. (Field Intel)
Starting Cash: 1d4 = 4: 4[Make removable] x 1000 (+Filthy Rich, 25K) = 29,000
New Rolls:
Filthy Rich Bonus HJ Rolls (4 rolls, Cybernetics): [dice:351flvid]61189:0[/dice:351flvid]
Exchange 2-for-1 to get two 19s (choose any cybernetic system), get:
Vehicle Interface Array
Expanded Detection & Security Array
Narrative Hook 1d20 = 5: 5[Make removable] Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.
Fortune & Glory
1d12 = 11: 11[Make removable] Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
1d12 = 7: 7[Make removable] Duplicate Re-Roll 1d12 = 9: 9[Make removable] Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions (Black Market, Pirate Kingdoms).
Hero's Journey:
Underworld & Black Ops: 1d20 = 13: 13[Make removable] 13: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses
Training: 1d20 = 2: 2[Make removable] 2: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Third Roll is a 15, changed from Training to Experience & Wisdom:
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it. (Field Intel)
Starting Cash: 1d4 = 4: 4[Make removable] x 1000 (+Filthy Rich, 25K) = 29,000
New Rolls:
Filthy Rich Bonus HJ Rolls (4 rolls, Cybernetics): [dice:351flvid]61189:0[/dice:351flvid]
Exchange 2-for-1 to get two 19s (choose any cybernetic system), get:
Vehicle Interface Array
Expanded Detection & Security Array