F&G (Remove from Table: 4, 11, 13, 14, 16, 17, 18, 19)
[dice:v3u4ij0v]63240:0[/dice:v3u4ij0v]
Spiritual and Determined: Add one die to Spirit and begin with Strong Willed. Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
[dice:v3u4ij0v]63240:2[/dice:v3u4ij0v]
Rich & Connected: Start with Wealthy & Connection Edges
Major Vow: Loyalty to Prestige Unlimited (Setting): All individuals who have joined Prestige Unlimited are bound by force of oath. While there is no honor among thieves, the crew of Prestige Unlimited will not, under any circumstances, betray each other.
Vengeful (Major): Cross me and die; double-cross me, and die slow
All Thumbs (Minor): -2 to use electronic devices
Illiterate (Minor): Can't Read
Bizarre Physiology (Racial): -4 to Healing checks, x4 medical supply cost
Curious (Racia): What's this button do?
Major D-Bee (Racial): Initial reaction Unfriendly, Hostile if human supremacist
One With Nature (environmental protection, self only)
ISP: 1; Duration: 1 hour, Range: Self
Trapping: Glowing runes on skin
Success: Allows user to move at normal Pace, breathe and speak in a particular environment
Also grants +4 Armor/Resist rolls vs. like sources of damage
Raise: Increase bonus to +6
Fails in 1d4 rounds if exposed to lava or other extremes
MODIFIERS:
Hurry +1: +2 Pace
Shroud +1: +1 Stealth, -1 to be hit at Range
Lay on Hands (healing)
ISP: 3; Duration: Instant, Range: Touch
Success: Heal 1 Wound; Raise: Heal 2 Wounds
May be re-cast within Golden Hour
Extras who are still alive but Incapacitated are restored on a Success
MODIFIERS:
Greater Healing +10: Greater healing can restore any Wound, including those more than an hour old.
Crippling Injury +20: The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
Neutralize Poison/Disease +1: A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Goad (relief)
ISP: 1; Duration: Instant, Range: 4"
Trapping: Snarl, yell or other encouragement
Success: Remove one level of Fatigue and/or Shaken Status; Raise: Remove two levels of Fatigue and/or Stunned status
MODIFIERS:
Additional Recipients +1 per: Add one additional target with each use
Range +1/+2: x2/x3 Range (8"/12")
Blessing of the Spirits (boost Trait, Innate, Self-Only)
PPE: 1 (1 free Modifier); Duration: 5, Range: Self Only
Success: +1 Die-Type; Raise: +2 Die-Type
MODIFIERS:
Hurry +1: +2 Pace
Shroud +1: Ranged attacks at -1; +1 Stealth
Filch (lower Trait)
ISP: 2; Duration: Instant, Range: 4"
Success: -1 Die-Type; Raise -2 Die-Types
Target rolls Spirit at end of turn to break free
MODIFIERS:
Additional Targets +1 per: Adds one extra target per use
Hinder +1: -2 Pace
Range +1/+2: x2/x3 Range (8"/12")
Strong +1: Spirit roll to break free is at -2
Coyote's Laughter (elemental manipulation)
ISP: 1; Duration: 5, Range: 4"
Moves elements; Success Strength d6; Raise Strength d8
AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
MODIFIERS:
Range +1/+2: x2/x3 Range (8"/12")
Coyote's Bite (smite, Innate, Self-Only)
ISP: 1; Duration: 5; Range: Personal Weapon Only
Trapping: Extra Sharpness
Success: +2 Damage; Raise: +4 Damage
MODIFIERS:
Additional Recipients +1 Per: May affect multiple weapons at 1 point per additional target, all must still be wielded by caster
Arzno TWA-1600 Exterminator EBA (TW)
+8 Armor, +3 Toughness, EBA
Silver Spikes (Str + d4 Silver)
Powers (Self Only): boost Strength, deflection
May use Spellcasting d8 to activate Powers, if preferred
MinStr d8, 18 lbs
Activation: 1 PPE/hr
185,000 Cr
Spirit Bow
Range: 30/60/120, RoF 1
Damage: 4d6 AP 6 MD
Notes: A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the
archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially
among Native American and First Nation cultures. Gains +1d6 damage and +6 AP
vs supernatural good.
Coyote's Eye (magical version of Optic Scope):
An magical gem granting with thermal, infrared, and night vision while using the bow.
When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset
Range penalties. It also negates Illumination penalties and adds +1 Shooting.
MinStr d6, 4 lbs
Unpurchaseable
Coyote's Mask (Signature Item)
This carved and painted wooden mask grants the wearer the aspect of Coyote's darker nature. It was given to Yeitso by Coyote himself (or, at the very least, by the spirit that presented itself to him as Coyote).
Base Item: Carved Steel-wood Mask (1000 Cr) Minor Upgrades:
+1 Intimidation
5 Stored PPE Major Upgrades:
Coyote's Howl: Fear Power
Coyote's Bite: When using the Smite Power, the wearer may use the following additional Mega-Modifier:
INFECTIOUS (+3)
When a target is hit with the affected weapon and the damage total is enough to inflict the Shaken result or cause a Wound (before any Soak roll), the target contracts a Debilitating Illness (Targets in EBA or the equivalent are only affected if they suffer a Wound). The disease inflicts a level of Fatigue on the victim. This lasts for 2d6 days if left untreated, and can stack with multiple strikes. The disease can be cured with a simple Healing Skill check and 10 minutes, or the healing spell with the Disease Modifier. The Fatigue can be eliminated with relief, even if the infection is not cured. This disease can Incapacitate, but not kill. Immunity to Disease (as a racial ability) will prevent this from having any effect.
This pair of soft footwear are made of leather, though perhaps not from a traditional species. Inset with a turquoise and silver depiction of Coyote, they are made for a humanoid of Size +3. The wearer becomes preternaturally swift and sure-footed, especially when moving over broken terrain.
Enchanted Item:
Moccasin-style boots (Base prince, 1000 Cr. due to exotic materials)
Minor Upgrade: +1 Stealth
Minor Upgrade: +1 Athletics if feet are involved (balance, climbing, or the like, but not grappling or throwing, for instance)
Major Upgrade: Fleet-Footed Edge
Major Upgrade: Free Runner Edge
Spirit Spear
Damage: Str+3d6 AP 6 MD
Notes: A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors
and heroes, especially among Native American and First Nation cultures. Gains
+1d6 damage and +6 AP against supernatural evil
MinStr d6, 3 lbs
Unpurchaseable
Draining Blade
Damage: Str+d8 AP 8 MD
Notes: Magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
MinStr d4, 4 lbs
3,000,000 Cr
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement Features: The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
5 lbs
NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
30 lbs
2d4 × 500 credits worth of gear or valuables
Credits: 35,000
Encumbrance: lbs
Last edited by Yeitso on Sat Mar 14, 2020 1:11 am, edited 1 time in total.
The figure sat in the cave, in front of his fire, gnawing on the haunch of the raptor he'd killed. The tribefolk had driven him away again, hurling spears and stones. They called him "Yeitso", but he didn't know what the word meant. They cursed him, and always drove him away from their hunts, but they never told him why.
They call you that because they know who you are, Yeitso. And they drive you away because they know what you are. The voice he heard was in his head. He turned, and saw a coyote, rife with mange, bald patches showing through to diseased looking skin.
"What do you mean? Who am I? What am I? And who are you?"
You are Yeitso. And I am Coyote, and as for what you are--you are what I brought into this world.
"Why did you bring me, to be hated?"
Almost. I brought you here, so that they could learn to hate. It is something man must know, so that they may survive. So I brought evil into the world, to teach them.
"Then I am the evil you brought into the world?"
Coyote laughed. You are one, yes. The name they give you marks you as an eater of flesh.
Yeitso looked at the haunch of meat in his hand, then looked back at Coyote in confusion. Coyote's laughter was even louder in his head, this time.
No, no. Not that flesh. Theirs.
"But I have never eaten one of them. The old ones who raised me said I should not."
And that is why you are unhappy. You must embrace your role as evil; prey upon them, and teach them what hate truly is, and then you will be happy.
Yeitso considered that for a moment. "But there are many of them, and their shaman protects them. I am strong, but not strong enough for that."
I will give you weapons.
First, Coyote bit his own leg, and ripped it off, and the bones became a bow, tied with his sinew, and a spear pointed by his claw. Then he spat out one of his own teeth, and it became a green, bilious dagger stuck into the ground. Looking over the gifts, Coyote considered. The Spear and Dagger will serve you well as they are. But you will need a little more advantage with the bow. I shall give you one last gift. And Coyote plucked his eye out, and set it upon the bow, and when Yeitso picked it up, he found he could see the world as Coyote saw it, and it was strange and glorious.
Now, take up your weapons, and go, my son, into the world of Men, and find good men to prey upon, and wicked men to offer support.
And Yeitso took up the weapons and nodded. "For these gifts, I shall do as you charge me, Old One." And Yeitso went out of the mountain, towards the place where the sun would rise, to seek out wicked men to aid. But on his way, he made a stop at the tribe's camp; he had to pick up food for his journey.
Bizarre Physiology: Those unfamiliar with Vronwor biology
suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy
augmentations don’t work for them.
Compatible medical supplies/services and cybernetics cost quadruple the
listed price.
Curious: The Vronwor's insatiable appetite for learning and mysteries
means they begin with the Curious Hindrance. D-Bee (Major): Unable to disguise themselves among humans due to
their great height and extra arms, the initial Reactions to Vronwor typically
start at Unfriendly, or Hostile for human supremacists. Those with
an Unfriendly or lower Reaction will refuse to sell wares or provide
services such as healing, repairs, etc.
Failed social checks with Hostile parties often result in violence. Environmental Weakness (Radiation): Vronwor physiology is particularly
susceptible to the ravages of radiation, suffering a −4 penalty to
resist the hazard and +4 damage from radiation-based attacks.
Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn.
Giant Strength: Vronwor begin with d8 Strength and possess an unlimited
Strength maximum.
Natural Psionics: All Vronwor possess an innate aptitude for
Psionics. Vronwor begin with d4 Psionics, the Arcane Background
(Psionics) Edge, 10 ISP, and may choose powers from the standard
list.
[*]Non-Standard Build: Vronwor have unique proportions which make
commonly available equipment problematic. Subtract 2 from Trait
rolls when using equipment not designed for them (including
weapons and vehicles) and they cannot wear commonly available
armor or clothing, which must be custom-designed and fitted—tripling
purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is
not an option, neither is most power armor. Equipment and food cost
double the listed price. Any Starting Gear is assumed to be custom built
for the character.
Paranthropophagous: No taboos exist in Vronwor culture against
consuming the flesh of sapient beings; on their homeworld, in fact,
the giants ritually consume the flesh of fallen enemies. The stigma against
cannibalism on Rifts Earth means Vronwor suffer −2 to Persuasion rolls
among those familiar with this habit.
Size 3 (Normal): Vronwor stand 13 – 14 feet tall and weigh 1100 –1400 lbs.
Their Size grants them +3 Toughness.
Iconic Framework Traits: Spirit Warrior
Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and select
three powers from the Spirit Warrior List.
Begin with Athletics and Fighting d6.
Begin with the Adept, Dark Champion, and (Un)Holy Warrior Edges.
Spirit Warriors may make a natural healing roll once per day (instead of
every five days). Permanent injuries may be recovered once all other
Wounds are regenerated—treat each injury as an additional Wound (may
try once per week).
Begin with standard Starting Gear substituting Light or Heavy
Enchanted Armor, plus a Spirit Bow and a Spirit Spear.