Rank: Seasoned
Race: Elf
Iconic Framework: MARS Robot Combat Pilot
Attributes:
- Agility d12
- Smarts d8
- Spirit d8
- Strength d6
- Vigor d6
Skills:
- Athletics d4
- Common Knowledge d4
- Notice d8
- Persuasion d6+1
- Stealth d6
Electronics d8+2
Piloting d8
Fighting d12
Shooting d12
Performance d6+1
Gambling d8
Repair d8+2
- Heroic (Major): The character always helps those in need.
- Quirk (Minor): Culturally superior
- Driven (Minor)
Enemy (Minor)
Wanted (Minor) Coalition
-
D-Bee (Minor): Initial Reactions 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: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven: Elves have the Driven (Minor) Hindrance.
Impudent: 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: Elves suffer −2 on Persuasion checks when dealing with dwarves.
Vehicle Interface Package* (1 strain, Rifts® TLPG Rifts® TLPG p.114): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
Core Electronics Package (1 strain, Rifts® TLPG Rifts® TLPG p.113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Languages Known: Native (native, d8)
Robot Vehicle Jock: Begin with Electronics d6, Piloting d6, plus the Ace and Robot Vehicle Jock Edges.
Killing Machine: While piloting a robot vehicle the ace gains the use, bonuses, and effects of all personal Combat Edges and associated maneuvers.
- Ace : Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the
appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound. - Danger Sense : Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe
doesn’t get The Drop against him.
Rich She begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items &
Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
Filthy Rich She has a total of 25,000 credits saved up and gets four total rolls on the above-listed tables
Marksman The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Quick Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may
discard it and draw again until you get a card higher than Five.
Martial Artist The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the
Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type.
Robot Vehicle Jock Robot vehicles are highly complex war machines which require a great deal of training to operate. Without this Edge, the
operator suffers a −2 penalty to all skill rolls while piloting a robot vehicle.