Rank: Seasoned Male Quick Flex
Iconic Framework: MARS Operator
Description: Quick-Flex driver
- Agility d12+1
- Smarts d8
- Spirit d6
- Strength d8
- Vigor d6
- Athletics d8 (AG)
- Boating d4 (AG)
- Common Knowledge d6+2 (SM)
- Driving d12+1 (AG)
- Electronics d6+2 (SM)
- Fighting d4 (AG)
- Language (Linguist #1) d6 (SM)
- Language (Linguist #2) d6 (SM)
- Language (Linguist #3) d6 (SM)
- Language (Linguist #4) d6 (SM)
- Language (Native) d8 (SM)
- Notice d8 (SM)
- Persuasion d4 (SP)
- Piloting d6 (1 free die type from GM) (AG)
- Repair d8+2 (SM)
- Shooting d12+1 (AG)
- Stealth d6 (AG)
- Survival d6 (SM)
Parry: 5; Toughness: 5; Toughness in Armor: 12 (5)
- Hard of Hearing (major)
- Quirk (Says everything like it's a question.)
- Thin Skinned (minor)
- Danger Sense
- Fast Healer
- Improved Level Headed
- Level Headed
• Unarmed (Range Melee, Damage Str)
• Survival Knife (Range Melee, Damage Str+d4)
• Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
• Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
• Wooden Stakes (Range Melee, Damage Str+d4)
• NG-S2 Survival Pack
• Wooden Cross
Languages: Native (native, d8), Linguist #1 (d6), Linguist #2 (d6), Linguist #3 (d6), Linguist #4 (d6)
Current Wealth: $0
Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost double the listed price.
D-Bee (Major): The initial Reactions to Quick Flex 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.
Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
Quick: Begin play with the Quick Edge.
Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any other Hindrances chosen by the player.
Repairman: Begin with Electronics d6, Repair d8, and the McGyver Edge.
Gearhead: Gain a free reroll on all Electronics and Repair checks.
4 Advances: MARS Packages start with 4 advances at Seasoned
Ace: Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.
Live, Die, Live Again (Hero's Journey): Live, Die, Live Again: Free reroll on the Death & Defeat Table, and halve all recovery times from the table.
Choose Your Fate (Hero's Journey): If you keep this selected, then you should see two additional HJ rolls below this list to select/roll.
Core Electronics Package (1 strain, Rifts® TLPG p113): 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.Vehicle Interface Package* (1 strain, Rifts® TLPG p114): Grants +2 to related Boating, Driving, Piloting, and Electronics checksSynthetic Organ Replacement (1 strain, Rifts® TLPG p113): Raise Vigor one die step.
Mountaineer ATV (Nuclear) (Size: 6 (Large); Handling: +1; Toughness: 34 (16); Top Speed: 120mph/194kph; Notes: ATV, ECC, MDC Armor, STS)
Edge: Danger Sense
Raise Attribute: Spirit
Raise Skills: Driving/Shooting
Edge: Improved Level Headed
Raise Skills: Fighting/Stealth