ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

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NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES ARMOR TOTAL WT: WEIGHT LIMIT: PENALTY: TYPE: NOTES ARMOR : MIN STRENGTH: WEIGHT: SHIELD: WEAPONS 5 10 15 20S 25 30 35 40V 45 50 55 60H 65 70 75 80L 90 100 WOUNDS 3 INC FATIGUE WEAPON RANGE DAMAGE AP ROF WT NOTES RIFTS AND MEGAVERSE ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC. ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.

ARCANE BACKGROUND POWERS POWER PP RANGE DURATION EFFECT PPE ISP ITEM STRAIN EFFECT CYBERNETICS ICONIC FRAMEWORK BONUSES/DRAWBACKS POWER ARMOR ARMAMENT ARMOR PACE STRENGTH SIZE RESULT TABLE/EVENT HEROIC PATH

BACKGROUND RESULT TABLE/EVENT HEROIC PATH

GRIMOIRE / PSIONIC / MEGA POWERS POWER PP RANGE DURATION EFFECT

ROBOT ARMOR ARMAMENT 3 CARGO VEHICLE CARGO WOUNDS WOUNDS INC STRENGTH PACE NOTES RUNNING CREW NOTES ACC TOP SPEED 3 INC CREW ARMAMENT

FRIENDS AND ALLIES NAME/ARCHETYPE ATTRIBUTES & DERIVED STATS AGILITY SMARTS SPIRIT CHARISMA PARRY PACE HINDRANCES STRENGTH VIGOR STRAIN SKILL SKILLS DIE ITEM GEAR WT EDGES INC FATIGUE NAME/ARCHETYPE ATTRIBUTES & DERIVED STATS AGILITY SMARTS SPIRIT CHARISMA PARRY PACE HINDRANCES STRENGTH VIGOR STRAIN SKILL SKILLS DIE ITEM GEAR WT EDGES INC FATIGUE

CONTACTS AND NEMESES NAME: ARCHETYPE: CONTACT POINT: APPEARANCE & DISTINGUISHING FEATURES: ENCOUNTER SUMMARY: IMAGE/SYMBOL NAME: ARCHETYPE: CONTACT POINT: APPEARANCE & DISTINGUISHING FEATURES: ENCOUNTER SUMMARY: IMAGE/SYMBOL

MAPS/NOTES N

SITUATION EFFECT AREA OF EFFECT AUTOMATIC FIRE BREAKING THINGS AIM +2 Shooting / Throwing if the character doesn t move or take other actions Targets touching template suffer damage; Ignore non sealed armor, treat cover as Armor; Missed attack rolls deviate 1d6 for thrown weapons or 1d10 for launched weapons (x2 for Medium Range, x3 for Long Range) Roll Shooting dice equal to RoF (plus Wild Die if Wild Card); Attack is made at for recoil See Obstacle Toughness Table; Parry 2; No bonus damage or Aces CALLED SHOTS Limb ; Head 4 (+4 Damage); Small Target 4; Tiny Target 6 COVER Light ; Medium ; Heavy 4; Near Total 6 DARKNESS Dim ; Dark (targets not visible beyond 10 ); Pitch Dark targets must be detected to be attacked with a 4 DEFEND +2 Parry; Character may take no other actions but may move DISARM Attack; Defender makes Str roll vs. damage or drops weapon DOUBLE TAP +1 Shooting / +1 Damage; May not be combined with Autofire or Three Round Burst EXTREME RANGE FINISHING MOVE FULL DEFENSE DROP +4 to attack and damage Take the Aim maneuver and sacrifice the +2 bonus to instead fire at Extreme Range (up to 4x a weapon s Long Range) at a 8 penalty ( 6 with a scope). Instant kill to helpless foe with a lethal weapon Fighting roll +2; replaces Parry if higher; cannot move GANGING UP +1 Fighting per additional adjacent attacker; maximum +4 GRAPPLING QUICK REFERENCE CHART Opposed Fighting roll to grapple. Raise = opponent Shaken, Defender makes opposed Strength or Agility roll to break free (any other action made at 4); Attacker can make an opposed Strength or Agility roll to cause damage (Damage = Strength) IMPROVISED WEAPONS INNOCENT BYSTANDERS to attack and Parry; RoF 1 only: Small Weapons: Range 3/6/12, Damage Str+d4, Min Str d4; Medium Weapons: Range 2/4/8, Damage Str+d6, Min Str d6; Large Weapons: Range 1/2/4, Damage Str+d8, Min Str d8 Missed Shooting / Throwing roll with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target MOUNTED COMBAT Mount and rider act on same card; Rider attacks with lower of Fighting or Riding; Shooting incurs Unstable Platform penalty; Charging is +4 Damage but requires 6 of straight movement NONLETHAL DAMAGE Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated OBSTACLES If the attack misses due to the Cover penalty, the obstacle adds to Armor OFF HAND ATTACK to attack rolls with off hand PRONE As Medium Cover, prone defenders are Fighting and Parry; Ranged attacks within 3 ignore cover PUSH Attacker chooses option below and makes opposed Strength roll (add +2 if attacker moved more than 3 toward target): Bash: Push target 1 on a success, 2 on a raise. If the target hits an obstacle he also takes 1d6 per 1 pushed. Shield Bash: As above but causes Strength damage; +1 for small shield, +2 for medium shield, and +3 for large shield. Knock Prone: The defender is knocked prone RANGE MODIFIERS Short: 0, Medium:, Long: 4 RANGED ATTACKS IN Attacker may use no weapon larger than a pistol; Target Number is defender s Parry CLOSE COMBAT RAPID ATTACK Parry; Make up to 3 Fighting Attacks (+Wild Die) at 4, or fire up to 6 shots from a semi automatic weapon or revolver at 4 penalty to each die SUPPRESSIVE FIRE With a successful Shooting roll, targets in a Medium Burst Template make a Spirit roll or are Shaken, those who roll a 1 are hit TESTS OF WILL Contest of Taunt vs. Smarts or Intimidation vs. Spirit; If successful +2 on next action against target; With a raise the target is Shaken as well THREE ROUND BURST +2 Shooting / +2 Damage; May not be combined with Autofire or Double Tap TOUCH ATTACK +2 to Fighting roll TRICKS Describe action; Make opposed Agility or Smarts roll; Opponent is Parry until his next action; With a raise, foe is Parry and Shaken TWO WEAPONS attack; Additional for off hand if not Ambidextrous UNARMED DEFENDER Armed attackers gain +2 Fighting versus this defender UNSTABLE PLATFORM Shooting from a moving vehicle, animal, or other unstable surface WILD ATTACK +2 Fighting, +2 Damage, Parry until the attacker s next action WITHDRAWING FROM Non-Shaken adjacent foes get one free attack at retreating character COMBAT