Private Jack Carter (Shelved for now)

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Jack Carter

Private Jack Carter (Shelved for now)

Post by Jack Carter »

Approved by HC, shelved for now - High Command, 3-22-17
Character Sheet

Player Name: John
Google Handle: venatus.vinco

Private Jack Carter

Rank: Novice Experience: 0 Advances Left:
Race: Human
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
MOS: Psychic Soldier
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 5; Toughness: 12 (6); Strain: 0
Skills:
  • Driving d4
  • Fighting d6
  • Intimidation d6
  • Knowledge (Electronics) d4
  • Notice d8
  • Shooting d6
  • Survival d8
  • Throwing d4
  • Psionics d10
Hindrances
  • One Eye (Major): –1 Charisma, –2 to rolls requiring depth perception
  • Registered Psychic (Minor): Treated as a second class citizen.
  • Quirk (Minor): Intolerant of psi-stalkers.
Edges
  • Rapid Recharge (HJ):Regain 1 Power Point every 30 minutes
  • Arcane Background: Psionics (MOS): 20 ISP, 3 Powers
  • Major Psionic (MOS): Powerful psychic
    • Double base ISP.
    • Gain 10 ISP with Power Points Edge instead of 5
    • Spend 2/4 ISP for +1/+2 to Psionics
    • Spend 1/2 ISP to double/x10 range
    • Double bonuses on ley line
  • Master Psionic (Human): Mega powers
Powers
  • Nullify (Dispel): This power manipulates electrical impulses in the brain, or mystic devices, disrupting magic and psionic activity. On a raise the power causes temporary muscle contractions and the target has to make a Vigor roll or be at –2 Parry until his next action.
  • Power Leech (Drain Power Points): Victims are struck with painful electricity coursing through their body draining PPE or ISP on a raise the power causes temporary muscle contractions and the target has to make a Vigor roll or be at –2 Parry until his next action. Aka the Emperor Palpatine effect.
  • Slow Heart Beat (Slumber): An electrical current slows the victim's heartbeat making them sleepy and forcing the victim to make a Vigor roll or suffer Fatigue upon waking.
  • Summon Inner Strength (Armor): The psychic’s neurons fire at a stimulated rate hardening skin and moving the body faster than normal. Costs +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility die by one type.
  • Electrical Weapon (Smite): Affected weapons crackles with electric energy which arcs to a foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 Power Point.
Mega Powers
  • Psychic Suppression (Exalted Dispel): A maelstrom of telekinetic and electrical energy engulf the area increasing the disruptive effect of the power. Additionally, on a raise the telekinetic forces make movement difficult and the target is considered to be on Difficult Ground.
  • Psionic Siphon (PPE Thief): In addition to draining power points, and the psychic keeping ISP, the power also drains mental energy forcing the victim to make a Vigor roll or suffer Fatigue.
  • Bio-Manipulation (Greater Slumber): The psychic causes a temporary sensory overload forcing the victims to collapse into sleep. On a raise the are also slightly deafened, making noise based attempt to waken them at -2.
  • Psychic Body Field (Greater Armor): Provides an invisible telekinetic force field that adds +2 to armor against physical attacks but is dispelled by ion weapons.
  • Precognitive Strike (Greater Smite): The psychic can reflexively see into his victim’s mind and occasionally gets a glimpse into what works the best against foes or a weak point in their movements. On a shaken or wound, roll a d6 on a 6 the smite attack changes dealing damage as if it were the creature’s weakness should one be applicable, if no weakness it gets a plus 4 damage as it struck a vital area with such laser like precision.
Jack Carter

Private Jack Carter

Post by Jack Carter »

Background
Joined up at Lone Star City. They knew I was a psychic so stuck me in a REMF unit with criminals and outcasts. Guess that’s what they thought of me too. Did basic training but didn’t get much out of it. Didn’t need it much either. Until we did. Our supply unit got hit by a bunch of wild psi-stalkers. Came in looking for weapons, food, whatever wasn’t nailed down. Then they found me. They thought they hit the frakking jackpot.

They trussed me up like a turkey and took me back to their little shit hole camp and threw me in a hovel. Each day one of ‘em would come and drain me. Then another. Then another. Their leader was a real sick-o. He’s the one who cut out my eye, said it would be easier to suck my mental energies if their was a opening there.

Figure I was down in that hole for almost a month. The constant draining probably aged me twenty years. Finally, some of our Rangers swept through, they were looking for the missing supplies - not me. Fortunately, they took me back to LSC with them anyway. Some desk jockey told me I wasn’t eligible for cybernetics for my eye. So I said the hell with it and signed on with Psi-Bat in Chi-Town.

The training was tough but brought out powers I didn’t know I had. If those stalkers tried to grab me now I’d fry their nuts with my mind and feed ‘em to a Rhino-buffalo.


Personnel Record
Name: CARTER, Jack Brian
Service Branch: Coalition Army
Service Number: LS59-520-086-A412-3AEC
Pay Grade: Low
Pay Rate: Lower
Rank: Private
Date of Birth: May 20, 86 P.A.
Primary Specialty: Psychic
Military Education:
Basic Training, Army, Lone Star, CS Army Training Facility
Psionic Combat Course, Chi-Town, Psi-Bat Traininc Centre
Psionic Orientation and Sensitivity Course, Chi-Town, Psi-Bat Training Centre
Master Psychic (Kinetic) Training Course, Chi-Town, Psi-Bat Training Centre
Decorations, Medals, Badges, Citations, and Campaign: None.
Disciplinary data and court martial record: None.

[dice]0[/dice]
[dice]1d31[/dice]
Birthday!: 1D31 = [20] = 20
Random Identifer: 1D16 = [10] = 10
1D16 = [4] = 4
1D16 = [1] = 1
1D16 = [2] = 2
1D16 = [3] = 3
1D16 = [10] = 10
1D16 = [14] = 14
1D16 = [12] = 12
Jack Carter

Private Jack Carter

Post by Jack Carter »

Gear

CA-3 Light “Dead Boy” Body Armor:
Image
Private/Private First Class (PSI)
  • +6 Armor and +1 Toughness
    Full Environmental Protection
    Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (12 lb)
Utility Belt: (4 lb)
  • Canteen (half gallon).
    Communicator (5 mile range).
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Grenade Pouch
    • Fragmentation Grenade: 2/2
      • Damage: 3d6, MD, LBT
        Rate of Fire: 1
        Range: 5/10/20
    Knife Sheath Containing:
    • Vibro-Knife
      • Damage: Str+d6, AP 4, MD
    Chest Holster containing:
    • C-20 Laser Pistol
      • Damage: 2d6+1, AP 2
        Range: 15/30/60
        Rate of Fire: 1
        Payload: 21
        Weight: 3
        Notes: Semi-Auto
      Ammo Pouch: 2/2 Pistol E-Clips
    Pouch Containing:
    • 3/3 Rifle E-Clips
CA-30 Ion Pulse Rifle on Shoulder Sling (CS Imprint of TX-30)
  • Range: 12/24/48
    Damage: 1-3d8
    Rate of Fire: 3, 3RB
    Payload: 30
    Weight: 7
CS-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
Credits: 1700
Payrate: 1700 (1955 in Old Chicago)
Jack Carter

Private Jack Carter

Post by Jack Carter »

Advances

Iconic Framework
  • Gain the edge Arcane Background: Psionics (Same power list as Mind Melter) and three powers.
  • Gain the edge Major Psionic
  • Begin with Psionics at d8, Shooting +1 skill point, and Notice +2 skill points.
  • Start with Normal Starting gear for a Rifleman, but they get CA-3 instead.
Hero’s Journey
  • Psionics
  • 3
  • Rapid Recharge
Advances
  • Initial Advances: (From Hindrances): New Power, New Power
  • Free Edge (Human): Master Psionic
  • Cybernetic Modifications: None
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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