MARS - Merc Soldier
Fortune & Glory
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
HJ
Training [dice]5[/dice]
Cybernetics [dice]6[/dice]
Underworld & Black Ops [dice]7[/dice]
Rich
Cybernetics [dice]3[/dice]
Cybernetics [dice]4[/dice]
Credits
[dice]8[/dice]
Savage Mercenary
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Savage Mercenary
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Mercenary
Character Sheet
Player Name: John
Google Handle: venatus.vinco
Jake Sullivan
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS (Merc Soldier)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Charisma: -1; Pace: 6; Parry: 7; Toughness: 9; Strain: 3
Armored Stats: Strength: d12+2, Pace: 8; Toughness: 18 (7) MDC
Skills:
Player Name: John
Google Handle: venatus.vinco
Jake Sullivan
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS (Merc Soldier)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Charisma: -1; Pace: 6; Parry: 7; Toughness: 9; Strain: 3
Armored Stats: Strength: d12+2, Pace: 8; Toughness: 18 (7) MDC
Skills:
- Climbing d6 (free: HJ)
- Piloting d8 (free FG)
- Fighting d10
- Shooting d12
- Throwing d8
- Knowledge (Electronics) d6
- Knowledge (Battle) d6
- Notice d6
- Survival d6
- Stealth d6
- Intimidation d6
- Code of Honor (Major): Never breaks a contract.
- Habit (Minor): Alcoholism. Charisma –1.
- Stubborn (Minor): Salty and argumentative too
- Liquid Courage (Human): Gain Vigor die type after imbibing at least 8 oz of alcohol
- Marksman (MARS): Aim maneuver (+2 Shooting) if hero does not move
- Steady Hands (MARS): Ignore unstable platform penalty; Running penalty reduced to –1
- Rich (FG): Two rolls on Cybernetics table
- Nerves of Steel (FG): Ignore 1 point of wound penalties
- Connections: Northern Gun (FG): Connections in the merc community
- Connections: Tennessee Headhunters (FG): Connections in the merc community
- Jack of All Trades (HJ): No –2 for unskilled Smarts-based tests
- Command (S1): +1 to troops recovering from being Shaken
- Tactician (S2): Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
- Bionic Strength Augmentation: Str: d4>d6, Strain: 1
- Cyberwired Reflexes: Ag: d4>d6, Strain: 1
- Reinforced Frame: +2 Toughness, Strain: 1
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Mercenary
Background
Narrative Hook [dice]0[/dice]
Juicer Uprising
There’s a saying in the merc business, “The size of the combat bonus is inversely proportional to the likelihood of surviving to collect it.” Of course, that never stops a good merc from trying.
You know the story of the Juicer Uprisings, word on the street was someone found a cure for the juice. Twerky, trigger happy juicers, the Coalition, and those who worked for them were gathered around Newton trying to get a piece of it.. Not as many people remember the battle at Fort El Dorado. You would if you were there. Something like 2,000 juicer running rampant through the city, set the whole place on fire, knocked down the walls, and over ran an entire CS company. Total clusterfrak.
Me and my team were in town for some downtime when all hell broke loose. We got a call from a Northern Gun fixer. Turns out old NG was real worried about their facilities and employees inside Fort El Dorado. We were on of the only merc groups they could reach. The law of supply and demand meant they offered us a big time payday. All we had to do was protect their people from an army of rampaging juicers. No problem.
To even the odds (and sweeten the pot) we took whatever we needed from the NG store and hunkered down for the night. We beat back looters, black market raiders, corrupt city cops, and a lot of desperate juicers that night. By the time order was restored there was a ring of bodies piled up outside but we got our pay day and the gratitude of a few big wigs at NG. That gratitude got us a couple more lucrative jobs with NG, I probably could have milked that for a while and got out of the business but seeing the Uprising changed me a little too. Started thinking maybe it was time to stop working for the highest bidder and start working to make the world better.
Narrative Hook [dice]0[/dice]
Juicer Uprising
There’s a saying in the merc business, “The size of the combat bonus is inversely proportional to the likelihood of surviving to collect it.” Of course, that never stops a good merc from trying.
You know the story of the Juicer Uprisings, word on the street was someone found a cure for the juice. Twerky, trigger happy juicers, the Coalition, and those who worked for them were gathered around Newton trying to get a piece of it.. Not as many people remember the battle at Fort El Dorado. You would if you were there. Something like 2,000 juicer running rampant through the city, set the whole place on fire, knocked down the walls, and over ran an entire CS company. Total clusterfrak.
Me and my team were in town for some downtime when all hell broke loose. We got a call from a Northern Gun fixer. Turns out old NG was real worried about their facilities and employees inside Fort El Dorado. We were on of the only merc groups they could reach. The law of supply and demand meant they offered us a big time payday. All we had to do was protect their people from an army of rampaging juicers. No problem.
To even the odds (and sweeten the pot) we took whatever we needed from the NG store and hunkered down for the night. We beat back looters, black market raiders, corrupt city cops, and a lot of desperate juicers that night. By the time order was restored there was a ring of bodies piled up outside but we got our pay day and the gratitude of a few big wigs at NG. That gratitude got us a couple more lucrative jobs with NG, I probably could have milked that for a while and got out of the business but seeing the Uprising changed me a little too. Started thinking maybe it was time to stop working for the highest bidder and start working to make the world better.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Mercenary
Gear
NG-357 Magnum-Turbo Hovercycle
Credits: 16,000
NG-357 Magnum-Turbo Hovercycle
- Size: 2
- Acc/TS: 15/70
- Toughness: 17 (8)
- Crew: 1+1
- Remaining Mods: 3
- Notes: Exposed Crew, Handling 1, Hover, M.D.C. Armor
- +7 M.D.C. Armor, +2 Toughness
- Full Environment Protection
- Grants d12+2 Strength and +2 Pace
- 96 Hour battery life
- Str+d10+3d6
- Mega Damage
- BigBore shells provide the +3d6 and must be reloaded after 8 strikes. BigBore shells cost 125 credits each (1,000 credits for a full reload).
- Range: 30/60/120
- Damage: 3d10+3
- Shots: 42
- Min Str d12
- Mega Damage.
Credits: 16,000
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Mercenary
Advances
Please list all Edges and Advances taken for your character here
Iconic Framework
Fortune and Glory
Please list all Edges and Advances taken for your character here
Iconic Framework
- HJ: 3
- F&G: 3
- Begin with +5 skill points.
- Begin with any two Combat Edges, ignoring Rank Requirements.
- Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
- Begin with any one Body Armor, an NGS2 Survival Pack and 3d6 × 1,000 credits.
- Training: 13. There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four
- Cybernetics: 14. Stronger is always better as far as your character is concerned, so he has a level of Bionic Strength Augmentation.
- Underworld & Black Ops: 17. Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero’s made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.
Fortune and Glory
- 12: Choose, Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
- 3: A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
- 9: Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
- Cybernetics
- 3: Reinforced Frame
- Cybernetics
- 20: Choose. Cyberwired Reflexes
- Initial Advances: (From Hindrances): +1 Vigor, +1 Shooting
- Free Edge (Human): Liquid Courage
- Cybernetic Modifications: Bionic Strength, Cyberwired Reflexes, Reinforced Frame
- Novice 1 Advance: Shooting d10>d12
- Novice 2 Advance: Fighting d8>d10
- Novice 3 Advance: Pilot & Throwing d6>d8
- Seasoned 1 Advance: Command
- Seasoned 2 Advance: Tactician
- 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:
Signature
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm