Jude Maverick Character Sheet

They're silent but deadly...
GM: Pender Lumkiss
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Jude Maverick
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Jude Maverick Character Sheet

Post by Jude Maverick »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Jude Maverick (Corporal)
Rank: Legendary Experience: 89
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d12, Smarts d12, Spirit d12, Strength d4, Vigor d12 (+1 in armor)
Charisma: +6 (+2 Renown 50%); Pace: 6; Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP); Strain: 0
Skills:
  • Fighting d8
  • Gambling d6
  • Healing d8 (+1 with first aid kit)
  • Intimidation d10+2
  • Investigation d8
  • Knowledge (Battle) d10
  • Knowledge Electronics d4
  • Knowledge (Politics) d10
  • Notice d8
  • Persuasion d12+8 (+2 Renown)
  • Repair d6
  • Shooting d8
    • +2 armor targeting enhancement
    • +2 if using ion setting
    • Marksman Edge: Aim +2 Shooting if don’t move.
    • +1 Trademark Weapon with JA-11
  • Streetwise d12+6 (+2 Renown)
  • Survival d6 (+2 for navigation with biometric compass)(+1 food gathering with hunter/fisher kit)
  • Taunt d8+2
  • Throwing d4 (+2 armor targeting enhancement)

Hindrances
  • Heroic (Major): Despite his inclinations, he can’t resist helping out.
  • Quirk (Minor): Can’t resist a pretty face, and it gets him into trouble.
  • Wanted (Minor): You know that thing about pretty faces? Yeah, he may have seduced the wrong person’s daughter. Or wife. And there may be some outstanding gambling debts.

Edges
  • Attractive (Free Human): +2 Charisma
  • Luck: Extra benny at the beginning of each session
  • Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
  • Very Attractive: Charisma is +4
  • Brave: +2 to Fear tests
  • Strong Willed: +2 Intimidation and Taunt; +2 to resist Tests of Will
  • Charismatic: +2 Charisma
  • Elan: +2 on roll when spend a Benny.
  • I Know a Guy: Almost everywhere he goes, Jude seems to know someone. Use the Connections Edge rules. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Marksman (on rifle): Aim +2 Shooting if don’t move.
  • Battle Hardened (on clothes): +2 Soak
  • Common Bond: May share bennies with companions
  • Linguist: Know 12 languages. Smarts -2 to be understood in any language heard for a week. Languages: American, Spanish, Dragonese/Elven, Chinese, Gobblely, Japanese, Euro, Techno-Can, Faerie Speak, Demongogian, Russian, Quebecois (French)
  • Legendary Journey/You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
  • Trademark Weapon: +1 Shooting with JA-11.
  • Great Luck: +1 Benny/session
  • Danger Sense: Notice -2 to detect ambushes.
Last edited by Jude Maverick on Fri Oct 04, 2019 2:18 am, edited 27 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Jude Maverick Gear

Post by Jude Maverick »

Gear
  • Nike Airs (8 points)
    • Teleport (8): 12”, free action, takes up movement; must see destination for no roll, Smarts -2 for someplace previously been, -4 for someplace never been.
    • Teleport Other (+5): Teleport 1 per action. Spirit roll. Additional targets -1/character
  • Enhanced clothing
    • Battle Hardened Edge: +2 to Soak rolls
  • Enchanted Bottle of Kentucky Bourbon
    • Minor: Unbreakable
    • Minor: Everfull
  • TW Ultimax Robot Barbie (from Viggo’s desk)
  • White Star Fire Necklace
    • Never before has such a necklace been created. Rumors about its actual origins abound. Only 7 of them exist, signifying heroes of legend: legionnaire exemplars.
    • A vampire's worst nightmare: On a successful grapple check, deal a wound to any creature vulnerable to light or sunlight.
  • Silver Tongue Choker: This silver necklace with a purple heart-shaped gem can enhance the quality of your voice and give it the magical ability to influence the minds of others. It always looks entrancing and always "enhances" the looks of the person wearing it, in subtle ways.
    • Enchantments:
  • Internal PPE Reserves: 15. The magic item recharges its internal PPE at a rate of 1 PPE per hour.
  • Snake Charmer (Puppet)
    • PPE: 3
    • Duration: 3 (1/round)
    • Trapping: As a free action before activation, the wearer can roll a cooperative Persuasion check that will add to the Activation roll for the item. A critical failure on this check means the item cannot be activated this round. It otherwise follows the rules for cooperative rolls (SWD p.71)
    • Effect: Using the Snake Charmer enchantment is an opposed roll of the character’s Smarts trait versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
  • Silver-Tongued Devil (Mind Control)
    • PPE: 6
    • Duration: Based on Activation Roll
      • Success: One minute (1/per minute)
      • Raise: 5 minutes (1/5 minutes)
      • Two Raises: 10 minutes (1/10 minutes)
    • Trapping: As a free action before activation, the wearer can roll a cooperative Persuasion check that will add to the Activation roll for the item. A critical failure on this check means the item cannot be activated this round. It otherwise follows the rules for cooperative rolls (SWD p.71)
    • Effect: This greatly enhanced version of the above power allows the user a longer period of control. Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active. Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power. If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
  • Healer’s Stone
    • Enchanted item: Smooth, round black stone marked with silver runes of healing. When placed on a wound, it knits flesh and bone.
    • Spirit to activate
    • Major: Healing power (5 PPE)
    • Minor: +5 PPE
    • Minor: +5 PPE
    • Total PPE: 15
  • Rockstar's Foil
    • This bodysuit was crafted by the Roman artificer Damacles for none other than the lead singer of Dries Marbles Left. Upon completing both a good concert set and helping Dunscon murder an outspoken proponent of technology in the Federation of Magic, an ever grateful maniacal Dunscon commissioned it. Damacles drew upon his divine heritage to craft something that would take advantage of Vick's singular talents, thus allowing him to move unhindered through throngs of adoring fans and use his voice on a high C to blast enemies.
    • Type of Item: A suit of jet black that shimmers with movement. Base item is ED 5 Plastic Man (4 Armor, 13lbs, no Str min, environmentally sealed)
    • Standard 5 mile comm
    • Standard visual system offsetting 2 points of lighting penalties
    • Fortune & Glory: +2 Targeting enhancement
    • HJ reward roll: +1 to Vigor checks
    • Enchantments (Two Major, Two Minor): Invisibility, Burst, +5 PPE, trapping
      • Invisible (Willed invisibility): Through force of will, misdirection, verbal confusion, and charismatic transparency of this armor renders the user all but invisible to most folk’ trained eye. Persuasion is the Trait roll.
        • Cost: 5 PPE
        • Range: Self
        • Duration: 3 (1/r)
        • Success: -4 to detect or hit; Raise -6
        • Additional targets: Up to 5 for 5 PPE each
      • High C Burst: The suit can enchant one’s voice through the helmet to cause the high C to boom forth in a sonic quake. If used to break an inanimate object, the damage dice can ace. Vigor is the Trait roll.
        • Cost: 2 PPE
        • Range: Cone
        • Agility to avoid
        • Damage: 2d10 MD
      • P.P.E.: 15 ( 5 per power)
      • Trait: Persuasion and Vigor
    • Trappings: This item is inherently quiet and causes most hearing based notice checks to detect the wearer as if they were at medium range. (-2 hearing-based Notice rolls)
  • Personal Force Field
    • +4 Armor vs non-magical attacks; immune to AP
    • It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields, and are not affected by AP.
  • Wilk’s 237 Laser Pistol: Range 15/30/60; Damage 2d6+1; ROF 1; AP 4; 16 shots; Weight 3; Semi-Auto (2 spare clips x 16 shots)
  • JA-11 Energy Rifle (3 settings; action to switch)
    • Trademark Weapon
    • Setting 1: Laser
      • Damage 3d6, ROF 1, AP 2
      • Range 30/60/120
    • Setting 2: Laser Mega Damage
      • Range 30/60/120
      • 10 ammo/shot
      • Snapfire penalty: if the character moves in the action he fired, suffer -2 penalty
    • Setting 3: Ion Beam
      • +2 Shooting
      • Damage: 1-3d6+1, ROF 1
      • Range 12/24/48
    • 50 shots
    • Weight 7
    • Infrared scope with laser targeting (offset 2 points of range/darkness penalties)
    • Supertech upgrade reward: Marksman Edge: Aim +2 to Shooting when don’t move.
    • 2 spare clips x 60 shots
  • Gallant Glaive of Heroism
    • Type of Item: A blade of a glaive etched with runes and the symbol of the true hero: The White Flower. When a hero holds this weapon they feel emboldened to do great things!
    • Deals STR+d10 AP4 MD, the blade head must be affixed to a two handed pole or weapon like a rifle to function properly.
    • Enchantments (One Major, Two Minor): +1 Bennie per session, +1 reach for Melee attack ( Note if attached to a polearm that would normal give +1 reach the reach is extended by 1), If affixed to a range weapon like a rifle ( Kn: Arcana skill -2) the character may make a melee attack at no penalties.
    • P.P.E.: 0
    • Trait: Fighting
    • Trappings: The blade sings to true heroes and will only function when wielded by such a person. It glints in the sunlight displaying a chance for increased fortune. Even when it should not be able to the blade can give a person the perfect moment to extend their strike. If a person not worthy attempts to wield it, it appears no better than a fancy glaive blade. STR+d8 damage, no AP, No MD, the reach only applies if attached to a polearm.
  • Vibro-Knife: d4+d6; Weight 2; AP 4; Mega-Damage
  • Wilk’s 447 Laser Rifle: Range 40/80/160; Damage 3d6; ROF 1; AP 2; 16 shots; Weight 5; Semi-Auto (2 spare clips x 20 shots)
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
    • +1 Toughness
    • Increase load limit to Strength x 7 in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
      • Attachment: Vibro-Knife
      • Attachment: Wilks 237 Laser Pistol
      • Attachment: Healer’s stone
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
  • SFD Huntsman Lightweight Personal Armor: +6 Armor, +1 Toughness, Str min d4 (Weight 16)
  • NG-S2 Survival Pack (30 lb)
    • Tent
    • Sleeping bag
    • Solar powered flashlight with concealed pocket knife
    • Biometric compass (+2 Survival navigation)
    • Short range (5 mi) radio
    • First aid kit (3 uses)(+1 Healing)
    • Hunter/Fisher kit (+1 Survival food gathering)
    • 3 saw wires
    • Fire starter
    • Survival knife, small hatchet, wooden cross
    • 4 signal flares
    • Climbing kit (30’ cord and other gear)
    • Bar of soap and sterilized cloth
    • Canteen
    • 2 weeks rations

Credits: 135,300

Contacts
  • Sister Penelope: mystic from New Alamo
  • Jackshot Marshall: Gloom Defense Force captain (one time use)
  • Diamond Clad (Mayor of Gloom, Legendary TW, Team contact): Once per session, the 13th may call on Diamond Clad to get assistance per the normal rolls for contacts at a +4 bonus. If the team is far from Gloom, there may be penalties applied to the streetwise roll.
  • Tesse Lightbringer (Federation of Magic, Mystic, Fan, Wild Card): Once per session, Connections rolls +2. Depending on distance from the Federation of Magic and Dweomer, roll may be made at a penalty.
Last edited by Jude Maverick on Wed Apr 03, 2019 4:51 am, edited 28 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Jude Maverick Background

Post by Jude Maverick »

Background
Narrative Hook: 1D20 = [16] = 16
Should Old Acquaintances... Sometimes, it’s a chance encounter or a brief time together that leaves a lasting impression. Someone along the way left your hero with something. Maybe something happened with someone he’s not seen since, but that moment stays with him in some way. One way or another, the encounter led to your hero joining the Legion.

Family: Major James and Julia (parents); Nicole (younger sister); Commander Jonathon Maverick (uncle); Private Cassandra Maverick (cousin)
Enemies: Governor-General Alphonse Beauregard, imperial naval advisor
Friends: Michelle Beauregard, former lover, wife of Alphonse Beauregard; Reiko, geisha lover in Denver; Melinda, teenage love
Team: Maximilian, dogboy robot pilot; Libertas Magicorum, TW; Lucretia, Altaran cyber-knight (former, possibly dead?); Nadya Cantrell, human mercenary soldier, former CS; Markus Berger, NGR human cybernetic techno-warrior; Kesslan, dogboy burster (former); Alex, Max’s mechanic boy (NPC); Alex, Max’s alt-timeline sidekick; Zieja, former Lone Star soldier; Firehawk, Lyn-Syrial Burster; Bane, D’Norr Ley Line Walker (erased from time); Jitters, Quick-Flex Crazy

Jude lived a rather comfortable, normal life in Chi-Town in a wealthy family. He tacitly imbibed the anti-D-Bee message of the Coalition. But a penchant for gambling and women often got him into trouble. Eventually it got him into more trouble than his mouth could talk him out of! He bedded the daughter of a prominent politician. Or was it the wife? She was young enough to be his daughter, for sure! But Jude was a bit too drunk to care about details. In any case, it meant he had to leave the civilized life of the Coalition and head out into the dangerous savage world of the Midwest.

Jude was smart and adaptable. He picked up the skills needed to survive, but mostly he talked his way out of situations, or into a warm meal and a bed, often with a warm companion. Whatever it took, really. But his penchant for women and for standing up for the little guy tended to get him into more trouble than he could handle. His answer was usually to pick up and move on.

During a stay in Wichita Falls where Jude had finagled a position as a “military consultant”, he met Nadya Cantrell, a CS soldier. His efforts at cultivating a more intimate relationship proved fruitless, and she eventually discovered his credentials were less than genuine. Before she could expose him, however, he proved instrumental in solving a series of murders of local ladies of the night and stopping the killer. He heard later she abandoned the CS and joined the Legion. He figured he might check it out, look her up again.

Jude Vignettes

“I used to tell my sister stories about folks like you,” he told Nadya. “The brave CS soldiers that kept us safe from things like dragons and vampires. It was all kind of BS,” he chuckled. “I’d never actually met one, except those I saw marching in the parades. But Nicole...she ate it up. She wanted to be a soldier one day. I teased her and said a soldier needed to know how to fight, so she made me teach her.” He laughed. “I was rubbish then. I suppose I still am, compared to you, or Lucy there.” He looked up at Nadya and over at Lucretia.

“We were pretty well-off. I’d had some fencing lessons growing up. I’d take Nicole out down by the river at the back of the family compound with a couple of stun foils. I remember the first time she beat me.” He laughed. “She was thirteen. I was toying around with her, cocky as usual, cracking jokes, teasing her, mocking. She was deadly serious, though. She’d been practicing. She ditched the classic techniques and pressed me hard. I’m still not sure how I ended up on my back. She put her foot on my chest, victorious, grinning like she’d just vanquished a dragon or some vile D-Bee from the news vids. And then she stabbed me about fifteen times with that damned shock tip, laughing as I pissed myself!” Jude laughed. “She wanted me to take her to the recruiting station the next morning. Oh, my mother was pissed at me!”

Jude fell quiet again, dropping his gaze down to the sleeping baby. “I miss them…” He shook himself from his reverie. Jude never liked to get too introspective. “Sorry I wasn’t more help there, boss,” he told Lucretia. “I’m a lover, not a fighter.”

***

Jude shook his head as he listened around the campfire. Everyone seemed to have a war story. Jude took a swig from his flask. Brittany’s face still haunted him, her glassy blue eyes staring up accusingly at him. More than once he’d caught Cantrell giving him the stink eye when he got a bit too into his cups. Jude was never supposed to be a soldier. He was going to be a paper pusher, a courtier. Nikki was the one that wanted to sign up, be a hotshot SAMAS pilot. Jude had seen enough death for the time being.

“Well, Markus, if they keep me alive, I don’t much care if they’re D-Bees, humans, or cows,” he commented. “Same goes if they’re trying to kill me,” he said wryly, shifting uncomfortably as Brittany’s face haunted him again. The dwarven hooch helped him sleep at night.

“About a year before I joined the Legion I got a job on a cargo convoy,” he told the others. “Help with repairs in the event of a breakdown, ride shotgun, that kind of thing. Sort of a dogsbody. It was a trip plagued with problems and we were running behind. My truck had a breakdown, and the rest ditched us as we fixed the problem.

“Some...entrepreneurial opportunists came by and figured they had an easy score. Kind of caught us with our pants around our ankles, really,” Jude admitted. “So there we are, all trussed up, and they’re arguing about how to get into the container. None of us have the codes, because, well, we’re just peons. And they don’t have any explosives. So they start talking about torturing us to get the codes. I figured I’d better do something, since sitting quiet and obedient-like wasn’t working anymore. I’m not too eager to die for a truckload of whatever was in there.

“I’d had some time to observe these guys. I’d noticed a scent of perfume on two of them. Figured there was a girl involved. So I just started talking. Turns out I figured right. One of the guys was having a good time with the other’s girl behind his back. Got them arguing. Then I asked another guy about what cut he could expect from the haul, said he should sign on with us, since we get a bigger one. I got all of them arguing amongst themselves. Inevitably the guns came out. When it was over, I dragged myself over to the nearest body, got his knife, and cut myself free.”

***

Jude was silent for a moment after Tatiana’s question. “I...made some bad decisions,” he admitted. “It was...healthier if I left.” He didn’t elaborate for a long moment as they walked beneath the bright moon. He noted how Tatiana’s alabaster skin glowed beneath it.

“Her name was Michelle,” he said. “Beautiful red hair, eyes green like emeralds -- a lot like yours.” He reached up and brushed back a bit of Tatiana’s dark hair, caressing her cheek softly. “And an accent, too. French, though. From Free Quebec. I had managed to get access to court at the time. I was schmoozing my way, hitting some high stakes gambling tables among the Coalition elite, trying to win my way into a patronage.” His hand dropped from her face and he stared off into the darkness again. “That’s how you get ahead in the CS,” he said. “Become someone’s lapdog. Scratch some backs. I admit to having...drunk the Kool-Aid, as they used to say.” He offered Tatiana a wry smile in the moonlight.

“Michelle was in Governor-General Alphonse Beauregard's retinue. I don’t know how much you know about CS politics. Beauregard is the emperor’s naval advisor. Used to run the CS naval base down in Baton Rouge. I figured she was one of his staff, but they seemed a bit...close.

“Anyway, we hit it off. She was vivacious, funny, but I sensed a bit...haunted.” Jude gave a wry chuckle. “Maybe I wilfully blinded myself to the signs. At most, I convinced myself Michelle was Beauregard’s daughter. The reality was it was a...political marriage, trying to better relations between the CS and Free Quebec. She felt trapped. I saw a damsel in distress, waiting to be rescued.”

Jude gave a sigh. “I guess you could say I was...naive. We had a torrid little affair. I made plans to run off with her. I didn’t know where we would go, of course. Back to Quebec, I figured. Maybe Laszlo, despite all the D-Bees there. Of course, we were discovered. There was a huge scandal. One night I was coming home late and found soldiers waiting for me. I managed to slip away, but figured it might be wise to...relocate.”

***

“I spent some time out in the Colorado Baronies,” Jude told Tatiana, massaging her knee. “Worked for a time at a bordello in Charity. Rough town. Anyway, one of the girls, Reiko, was from Japan. She taught me. Though I don’t have any magic, so I can’t actually manipulate your chi like she could.” There was a bit of sadness to Jude’s voice when he mentioned Reiko, though he smiled fondly.

[After Tatiana asks what he did at the bordello]

Jude laughed. “That depended on how well my luck held at the card table, darling,” he answered Tatiana with a smile. His fingers moved up her leg, easing away the tension caused the all the walking. “I tended bar, played the piano, and yes, learned a thing or two about what rich, lonely ladies like.” He chuckled. “Surprisingly, they like a guy that will just lie there and listen.” He gave Tanya a playful grin.

***

“Patience is a virtue I will have to learn,” Jude told Tatiana with a teasing grin. “I have never really stayed long enough anywhere to be patient, not since I left Chi-Town.” He nuzzled her gently and settled back, his arm around her.

Jude grew quiet as Tanya asked her question, considering what to say about growing up in the Coalition, and his most favorite memory. “The Coalition -- well, at least Chi-Town, which is where I grew up -- is...safe,” he told Tatiana. “That is probably the best word I can use to describe it. I didn’t know any better then,” he admitted. “But we all knew that, whatever the case, as long as we stayed in the arcology, nothing out there -- none of those wicked, evil D-Bees -- would be able to hurt us. Our lives were...happy. I had a good family that loved each other.”

Jude’s fingers idly toyed with Tatiana’s silken black hair as he reminisced. “My favorite memory is my thirteenth birthday,” he said. “The day that changed my life the most.” He paused. “Well, aside from having to leave Chi-Town and start running,” he admitted ruefully.

“My father worked in the War Ministry,” he told Tatiana. “Mid-level bureaucrat. He handled logistics and resource allocation. He was good at his job. He knew how to wheel and deal, kept his ear to the ground so he knew what everyone needed and who had what so he could trade, say, a SAMAS suit here in order to send a shipment of ammunition there.

“I share a birthday with Emperor Prosek, actually,” Jude informed Tatiana. “I remember for the beginning of my childhood, there were huge celebrations, all through Chi-Town, and I thought they were for me.” He laughed. “Every year the emperor through a party. Mostly important members of the military and government. For my thirteenth birthday my father managed to secure us invitations. My mother took my sister and I shopping. I got this very nice new suit. Thinking on it now, it probably cost way too many credits. But it was a big deal, and my father impressed on me the importance of making a good impression.”

Jude looked over at Tatiana with a distant smile. “We stood in the greeting line for hours. My father had prepared me ahead of time. He said this was my big opportunity. I was scared as hell,” Jude admitted with a laugh. “But I trusted my father. I knelt down in front of the emperor, sitting there in his royal armor, and I kissed his ring, and then I asked for a position in his court. He laughed at my boldness, but he motioned for his chamberlain to come over. They took my name and made me a page.”

Jude chuckled. “The chamberlain assigned me to Melinda. She was a year older than me, and already in the page program. Oh, she was beautiful! Hair the color of chestnuts, blue eyes. Her blue gown was gorgeous. And here I was, a gangly thirteen-year-old with hair that wouldn’t behave.” He ran a hand through his unruly, longish dirty blonde hair. “I could barely talk to girls back then,” Jude admitted, smiling at Tatiana. “She danced with me. I wasn’t very good,” he chuckled. “Her poor toes! And it was weird, holding a girl like that.” Jude mimicked a bit the awkward teenage two-step. “But she gave me some pointers, and soon had me at least not stepping on her toes every time.

“Later that night she took me to the dormitories where the pages lived. It was quiet, since everyone was at the party. She showed me around in an informal tour. We found a bench to sit on, under a picture of the Emperor. She pulled out a music player and we put our heads together to listen to some Steampunk Zombies. And...that was where I had my first kiss,” Jude said fondly. “It was awkward. Part of me was ‘Ew! Girl cooties!’ Another part of me was...whoa! I really like this!” He chuckled.

“Of course, Mel put me through hell my first year. As a soph, there was no way she was going to go soft on a frosh and cut me a break. She kicked my ass every day in PT, berated me, and tore me a new one. She’d make me stay after PT and kick my ass some more, but then we’d go into the equipment room and snog until the dinner bell rang.” Jude laughed.

***

“After I finished the cadet course, I was assigned to the Ministry of Information,” Jude said. “Did a few indoc vids, that kind of thing. Really kind of boring, to be honest. Probably why I started up with cards and dice. At first at the casino, but later, after I got a rep, I finagled my way into some important games in the palace. A word of advice: pols don’t like to be fleeced!” Jude laughed. “So I made some enemies. That didn't help me when the whole thing with Governor-General Admiral Beauregard and his wife went down,” he said ruefully.

***

Jude shook his head as he checked his ammo. He had one shot in this clip. He would need to reload soon. He heard the angry yells of the CS soldiers. He felt his chest tighten a bit, breathing more difficult. Sinking down behind the log he was using as cover, he yanked off his helmet. Yeah, it was a stupid thing to do in the middle of a fire fight.

Jude pushed a hand through his disheveled, sweaty hair. That was...that was Brittany Jude had just killed! God, why did it have to be the 6th! She was a friend of his sister, of Nicole! He remembered...oh, God, he remembered the fall of Brittany’s raven hair on his chest as she kissed down his body, the glint of mischief in her blue eyes as they made love. He remembered the day she had proudly shown him her new unit tattoo when she had been accepted into the cadet track of the 6th with Nicole, proud to have been chosen for the elite Chi-Town unit, the hometown heroes, defenders of humanity. He remembered standing in the parade lines with his own branch of cadets -- sure, they were destined for the bureaucratic arm of the palace -- watching with pride as Bethany and Nicole had been presented with their unit badges, overseen by the Emperor and his son Joseph.

“That could have been Nicky…” Jude gasped. “I could have killed her…” Jude’s stomach clenched and he leaned over, emptying his stomach over the cliffside, watching as an errant grenade went skittering into the depths of the cave.

Why do I get the feeling that isn’t going to be good...

***

The lights swirled above Jude as he spun the beautiful brunette around the dance floor. What was her name? Mindy. The daughter of a lower level functionary, but someone still placed higher than Jude, someone who could be a potential benefactor.

And Jude needed a patron to remain at court. He could afford to schmooze with a beautiful daughter while he kept his eye out for a greater prize.

The music ended and Mindy laughed. Jude smiled and brushed back a lock of her hair. “I am going to steal a kiss now,” he told her.

“Are you?” she asked coyly at the young functionary.

Jude just smiled and leaned in.

Then he froze, his eyes staring beyond her.

Mindy frowned. “Jude?” When he didn’t respond, she turned her head and huffed.

A tall, broad man in a Navy uniform had entered. He was big, and seemed fit enough, though his white hair, moustache, and mutton chop sideburns showed his age nearer to seventy. He was hale and hearty, though, and his chest was covered in decorations.

But that wasn’t who Jude was staring at. At the old officer’s side was a woman of exquisite beauty. Red-gold ringlets of silken hair glistened in the lights of the dance floor, framing a face of pale, flawless skin, emerald eyes, and full, red lips. She shape of her face was perfection itself. Her gown was of a shimmering scarlet silk that matched her hair, the bodice enticing, provocative, but not showing too much, an emerald on a gold chain nestled between those perfect, creamy pale breasts, the dress hugging the curve of her body down the full skirt, flaring at her trim hips, slits all the way up the sides of the skirt, revealing long, lean legs ending in elegant stiletto heels.

“Jude!” Mindy gave him a slap.

Jude blinked, rubbing his cheek and glaring at her. “What was that for?” he snapped at her.

“For staring at that French hussy!”

“French?” Jude asked, his eyes instinctively going to the woman again. She was talking with the old man, quiet, demure.

The music started again, and Mindy tugged Jude to her.

“Sorry, love,” Jude apologized, disentangling from his partner. “Why don’t you go...powder your nose,” he said, leaving her alone on the dance floor.

Mindy stamped her foot in disgust and anger. Her heel snapped, sending her tumbling to the dance floor.

Jude didn’t even notice. He followed the man he now knew was Governor-General Alphonse Beauregard into the room off the ballroom where tables for friendly gaming had been set. The return of the retired admiral from Baton Rouge and head of the Coalition Navy to Chicago to take up a position on the Emperor’s War Council had been the talk of the court for months. This was his first public appearance. So who was the exquisite angel in his retinue?

Jude scanned the tables in the gambling suite. He saw the Governor-General taking a seat at one, the woman taking a seat on the couch behind him, and other functionaries standing nearby. Jude hurried over, grabbing the mint julep from a tray held by the imperial servant on his way to bring the Governor-General his favorite drink. When the young man protested, Jude hip-checked him into another table, forcing him to have to deal with irate courtiers with spilled chips and cards.

“Governor-General! Welcome to Chi-Town!” Jude said, putting the man’s drink down with a flourish. “I believe mint julep is your prefered cocktail.”

Alphonse harrumphed. He picked up the drink and sipped it, then raised a bushy white eyebrow and looked up at the young man.

“May I?” Jude asked, gesturing to an empty chair at the table.

“Do you have the stakes?” one man asked.

“And what are the stakes?”

Jude paled only slightly at the answer. He looked past the Governor-General to the beautiful woman on the couch. She had pulled out a small book. She could read? Amazing! Jude’s estimation for the woman rose.

“I have the stake,” Jude assured them, pulling out a credstick. It held his entire savings, all the credits he had ever owned in his life. It would just make the amount.

The Governor-General gestured to the seat.

“Thank you, sir!” Jude slid into the seat with the group of much older men, and one older woman. He flashed her his most winning smile. Her lips curled up a bit in amusement.

Someone put a glass of scotch at Jude’s elbow. He sipped it. Exquisite. Certainly better than anything he could afford in his life.

“Game is seven card Lonestar Hold ‘Em,” the man to Jude’s left said, shuffling the card. “Gentlemen’s rules.”

Jude nodded, focusing himself. It was difficult, though, with the red beauty over the Governor-General’s shoulder.

The cards, the credits, and the scotch flowed freely. Jude didn’t decently. These men weren’t the professionals that Jude was. He almost didn’t have to look at his hole cards to read their bluffs. He didn’t even need to cheat. But it wouldn’t do to fleece one of the most powerful men in the Coalition.

The deck came around to Jude again. He showed off his remarkable card shuffling skills. “Governor-General, would care to make this even more interesting?”

The bushy white eyebrow went up again. “How do ya mean, Mr. Maverick?”

“Please, call me Jude,” the young man said with that winning smile. He cut open one of the fine cigars on the table and lit it before handing it to the Governor-General. “I find myself in need of a position at court. You have just arrived, and likely will need someone who knows their way around. I think we can have a mutually beneficial arrangement.”

The Governor-General’s blue eyes narrowed. “How old are you, young man? Eighteen?”

“Nineteen, sir,” Jude said confidently. “Graduated in the top ten in my cadet class, sir.”

“And why are you in the bureaucratic corps and not the military?”

Jude never lost a beat. “I couldn’t do the pull ups, sir.”

Laughter echoed around the table, and even Beauregard’s moustache lifted a bit.

“But fear not, sir! My parents have done right by the Coalition. My sister looks to be graduating top of her class in the military cadets. She is aiming to be a SAMAS pilot.” Jude started dealing the cards, just between them. “Alas, someone needs to push the papers, sir. I suffer the slings and arrows of outrageous paper cuts in the service of our great Coalition and the campaign against the noxious D-Bees that infect this planet.”

“It is more likely that Mr. Maverick's reputation among the eligible ladies of court had something to do with his lack of position,” the woman at the table said.

One of the men laughed. “So more a situation of getting into bed with the wrong people?”

More guffaws of laughter.

“I will admit I have a weakness for the fairer sex,” Jude countered smoothly. “But behind every powerful man, is a powerful woman who aids him.” His eyes flicked to the woman in scarlet, and her lips actually turned up slightly in a smile.

Elated, Jude flashed a smile to the woman at the table, causing the matron to flush and call for drinks.

Alphonse harrumphed again and peeked at his hole cards.

Jude smiled, and his eyes darted over the Governor-General’s shoulder to the lady in red. Her book was in her lap, and she seemed to be paying attention with interest. Jude raised an eyebrow. That was unexpected. This whole time she had been engrossed in her book, seemingly bored with the goings on of old men at cards.

“I bet five thousand.”

Jude swallowed a bit. He needed to focus. This might be the most important game of his life. If he failed here, he risked getting banished to the outer reaches of Coalition power to languish in obscurity. So he made a bold play.

“I won’t look at my cards.”

Alphonse harrumphed and lifted his bushy eyebrows. “Excuse me.”

“I think I can beat you without knowing what my hole cards are.” Jude stacked his two unseen cards and slid them across the table. “Perhaps your...assistant can hold them?”

Beauregard glanced over at the lady in red. She lifted a perfect, red eyebrow and studied Jude. Then she leaned forward to retrieve the cards.

Jude tried not to stare at her decolletage. This close, he could see the small smattering of cute freckles that dusted across the pale skin of her nose and breasts.

The Governor-General chuckled and looked at his hole cards again, and then studied the cards on the table. “It is still your bet, young suh.”

Jude swallowed. “All in,” he said. He tossed back the last of his scotch. He might as well go into obscurity destitute and creditless.

“Those are some serious stakes, suh.”

“That just shows how serious I am, sir.”

“Bold. I like boldness.”

“I know, sir.”

Another arched, bushy brow.

“Like I said, I know the court, movers, shakers, ins and outs, what gets people to do what you want, buttons to push, levers to pull, and favors to trade. I just need the proper patron to utilize my gifts.”

Beauregard pulled a credstick out of his vest pocket and tossed it on the table. “And how do you expect to beat me without knowing your cards?”

“I just have to know you don’t have anything,” Jude said with a grin. “And I don’t think you do.”

Beauregard’s eyes narrowed. He reached out and slowly flipped his cards. “Jacks and Eights.”

Jude nodded, his fingers tapping a staccato out on the table. He looked up as the scarlet woman rose. She leaned over, flipping the first card.

“King of Diamonds. Possible royal flush, ya lucky bastard.” Beauregard chuckled. “But only if ya can score the Queen.”

Jude smiled, his heart racing. “Don’t worry, sir. I never have a problem with the ladies.”

Alphonse nodded to the scarlet woman. She turned over the last card. A Queen!

“Of Hearts!” the Governor-General laughed, slapping the table. “So close, lad!”

Jude nodded. He stood up and tugged his jacket straight. “Thank you for your consideration, sir.” Jude extended his hand, and Beauregard shook it with a mighty grip.

Jude leaned over and picked up the Queen of Hearts. “As I said, I never have a problem getting the ladies.” He smiled, his eyes darting to the woman in scarlet as he tucked the Queen carefully into his breast pocket before turning and walking away. He kept his shoulders straight. He wouldn’t show just how defeated he was.

“I will take ‘im.” A delicate, accented voice cut through the chatter of stuffy aristocracy.

Jude’s step slowed until he stopped, turning around. He met the emerald eyes of the scarlet woman as she stared directly at him.

“What?” Beauregard harrumphed.

“I will take ‘im. On my staff.” Her eyes pulled away from Jude, and he felt as if the sun had gone out. “‘e eez right. I am new to zhe court. I do not know eets ways. I weesh ‘im to advise me.”

Beauregard looked between them and shrugged his broad shoulders. “Do what you wish,” he said, sitting down again.

The woman nodded. She walked toward Jude with a sharp clip. He drank in every sinuous movement of her body, the shimmer of the dress over her curves. He felt as if his knees would no longer support him, but would only bend so he could kneel before this goddess in worship.

“Michelle Saint-Germaine,” the woman said, holding out her hand, encased in scarlet silk.

Jude blinked, staring at her, tongue stumbling for words.

She lifted a delicate red eyebrow.

Jude swallowed and took the hand, bending over it, kissing it. “It is my honor.”

She smiled, pleased. “Come. We retire for evening. I grow bored.”

Jude stared as Michelle Saint-Germaine turned sharply for the door. Several of the functionaries behind the Governor-General came off the wall and fell in behind her. Jude hurried after, falling into line with them, very conscious of every movement of Michelle in that dress. Jude didn’t think he ever touched the floor the entire trip back to the Governor-General’s quarters.

***

“Oh...Jude...oui! Do not stop!” Michelle’s voice was breathy as her naked body arched beneath Jude’s talented tongue, her long, delicate fingers clawing through his dirty blonde hair.

Jude had no intention of stopping. No, he would continue all night, if he could. He rolled his eyes up, looking along the beautiful Quebecois’ pale body gleaming in the moonlight, flushed with desire.

There was a thud at the door, and some muttered cursing in a thick New Orleans draw.

“Sacre bleu! Zhe general!” Michelle exclaimed, clutching at her silk sheets.

Jude cursed, hearing the sound of a key fumbling in the lock. He darted out of bed.

“Out! Out! Oh, Jude!” Michelle said with dismay, shoving Jude’s clothes under the bed.

No time to dress. Jude darted out onto the balcony and came up short. The wind was cool, even in the enclosed, environmentally controlled arcology of Chi-Town. He quietly closed the doors of the balcony, peering between the curtains as the old general stumbled into his wife’s bedroom.

Clearly he’d had his usual five too many glasses of bourbon.

“Ah, mah dear. Mah lovely wife…” Governor-General Alphonse Beauregard, Chief of the Imperial Navy and top military advisor to Emperor Prosek murmured, his speech slurred.

“Mon dieu, General. Eet eez late!” Michelle protested this imposition of husbandly responsibilities. “I ‘ave…’eadache.”

Beauregard laughed. “Ah’m sure Ah have a pill for that, mah dear,” he said, fumbling in the pocket of his robe. He pulled out a bottle of blue pills. “No, not those. But I will need those,” he said, popping one into his mouth and grinning lecherously at the gorgeous redhead that was young enough to be his granddaughter.

Jude rolled his eyes. Of all the nights the old man had to actually take an interest in his young wife! Jude didn’t want to stay around to watch this. It was too painful. His chest ached as he heard the strangled grunting of the rutting general, and tears stung his eyes, not brought on by the chilly wind.

Jude looked down from the balcony. It was quite the drop to the next level of the city. He could stay here all night and listen to the love of his life be with another man, or he could brave the treacherous climb.

Perhaps he would slip, and this heartbreak would be over. Would Michelle care? Yes, she would. She loved him. She had said so.

Naked and shivering, Jude threw a leg over the balcony and started to clamber his way slowly down.

***

Jude sat on the desk in the office playing flirting with the secretary. He was wearing his uniform, and the starched black fabric and sharp creases draped nicely on the handsome young man. The secretary, Angel, seemed to appreciate it. She slipped him a card with her address on it.

“Thank you,” Jude smiled handsomely.

“Maverick!” Governor-General Beauregard snapped. “Get over here!”

Jude hopped to his feet quickly and straightened his uniform. “Yes, sir!” he said, giving a quick raised hand salute before hurrying over to the impressively mustachioed old admiral. Jude caught a disapproving look from the other man with the general, Jude’s father Major James Maverick of Coalition Army Logistics.

“There was a mess hall back when we came in. Get us some coffee,” Beauregard snapped to his underling.

“Yes, sir!” the young protocol officer said. Jude spun on his heel and left the officers to their meeting with the head of Camp Kander as they were escorted into the commandant’s office.

Jude found the mess hall easily. However, the coffee pot was empty, so he started in on the process of making a new pot in the percolator. He leaned idly against the wall as he waited for it to brew. The commissary was mostly empty. Oddly, though, it seemed one of the prisoners was sitting in the corner, a red-haired and bespectacled young man about Jude’s age who was flipping through some paperwork or schematics of some kind and making notes.

While odd, the young man didn’t particularly interest Jude. In the bit of time he had away from the governor-general, Jude pulled out a small photograph of a beautiful redheaded woman with green eyes. It looked like it had been part of a larger picture and the left side had been cut out. The black arm of a military uniform could be seen along the cut.

Jude smiled at the woman in the picture, touching her face lightly, and sighed in longing. This was turning out to be a long and boring political visit. Jude wasn’t supposed to be here, but the governor-general’s normal attaché had taken ill, so he had snatched Jude out of his wife Michelle’s entourage.

“Thanks, Dad,” Jude muttered, sensing his father’s hand behind the move. Did his father suspect his and Michelle’s relationship? Was this his way of discouraging it? Or was this just another attempt at giving Jude’s career a leg up?

“Maverick!” came the governor-general’s bellicose voice over Jude’s comm, and the young man jumped, looked around, and quickly shoved the photo back into his jacket pocket. “Where the hell is that coffee?”

Jude slapped his comm and checked the percolator. “Coming right now, sir. Had to make a fresh pot, so it should be hot and good.”

The governor-general harrumphed. “It’s military coffee. It’s supposed to taste like shit.” He closed the channel.

Jude quickly did up two cups of coffee just the way his father and the governor-general liked, adding a good dose of bourbon to the governor-general’s cup.

Jude nearly slipped on something he stepped on and looked down. Juggling the coffee, he reached down and picked up the pencil.

“Hey, Glasses, I think you dropped this,” Jude told the redheaded young man in the prison jumpsuit, placing the pencil down beside the papers he was working on. Then he headed back to the camp offices to meet with Dr. Angriman and the Hero of Rochester, Colonel Frank Wolve.
Last edited by Jude Maverick on Thu Oct 11, 2018 1:39 am, edited 15 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Jude Maverick Advances

Post by Jude Maverick »

Iconic Framework
  • +5 Skill Points
  • Gifted (Vagabond): Make all unskilled checks at d4
  • Luck and Hard to Kill Edges
  • Crazy starting gear

Hero’s Journey
  • Education
    • Education Hero Journey: 1D20 = [19] = 19
    • Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
    • Five additional skill points to spend on Healing, Investigation, and Knowledge skills.
  • Experience and Wisdom
  • Body Armor
    • Body Armor Hero Journey: 1D20 = [13] = 13
    • Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

MARS Fortune & Glory
Fortune and Glory
Legendary Journey/Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness, and it caries down your bloodline. You and your descendants gain +2 ability points to spend at character creation. Players can spend it now, going beyond attribute limitations. (+2 die types Vigor)

Legendary Journey/You Know What to Do: Your even keel and decision making is the stuff lesser mortals dream about. During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).

Advances
  • Initial Advances: (Agility and Smarts to d6):
  • Free Edge (Human): Attractive
  • Cybernetic Modifications:
  • Novice 1 Advance: Raise Vigor d8
  • Novice 2 Advance: Raise Persuasion d10
  • Novice 3 Advance: Very Attractive Edge
  • Seasoned 1 Advance: Charismatic Edge
  • Seasoned 2 Advance: Spirit d10
  • Seasoned 3 Advance: Elan Edge
  • Seasoned 4 Advance: Raise Intimidation d10; Taunt d8
  • Veteran 1 Advance: Spirit d12
  • Veteran 2 Advance: Raise Persuasion d12, Streetwise d10
  • Veteran 3 Advance: I Know a Guy
  • Veteran 4 Advance: New skill: Knowledge (Battle)
  • Heroic 1 Advance: Agility d10
  • Heroic 2 Advance: Common Bond
  • Heroic 3 Advance: K. Battle d6; Streetwise d12
  • Heroic 4 Advance: Great Luck
  • Legendary 1 Advance: Danger Sense
  • Legendary 2 Advance: Agility d12
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Jude Maverick on Wed Jul 03, 2019 3:27 am, edited 11 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Jude Maverick Leveling Notes

Post by Jude Maverick »

Edges: Connections, Dirty Fighter, Tricky Fighter (Smarts), Tricky Fighter (Agility), Scrounger, Destiny's Child, Alertness, Quick, Block, Improved Block, Counterattack, Improved Counterattack, Dodge, Improved Dodge, Extraction, Improved Extraction, Quick Draw, Acrobat, Scavanger
Skills: Drive, Taunt, Intimidation, Persuasion, Shooting, Fighting, Lockpicking, Stealth
Abilities: Strength
Last edited by Jude Maverick on Mon Apr 01, 2019 2:35 am, edited 7 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Playing the Renown Adventure Card for permanent +1 Charisma bonus if anyone has heard of my deeds (50% chance).
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Q2 2017: Added Elan edge and raised Intimidation to d10 and Taunt to d8.
Last edited by Jude Maverick on Mon Sep 25, 2017 3:11 am, edited 1 time in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Q3 2017: Spirit raised to d12
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Received a Hero's Journey roll and Fortune and Glory roll from the BC/13th crossover:

HJ: +2 Targeting sensors to Rockstar's Foil
FG: Mighty Weapon - upgraded his JA-9 to a JA-11
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Received 60,000 credits backpay.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Posts: 668
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Q4 2017
XP: 8
+1 Benny for getting 3 EP
+1 Benny for role play
+1 Adventure Card for role play
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Advance: Persuasion d12, Streetwise d10
Advance: I Know a Guy Edge
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Reward roll on HJ table: Body Armor +1 to Vigor checks.
Gained a supertech upgrade to his rifle: Marksman Edge.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Legendary Journey roll

Bad Ass Family: +2 die types Vigor (to d12)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

+6 XP
Advance: Agility d10
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Black Market dinner interlude: +1 XP

Advance: Common Bond
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Free HJ: Education roll: Linguist Edge.

Languages: American, Spanish, Dragonese/Elven, Chinese, Gobblely, Japanese, Euro, Techno-Can, Faerie Speak, Demongogian, Russian, Quebecois (French)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Legendary Journey roll: You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace ( stacks with a joker).
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Q3 2018

Advance: K. Battle d6; Streetwise d12
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
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Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

+1 XP for interlude about Camp Kander
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Fortune & Glory Roll: A Mighty Weapon; Trademark Weapon Edge for +1 Shooting with JA-11
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

Q4 2018 Advance: Great Luck

+1 XP for interlude
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

HJ roll: Five additional skill points to spend on Healing, Investigation, and Knowledge skills.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Jude Maverick Character Sheet

Post by Jude Maverick »

HJ roll: Danger Sense
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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