A spunky 13 year old kid that has seen enough and discovered enough about himself in the three weeks since he left his home town that he might as well be an adult.
- Begin with the Power Armor Jock Edge.
- Select any one suit of Power Armor.
- Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.
- Select any one additional weapon from the Ranged Personal Weapons section.
- 3 F and G
- 3 HJ
[dice]0[/dice]: A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
[dice]1[/dice]: Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
[dice]2[/dice]: 2 HJ rolls of choice
Experience and wisdom: [dice]3[/dice]
- He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
- With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what's needed in a crunch. He has the Scrounger Edge and Connections (Black Market).
Education: [dice]5[/dice]
- Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
- After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
- Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.