Player Name: Pete
Google Handle: pwiebens
Rank: Legendary Experience: 80 Advances Left: 0
Iconic Framework: MARS Robot Pilot
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6; Parry: 7; Toughness:7 / in armor: 16(9); Strain: 10/14
Description: A red-blonde hair human male with a pair of skill chip sockets on his head. Strong and lithe build.
- Drive d4
- Fighting d10
- Intimidation d4
- Knowledge: Battle d6
- Knowledge: Computers d6 (d12+4 w/Mechanics Armor and chip)
- Knowledge: Electronics d10 (d12+6 w/Mechanics Armor and chip)
- Knowledge: Engineering d10 (d12+2 w/chip)
- Notice d8 (d8+2 w/Expanded Detection and Security Array)
- Persuasion d6
- Piloting d10 (d12+4 w/Ace and w/chip)
- Repair d10 (d10+6 w/Core Electronics Package and Mechanics Armor)
- Shooting d10 (d12+3 w/chip)
- Streetwise d6
- Survival d4-2 (d8 w/chip)
- Hindrance (Major): Overconfident - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
- Hindrance (Minor): Heartless - Doesn't have any qualms about killing to accomplish goals.
- Hindrance (Minor): Loyal - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
- Edge: Robot Armor Jock - Robot armor suits are highly complex vehicles which require a great deal of training to operate. Without this Edge, the operator suffers a −2 penalty to all skill rolls while piloting robot armor.
- Edge: Brawny - Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
- Edge: Luck - The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!) He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
- Edge: Rock and Roll - Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
- Edge: Level Headed - Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
- Edge: Elan - When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
- Edge: Ace - Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
- Edge: Rich - Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
- Edge: Combat Ace - With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.
- Edge: Filthy Rich - This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables
- Edge: Danger Sense - Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).
- Edge: Upgradable - This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Cybernetic Techno-Warriors already have this Edge.
- Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules. Obtained from Free Advance.
- Super Scientist: These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devices. Your character may utilize the SuperTech rules to create permanent technological items that break the rules of normal technology.[/url]
Core Electronics Package (1)- Strain: 1
[list][*]This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range. (Strain 1; 22,000 credits)[/list]
Expanded Detection and Security Array (1)- Strain: 2
[list][*]This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge. (Strain 2; 33,000 credits)[/list]
Cyber-Wired Reflexes (1):- Strain: 1
[list][*]The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades. (Strain 1; 12,000 credits) [/list]
Wired Skill Port (2):- Strain: 2
[list][*] If a character has Cyber-Wired Reflexes, he can get a port which accepts a single chip granting or improving an Agility-linked skill. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific Agility-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 5,000 credits for port, 3,000 credits for a one die type skill chip, 7,500 credits for a two die type skill chip, 15,000 credits for a three die type skill chip, and 40,000 credits for a four die type skill chip) [/list]
Subject Matter Skill Port (3):- Strain: 3
[list][*]The character has an external port where he can plug in a single skill chip. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 3,000 credits for port, 2,000 credits for a one die type chip, 5,000 credits for a two die type chip, 10,000 credits for a three die type chip, and 25,000 credits for a four die type chip)[/list]
Secret Compartment (1):- Strain: 1
[list][*]Useful for hiding tools, weapons, and contraband, a cyborg can have one or more compartments for carrying things. Each such compartment can hold three grenades or a decent-sized pistol. Notice checks are made at −4 to find such a compartment, unless the searcher is very familiar with cyborgs, in which case there is no penalty. (Strain 1; 2,500 credits)[/list]