Player Name: Marc
Google Handle: marc.leasure82
Azreal Thayne
Rank: Seasoned Experience: 30 Advances Left:
Race: Human
Background: Special Forces (Seal Team)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Pace: 6; Parry: 7; Toughness: 10(4)
Skills:
- Athletics d8
- Common Knowledge d4
- Fighting d8
- Notice d6
- Shooting d6
- Stealth d8 +2(Stealth Suit)
- Thievery d8
- Tradecraft d6
- Survival d4
Languages: English, Braille, Japanese
Hindrances
- Blind (Major):: Although blind, he has a natural radar ability extending 400 feet (67”) which compensates for the penalties. He cannot read, see colors, or otherwise detect purely visual information.
- Heroic (Major): Always helps those in need.
- Ugly (Major): His last mission left him terribly scarred. He subtracts 2 from his Persuasion rolls. (From Old Timer)
Edges
- Arcane Background Super Powers: 10 Power Points (ESP?)
- Old Timer: Gain 20 experience points.
- Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand.
- Two Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
- Alertness: +2 to Notice rolls
- Frenzy: Roll a second Fighting die with one melee attack per turn.
- Block: 1 Parry, ignore 1 point of Gang Up bonus.
- Power Points x2: 10 additional PP
Arcane Background: Super Powers 20/20
Bad Ass [Attack, Melee] (6) [Rank: 1]
- Duration:Always on
- Trapping: Secret Martial Arts Training
- Effect: Multiple Attacks (+2), Stackable, 1d6 Damage
Awareness [Awareness] (4)
- Trapping: Heightened senses radar
- Effect: Ignores obscurement penalties and Gang Up bonus.
- Limitation: (–1), requires a Notice roll at –4 to work against creatures with no heartbeat for the remainder of the scene
Danger Sense [Danger Sense] (1)
- Trapping: Heightened senses radar
- Effect: The character detects and senses danger. He gets a Notice roll to detect hidden dangers,and on a success starts the combat on Hold.
- Limitation: (–1), "When facing an ambusher that has no heartbeat, the roll is at -4." You don't have two separate rolls to use the Power, here, just the one, but there's a killer penalty because of the power trappings.
Heightened Senses [Super Senses] (5) [Rank: 5]
- Trapping: Heightened senses radar
- Effect: Hearing, Smell, Taste, Touch, Tracking(+2 Survival), Spatial Sense
- Limitation: (–2), if this power is negated, all non-Device powers are negated as well.
Uncanny Reflexes [Uncanny Reflexes] (4) [Rank: 1]
- Trapping: Heightened senses and enhanced balance.
- Effect: –2 to be hit
Background
“I have been in this a while now. Silly bastards in my unit thought it would be funny to call me the Visionary. Most of my missions have been routine it seemed. We were saving people, doing good things. This last mission has me on edge. I hear everything. Sometimes I can feel the air against my skin when things barely change in the room. Something I was unable to sense got me. Messed up my face real good. I was the lucky one. The rest of my unit didn’t make it. Somehow or through sheer luck I did. Maybe I didn’t know enough to matter to whatever or whomever it was, but I made it. Tomorrow I ship out with a new crew and from the sound of it they are a bunch of old timers like me.”
Gear
Equipment Points: 15/15
- Encrypted smartphone (free)
- Subvocal commlink (free)
- P226 pistol (free) + silencer (1 EP)
- SIG Sauer P226 Range:12/24/48 Damage: 2d6 ROF: 1 Weight: 2 Shots: 15
- Notes: AP 1, Semi-Auto
- Concealable Holster(½ EP)
- Advanced Infiltration kit (2 EP)
- Contains electronic bypass, glass cutter, lock picks, etc. (+1 Thievery)
- TAR-21 assault rifle (3 EP) + suppressor (1 EP)
- Tavor TAR-21 Range: 24/48/96 Damage: 2d8 ROF: 3 Weight:7 Shots:30
- Notes: AP 2, Semi-Auto, Auto
- 2 Extendable Batons(1/2 EP) Damage: Str + 1d4, Concealable
- Tactical Sling(¼ EP)
- Sleeping gas grenade x2 (2/4 EP)
- Restraints (10) (½ EP)
- Tactical webbing (1 EP)
- Smoke Grenades x3 (3/4 EP)
- Armored Stealth suit (4 EP)
- +4 armor, covers torso, legs and arms, +2 to Stealth rolls involving visual and sound, see notes
Advances
- Free Setting Edge: Arcane Background Super Powers (10 build points)
- Initial Advances: (From Hindrances):+1d Agility, Power Points
- Free Edge (Human): Old Timer
- Novice 1 Advance: Ambidextrous
- Novice 2 Advance: Two-Fisted
- Novice 3 Advance: Alertness
- Seasoned 1 Advance: Frenzy
- Seasoned 2 Advance: Power Points
- Seasoned 3 Advance: Block
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance: