Sa'Maku (Seljuk Mercenary)

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Axel Krowe
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Joined: Fri Oct 12, 2018 4:44 pm

Sa'Maku (Seljuk Mercenary)

Post by Axel Krowe »

Character Sheet

Player Name: John
Google Handle: venatus.vinco

Sa’Maku

Rank: Seasoned Experience: 43 (VV 2019-02-06) Advances Left:
Race: Seljuk
Iconic Framework: MARS (Super Soldier)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Charisma: 0; Pace: 8; Parry: 9; Toughness: 19 (6); Strain: 0

Skills:
  • Fighting d12 (2)
  • Shooting d8 (1)
  • Throwing d6 (1)
  • Survival d8 (free, 2)
  • Notice d6 (free)
  • Tracking d8 (free, 2)
  • Piloting d6 (2)
  • Climbing d4 (1)
  • Intimidation d6 (2)
  • K/Electronics d4 (1)
  • Stealth d4 (1)
  • Language: Trade VI d6
Hindrances
  • Code of Honor (Major): The Seljuk culture is chivalric. Honor and courage are respected above all else. Renegades who break the code are exiled, or even executed, depending on the severity of the crime. A person who stands up for what he believes in is a hero in the eyes of the Seljuk.
  • Wanted (Major): Wanted on Gemini 1 for a violation of the code, that is punishable by death. Falsely accused.
  • Loyal (Minor): Despite his situation he sticks by worthy comrades and still believes in his people.
  • Death Wish (Minor): Will stop at nothing to clear his name and restore his honor.
Edges
  • Brawny (FG): Toughness +1; load limit is 8 x Strength
  • Improved Arcane Resistance (HJ): The character has +4 Armor and receives +4 to Trait contest versus Arcane abilities.
  • Dirty Fighter (HJ): +2 to Agility Tricks. +1 Parry
  • Tricky Fighter (HJ): Can make a Trick and a Fighting attack in the same round for no MaP. On a raise with a Trick spend a benny to get the Drop.
  • Acrobat (N3): +2 Agility rolls (including Tricks), +1 Parry
  • Fleet Footed (Hind): +2 Pace, d10 running die
  • Sweep (Hind): Attack all adjacent foes at -2
  • Woodsman (Hind): +2 Tracking Survival, and Stealth
Special Abilities
  • Leaping (1): 2” Vertical, 4” Horizontal
  • Regeneration (2): Makes Natural Healing Roll once per day
  • Resistance (1): +4 Toughness against fire, and +4 to rolls made to resist opposed rolls or effects of fire
  • Keen Sense of Sight (1): +2 visual Notice rolls
  • Keen Sense of Smell (1): +2 Tracking rolls
  • Super Strength (4): +2 die types to Strength
  • Super Vigor (2): +1 die types to Vigor
  • Toughness (2): +2 Toughness
  • Regrowth (2): Treat all permanent injuries as temporary.
  • Total: 16 (12 IF, 2 Growth Potential)
Axel Krowe, BAMF
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Axel Krowe
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Joined: Fri Oct 12, 2018 4:44 pm

Re: Sa'Maku (Seljuk Mercenary)

Post by Axel Krowe »

Background
Sa’Maku was bred for fighting. He proved his mettle in numerous anti-supernatural operations on Gemini 2, a savage world of incredible Rift activity. He was eventually tasked to joint service in the Consortium Armed Forces during a particularly aggressive police action in the Pirate Expanse. During one raid against an asteroid base, the entire pirate force was wiped out and their stolen cargo - some seriously high value goods - went missing. The Consortium officers accused the Seljuk of working with pirates and absconding the cargo! Light years from his homeworld he faced a tribunal aboard ship and was dishonorably discharged and sent back to his homeworld. The penalty for such violation of honor would most certainly be his death.

Rather than die in dishonor, Sa’Maku orchestrated his escape from the transfer ship and fled to the Thundercloud Galaxy, determined to prove his innocence. Unfortunately, he has no idea who betrayed him or why and so he bides his time with mercenary work, keeping his past a secret and avoiding Consortium authorities.
Axel Krowe, BAMF
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Axel Krowe
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Re: Sa'Maku (Seljuk Mercenary)

Post by Axel Krowe »

Gear

CAF Marine Battle Armor (Phase World)
Image
Stats
The CAF Marine Battle Armor is a modular design intended for use by shipboard marine forces. The armor features a built-in biocomputer monitoring system. This feature informs the wearer of his own physical condition and can transmit his vital signs to a command post. The system is linked to the armor’s radio and automatically sends out an emergency locator beacon if the wearer's vital signs dramatically decline.

The shipboard Garrison Armor weighs 11 lbs, has no Strength minimum, and provides the following benefits
  • +4 Armor.
  • Electro-Adhesive Pads: Allow the Marine to walk up most surfaces by creating a molecular bond between boots/hands and the surface. Particularly helpful for staying anchored at zero gravity.
For combat operations an exterior micro-exoskeleton attaches to the armor at strategic points, greatly adding to the Marine's combat effectiveness in all environments, including space. It takes 1d4+1 rounds to attach the battle armor.

The Battle armor micro-exoskeleton provides the following benefits:
  • More Protection: Increases Armor to +6 and grants +2 Toughness
  • Fully Sealed: Full Environmental Protection
  • Servos: +1 die type to Strength (Strength Minimum becomes d8)
  • Hydraulics: Double wearer's base pace
  • Contragravity System: Grants the Marine the ability to fly at their pace in any environment
  • Full Spectrum Head's Up Display: Gives the marine maximum battlefield awareness, ignoring any and all obscurement penalties - darkness, fog, invisibility, etc.
  • Bio-Monitoring System: Tracks the marine's condition and can provide a bio-surge that grants +2 to soak rolls.
CAF Lightweight Battle Armor
Stats
  • +5 Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
HI-30 Laser Pistol
Image
stats
  • Range: 15/30/60
    Damage: 2d6+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto
HI-50 Combat Laser Rifle
Image
stats
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto
Splugorth Slaver’s Net Gun
Image
Abilities
  • Type of Item: A bulky alien looking rifle
  • Enchantments (Two Major, Two Minor): Entangle, Power Mastery Edge, +5 PPE, +5 PPE
  • P.P.E.: 15
  • Trait: Shooting
  • Trappings: Throws a glowing blue mystical net over a subject or area. The user can flip a selector switch to choose between single or group capture as well as normal or mega power usage for each.
Power Halbred
Image
stats
  • Damage: Str+2d10, AP 4, MD
  • Notes: 24 lbs, Two-hands, +1 Reach
CAF Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
[dice:kg3utk0b]43410:0[/dice:kg3utk0b] credits.
Axel Krowe, BAMF
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Axel Krowe
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Joined: Fri Oct 12, 2018 4:44 pm

Re: Sa'Maku (Seljuk Mercenary)

Post by Axel Krowe »

Advances
Attributes
Agility: d4>d8 (2)
Smarts: d4>d6 (FG)
Spirit: d4>d6 (Hind)
Strength: d4>d6 (race)>d8 (FG)>d12 (IF)>d12+1 (1)
Vigor: d4>d6 (race)>d8 (IF)>d12 (2)

Iconic Framework
  • Unlike the Superhero IF, the player may choose any race when creating a Super Soldier MARS Hero. The GM may have campaign based restrictions.
  • Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
  • Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.
Hero’s Journey
  • Training (14): Dirty Fighter, +1 Parry
  • Underworld and Black Ops (15): Tricky Fighter, on a raise spend a benny to get the drop
  • Training (1): +5 skill points, Fighting, Shooting, Throwing
  • Experience and Wisdom (10): Free Background edge, ignore requirements - Arcane Resistance
  • Experience and Wisdom (10): Free Background edge, ignore requirements - Improved Arcane Resistances
MARS Fortune & Glory
  • Strong & Powerful: +1 Strength, Brawny
  • Smart & Learned: +1 Smarts, 3 Smarts skills at d6
  • Two HJ Rolls
Advances
  • Initial Advances: (From Hindrances): +1 Spirit & Woodsman
  • Novice 1 Advance: Growth Potential (+2 Toughness)
  • Novice 2 Advance: Fleet Footed
  • Novice 3 Advance: Acrobat
  • Seasoned 1 Advance: Sweep
  • Seasoned 2 Advance: Growth Potential (Regrowth)
  • Seasoned 3 Advance: +1 Agility (2019-01-02)
  • Seasoned 4 Advance: +1 Fighting (d10>d12)
  • Veteran 1 Advance: E
  • Veteran 2 Advance: A
  • Veteran 3 Advance: S
  • Veteran 4 Advance: E
  • Heroic 1 Advance: E
  • Heroic 2 Advance: A
  • Heroic 3 Advance: S
  • Heroic 4 Advance: E
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Race Info
  • Cyber Resistant: Seljuk cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table. (-1)
  • Chivalric Culture: Seljuk have the Code of Honor Hindrance for no additional points. (-2)
  • Natural Weapons: Seljuk do Str+d6 damage with their bite or claws. (+1)
  • Powerful: Seljuk start with Strength d6 (Trait maximum d12+1) and Vigor d6 (Trait maximum d12+1). (+4)
  • Restricted Paths: Due to an ancient ritual in their past, the Seljuk have no capacity for magic. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it. (-1)
  • Descended from Dinosaurs: The Seljuk’s unique physiology and proportions make it difficult for them to find armor they can use. Purchases and repairs are at least tripled in cost. They also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character. (-1)
  • Size +2: Seljuk run 9 to 12 feet tall and weigh from 800 – 1000 lbs. Their size grants them +2 Toughness. (+2)
Axel Krowe, BAMF
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Axel Krowe
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Joined: Fri Oct 12, 2018 4:44 pm

Re: Sa'Maku (Seljuk Mercenary)

Post by Axel Krowe »

Q2 2019 Bennies 2/5
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