They will earn experience based on how/if you post for them. If you include them in your RP then they will get XP and grow, if not, they will not.
Renee Harris Private Second Class Juicer
Ready to die, but only if something awesome or glorious can be accomplished in the moment, Juicers are powerful allies and dangerous foes. Juicers are popular as mercenaries, especially if a particular job is dangerous and holds a high likelihood of combat.
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Climbing d4, Fighting d12, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Climbing d4, Fighting d12, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
- Burn (8): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll.
Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat.
Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check.
Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue.
Super Speed: Juicers double their Pace, and have a d10 run die.
Uncanny Reflexes: − 2 to be hit by all attacks.
KIA - Matthew Locke Private Second Class Juicer
Ready to die, but only if something awesome or glorious can be accomplished in the moment, Juicers are powerful allies and dangerous foes. Juicers are popular as mercenaries, especially if a particular job is dangerous and holds a high likelihood of combat.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
- Burn (8): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll.
Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat.
Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check.
Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue.
Super Speed: Juicers double their Pace, and have a d10 run die.
Uncanny Reflexes: − 2 to be hit by all attacks.
Ruben Guilong Mystic
Most Mystics are generally good and decent folk, interested in aiding those in need and defending the weak from danger. Some Mystics, however, ally with evil forces, making them terrifying enemies. A few follow spiritual paths guiding them to self-interest, more than willing to sell their services as mercenaries.
The combination of psionics and arcane powers makes the Mystic a formidable ally or terrible foe. Combining raw power with subtle manipulations, Mystics are often true wild cards in any encounter, and they excel in supporting their teammates in combat and against various dangers. Finally, a Mystic’s ability to call upon his spiritual connections for information and guidance often helps weight the dice to his favor.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Healing d8, Knowledge (Arcana) d8, Mysticism d10, Notice d8, Psionics d10, Shooting d6, Stealth d6, Survival d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 8 (3)
Hindrances: Pacifist (major, will only fight supernatural evil), Heroic, Quirk
Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Healer, Holy/Unholy Warrior, Master of Magic, Rapid Recharge
Powers (Miracles; all holy trapping, and celestial silver for attacks): Armor, bolt, boost/lower Trait, dispel, entangle, healing. PPE: 20
Powers (Psionics: No special trapping): Mind reading, puppet, speak language, telepathy. ISP: 15
Gear: Ley Line Walker Light Armor (+3 Armor, +4 Vigor checks vs. toxins and disease), NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2).
Special Abilities:
The combination of psionics and arcane powers makes the Mystic a formidable ally or terrible foe. Combining raw power with subtle manipulations, Mystics are often true wild cards in any encounter, and they excel in supporting their teammates in combat and against various dangers. Finally, a Mystic’s ability to call upon his spiritual connections for information and guidance often helps weight the dice to his favor.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Healing d8, Knowledge (Arcana) d8, Mysticism d10, Notice d8, Psionics d10, Shooting d6, Stealth d6, Survival d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 8 (3)
Hindrances: Pacifist (major, will only fight supernatural evil), Heroic, Quirk
Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Healer, Holy/Unholy Warrior, Master of Magic, Rapid Recharge
Powers (Miracles; all holy trapping, and celestial silver for attacks): Armor, bolt, boost/lower Trait, dispel, entangle, healing. PPE: 20
Powers (Psionics: No special trapping): Mind reading, puppet, speak language, telepathy. ISP: 15
Gear: Ley Line Walker Light Armor (+3 Armor, +4 Vigor checks vs. toxins and disease), NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2).
Special Abilities:
- Cosmic Confluence: Exchange ISP for PPE, and vice-versa, at a 2-for-1 rate.
Mystic Awareness: Mystics can use detect/conceal arcana at will as a free action, at no PPE or ISP cost. They can also sense supernatural beings with a Notice check within line of sight.
Spiritual Channel: Mystics have a connection to the divine or spiritual, allowing them to use the divination power at will, costing no PPE or ISP.
However, each time the power is used, a Vigor check is rolled to resist Fatigue, and a cumulative −1 penalty is applied for each added use over a day. The penalties are removed after a full night’s rest, which also gets rid of any Fatigue accumulated this way.