Bouchard 2.0

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Venatus Vinco
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Bouchard 2.0

Post by Venatus Vinco »

FG
[dice:2hbzag0f]59566:0[/dice:2hbzag0f]
[dice:2hbzag0f]59566:1[/dice:2hbzag0f]

HJ
[dice:2hbzag0f]59566:2[/dice:2hbzag0f]
[dice:2hbzag0f]59566:3[/dice:2hbzag0f]
[dice:2hbzag0f]59566:4[/dice:2hbzag0f]
[dice:2hbzag0f]59566:6[/dice:2hbzag0f]
Choice - 17 - Training
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Re: Bouchard 2.0

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CPL Solène Bouchard

Rank: Veteran Advances Left: 0
Race: Human
Iconic Framework: CS Soldier (Tank/Monster Hunter MOS)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Pace: 6; Parry: 6; Toughness: 6; Strain: 0
Skills:
  • Athletics d8
  • Common Knowledge d6
  • Notice d6
  • Persuasion d8
  • Stealth d6
  • Fighting d8
  • Shooting d12
  • Piloting d12
  • Repair d6
  • Electronics d10
  • Survival d6
  • Driving d6
  • Intimidation d8

Hindrances
  • Arcane Averse (Minor): Make rolls at -2 when interacting with the supernatural or arcane (social interaction, using arcane weapons, means of travel, accepting healing, and so on)
  • Partisan (Minor): Must check on the lower of Spirit or Smarts to try to interact with non-humans in any positive way (i.e. accepting aid, engaging in trade, interacting socially, traveling together, or not backstabbing them). On a success, the interaction continues normally, and with a raise they can interact without penalty for the rest of the adventure.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Illiterate (Minor): Grew up in the mines not the classroom and is unable to read or write
  • Vow (Minor): Serve the Coalition
Edges and Iconic Abilities
  • Soldier of the Coalition (IF): Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards. may use Rifle Butts and Pistol Grips as melee weapons that do 1d6 and 1d4 respectively. They do not take the penalty for Improvised weapons for these specific uses.
  • Power Armor Jock (IF): Ignore -2 penalty for using Power Armor
  • Giant Killer (IF): +1d6 damage vs. creatures three Sizes larger or more.
  • Take ‘Em Down (IF): Add +4 AP to attacks against MDC targets.
  • Steady Hands (IF): Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Charismatic (FG): Free reroll when using Persuasion.
  • I Know a Gal (FG): Use connections once per session
  • Ace (HJ): Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
  • Strong Willed (HJ): +2 to resist Smarts or Spirit-based Tests
  • Mr. Fix It (HJ): +2 to Repair rolls, half the time required with a raise.
  • Brave (Hind): +2 to Fear checks and –2 to rolls on the Fear Table.
  • Rock and Roll (Hind): Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move.
  • Command (N1): +1 to Extras’ Shaken recovery rolls in Command Range.
  • Combat Ace (S1): ignores the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Iron Will (S4): Strong Willed applies to resisting and recovery from powers.
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Re: Bouchard 2.0

Post by Venatus Vinco »

Background
Some old trapper once told me there was a book called “The Coal Miner’s Daughter”. I didn’t care. I couldn’t read. Still can’t read and I still don’t care. I’m already a coal miner’s daughter. On both sides. My mother and father worked the mines in the northern reaches of Iron Heart where working underground meant the risk of being buried under rock and working above group meant being buried under snow. Hard labor was the only work available. You see my father was from Quebec, came to Iron Heart when the Emperor declared Free Quebec as traitors. My father agreed, he loved the Coalition. He was loyal and that loyalty cost him. Nobody trusts a Frenchman.

As soon as I was old enough I helped out in the mines too, pushing carts, working loaders, all the while trying to speak my best American even if my name gave away my heritage. When I was sixteen there was a mine collapse, they needed workers to go in and get the others. They told my father he had to go back in even though the mine was still unstable. He was loyal. He went. He died.

That day I walked ten kilometers through a blizzard to get to the recruiting office in the next town. If I was going to die, I was going to go down fighting. The Army is a great fit. Like my father I believe in the Coalition. The greatest hope for humanity. Unlike my father I won’t let someone send me to my doom unless it’s on my terms - and I’m carrying a plasma rifle.


Personnel Record
Name: BOUCHARD, Solène Marie
Service Branch: CS Army
Service Number: IH00-706-091-A01968
Pay Grade:
Pay Rate:
Rank: Private First Class
Date of Birth: July 6, 91 P.A.
Primary Specialty: Power Armor - Ground
Military Education:
Basic Training, Army, Iron Heart, CS Army Training Facility (ATF)
Power Armour and Robot Training Course, Basic, Iron Heart, CS Army Training Facility (ATF)
North American Political Studies (Old Chicago)
Robot Combat Elite Training Course (Old Chicago)
Decorations, Medals, Badges, Citations, and Campaign: None.
Disciplinary data and court martial record: None.

Goals
Shot Term: To prove she belongs with this unit and find acceptance and respect despite her heritage.
Mid-Term: To establish a new life in another State and escape her background
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Re: Bouchard 2.0

Post by Venatus Vinco »

Gear
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Re: Bouchard 2.0

Post by Venatus Vinco »

Advances
Iconic Framework
  • Begin with Shooting d6, Athletics d6 (including the Core skill boost), and Fighting d6. Also gain the Soldier of the Coalition Edge and gain one of the following hindrances (with no further bonus from it): Illiterate, Loyal, Registered Psychic (Minor), Supremacist (Minor), or Vow (Minor; Serve the Coalition).
  • Begin with Standard Issued Gear, substituting as instructed in the various M.O.S. options.
  • With a focus on taking down big threats fast and hard, the Anti-Tank and Anti-Monster Specialist is well trained. There are two basic paths for this MOS: a big strong soldier who excels as a heavy gunner, and a power armored hunter of the big uglies that haunt the minds of other grunts. They use the biggest weapons available to the infantry and The Tank/Monster Hunter gains either a die increase to Strength or the Power Armor Jock edge. Additionally all of them gain the Giant Hunter, Take ‘Em Down, and Steady Hands Edges. They also gain CA-6EX Exoskeleton EBA and choice of a C-200 Dead Man’s Railgun, a C-27 or C-29 Plasma Cannon or a CR-1 Rocket launcher and carrying case for 6 more missiles. Power Armor Jocks instead are issued the Mauler Power Armor. If they have the Combat Ace edge, they are assigned the Terror Trooper or Glitter Boy Killer instead. If a mission does not allow for the use of power armor, they may be issued the infantry package above instead.
Hero’s Journey
  • 8 - Education: d8 Electronics
  • 1 - Training: +3 skill points Athletics, Fighting, or Shooting
  • 4 - Experience & Wisdom: Strong Willed
  • 11 - Training: +1 Repair, Mr. Fix It
  • Choice - 17 - Training: Ace Edge, or Combat Ace +1 die type to piloting
MARS Fortune & Glory (Custom d12 List)
  • Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Advances
  • Initial Advances: (From Hindrances): Rock & Roll, +1 Spirit
  • Free Edge (Human): Brave
  • Novice 1 Advance: Command
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: +1 Shooting
  • Seasoned 1 Advance: Combat Ace
  • Seasoned 2 Advance: +1 Vigor
  • Seasoned 3 Advance: +1 Persuasion, +1 Intimidation
  • Seasoned 4 Advance: Iron Will
  • Veteran 1 Advance: Iron Jaw
  • Veteran 2 Advance: +1 Piloting
  • 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:
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