PFC Joseph C Marshal (Approved)

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Joe Marshal
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Joined: Wed Mar 15, 2017 6:29 pm
Location: CS Fighting Joes

PFC Joseph C Marshal (Approved)

Post by Joe Marshal »

Player Name: John
Google Handle: GarrisonBurne

Character Name: PFC Joseph C Marshal
Rank: Novice Experience: 22 Advances Left: 0 (HC 7/3/18)
Race: Human
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
MOS: Close Quarters Battle Specialist.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 5 (unarmored); 14 (7); Strain: 0
Skills:
Driving d4
Fighting d10
Intimidation d4
Investigation d6
Knowledge (Battle) d8
Knowledge (Demoitions) d6
Knowledge (Electronics) d6
Notice d6
Shooting d10
Survival d6+2
Stealth d6+1
Throwing d10
Knowledge (Engineering) d4
Repair d4

Hindrances
Coalition Elite [Major]: Born to the cutthroat world of the upper echelons of Coalition society, you deal with the echoes of it constantly. Upon meeting someone who knows your background, roll Persuasion. On a success, you gain +2 Charisma with them, but they will expect favors from you. On a raise, you'll get +4 Charisma with them, and they will expect multiple favors. On a failure, you will get -2 charisma with them and they will consider you their enemy (whether you are or not). On a critical failure, you will be -4 to Charisma with them.
Loyal [Minor]: Encouraged by the C.S. in training, your character would give her life for her friends. This character can never leave another soldier behind if there’s any chance at all she could help.
Vow: Serve the CS [Minor]: Everyone who is a part of the formal CS Military and Security forces takes an oath to serve and protect the Coalition against all comers. You feel strongly about this, but it is not as dear as breathing to you.

Edges
Martial Artist This character is highly trained in hand-to-hand fighting.He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 76). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).
Improved Martial Artist The character now adds +d6 to his barehanded damage.
Counterattack Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
First Strike Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
Sweep Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).
Quick Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
Investigator Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence
Basic Demolition Education Course: This character can set pre-programmed demo charges with a Common Knowledge Roll as long as someone with Knowledge (Demolitions) Sets the charges up and tells the character where to place it (successful roll on Knowledge (Demolitions)).
Two-Fisted: A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.
Brawler Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
Commando Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.
Power Armor Jock Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
Command Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
Abilities and bonuses
Last edited by Joe Marshal on Fri Aug 03, 2018 9:05 am, edited 35 times in total.
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Joe Marshal
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Posts: 70
Joined: Wed Mar 15, 2017 6:29 pm
Location: CS Fighting Joes

Gear

Post by Joe Marshal »

3 Bennies
Beginning 3
+1 for Downtime RP
+1 for Equipment
+2 for assisting other players w/ equipment
-4 Used in Door Breech Quick Combat.
+-0 Event
+-0 Event
+-0 Event

Image
PA-200 Terror Trooper Power Armor
  • Size 3, +15 M.D.C. Armor, +5 Toughness, Strength d12+5, Pace 8 (Run d8), Swim Pace 6
    Weapons:
    • Handheld Weapon
      • CTT-P40 Particle Beam Cannon (3d8+5 (AP: 6, MD), 30/60/120, ROF: 1, Shots: 40/Unlimited when hooked to the Power Armor)
        C-40R Rail Gun (handheld; 2d10+4 (AP: 10, MD), 100/200/400, ROF: 3, Shots 50)
      2 ×Anti-Personnel Lasers (forearm mounted; 3d6, 30/60/120, RoF: 1)
      2x Mini-Missile Launcher Tubes (Back; Snapfire, 100/200/400, ROF: 1, Shots: 10 each)
      • Armor Piercing Mini-Missiles: 7d6 (AP 20, MD, SBT)
        High-explosive rockets do 8d6 (AP 5, MD, LBT)
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
CA-4 Standard “Dead Boy” Body Armor:
Image
Private/Private First Class
  • +7 Armor and +2 Toughness
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (20 lb)
Utility Belt: (4 lb)
  • Canteen (half gallon).
    Communicator (5 mile range).
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Grenade Pouch
    • Fragmentation Grenade: 2/2
      • Damage: 3d6, MD, LBT
        Rate of Fire: 1
        Range: 5/10/20
    Knife Sheath Containing:
    • Vibro-Knife
      • Damage: Str+d6, AP 4, MD
    Chest Holster containing:
    C-5 Pump Pistol
    Image
    • Damage: 18mm Pump Round: 2d6+1, M.D.
      Range: 15/30/60
      ROF: 1
      Shots: 5/5 (Internal magazine)
    Ammo Pouch: 2/2 5 round C-5 Speed Loaders.
Pouch Containing:
  • 2/2 8 round 12g Slug Speed Loaders, 1/1 8 round 12g MPAS Shot Speed Loader
Drop leg Holster (Left)
  • C-5 Pump Pistol
    Image
    • Damage: 18mm Pump Round: 2d6+1, M.D.
      Range: 15/30/60
      ROF: 1
      Shots: 5/5 (Internal magazine)
Drop Leg Hanger (Right)
  • Vibro-Axe
    Image
    • Damage: Str+d8, AP 4, MD
C-16A Close Combat Pump Rifle with collapsing butt stock and sling
Image
  • Damage: By Ammunition
    • 18.5mm micro-grenade: Damage 2d6+1, AP -, MD
      **Shotgun (12g Slug): 2d10 (can be silver or normal)
      Shotgun (12g Shot): 3d6/2d6/1d6 (at S/M/L ranges); Get +2 on attack roll
      Shotgun (12g MPAS Shot): These Multi-Purpose Anti-Supernatural Shot shells do their normal damage (as above) against beings harmed by wood, silver, salt, or cold iron.
      Shotgun (12g Beanbag): If you hit the target, roll 2d10+2 vs target's Strength. Only effective to short range increment. Choose one of the three following effects: Push, Shield Bash, or Knockdown (SWD 85).
    Rate of Fire: 1
    Effective Range: 30/60/120 for micro-grenades; 12/24/48 for shotgun rounds
    Payload: 16/16, loaded one at a time, or 8 at a time with speed loader
    Note: Loaded with 12g Slug.
    Note: This weapon can mount a shotgun ammunition sling on one side of the gun that holds 8 extra rounds or one speed loader.
Shotgun Ammunition Sling
  • 8/8 12g MPAS Shot Shells
CS-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    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
Credits: 5570 (4-4-18 HC)
Wages: 1700 (1955 in Old Chicago)
Last edited by Joe Marshal on Sun Aug 19, 2018 8:23 pm, edited 16 times in total.
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3
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Joe Marshal
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Posts: 70
Joined: Wed Mar 15, 2017 6:29 pm
Location: CS Fighting Joes

Background

Post by Joe Marshal »

Background

Being born to a life of privilege isn't all it's cracked up to be. Things are expected of you for just having the same name as a famous hero of the Coalition States. In this case Joe is the Great Grandson of Marshal Cabot, so you see what I mean. Joe was given the best education and the best living that could be given to a young child in the Coalition States, he was basically royalty on the merit of his name alone. Joe's grand father and father both were military men, not quite to the caliber of his Great Grandfather, but close enough. Joe actually grew up resenting that everything was handed to him, but he was expected to just fall into place. Joe did the only thing that made sense, he legally changed his name and Joined the Army to make his own legacy. Joe basically infuriated his father and his grandfather, though it seems Marshal Cabot was not only amused by his great grandson, he encouraged it. What also drove his forebears crazy was that Joe didn't sign up for officers academy and joined in with the regular grunts. Joe had some advantages, such as years of martial arts training and genetic treatments as an embryo, but he was just a regular joe... So long as no one finds out his real name.

Journal
June 1st-July 1st 110 PA
First month of rotation duty has proven to be easier than thought for Joe. Joe has taken a few engineering classes to cover the idea of being part of a combat engineering platoon. Now the easy part is over the Fighting Joe's, they are on the move now.

Image

Long Term Goal: Become a General without the backing of his Family's name.
Short Term: Get a medal.

Personnel Record
Name: MARSHAL, Joseph Cabot
Service Branch: CS Army
Service Number: IL10-631-091-97C6-609F
Pay Grade: E-2
Pay Rate: 1,700/month
Rank: Private First Class
Date of Birth: 06/31/91 PA
Primary Specialty: Close Quarters Battle Specialist
Military Education:
Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
Communications School, Basic, Chi-Town, Joseph Prosek Preparatory Academy
Linguistics 101, Chi-Town, Joseph Prosek Prepatory Academy
Heavy Wheeled Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
Light Four Wheel Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
Light Hover Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
Hovercycle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
Wilderness Survival Training Course, Chi-Town, Joseph Prosek Preparatory Academy
Demolitions Course, Basic, Army, Chi Town, CS Army Training Facility (ATF)
Reconnaissance Awareness Training Course, Army, Chi Town, CS Army Training Facility (ATF)
Wilderness Navigation and Movement Training Course, Army, Chi Town, CS Army Training Facility (ATF)
Close Quarters Combat School, Army, Chi Town, CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign:
Close Quarters Combat Certification, 15 May, 109, Chi Town, CS Army Training Facility (ATF)
Qualification of Approved Pre-Service Training, 15 May, 109, Chi Town, CS Army Training Facility (ATF)
Disciplinary data and court martial record:

Identification Note: Soldier 97C6-609F has changed his legal name, which is reflected in his jacket. By court order, the records of his previous name are privileged information.
Last edited by Joe Marshal on Fri Jul 21, 2017 8:12 am, edited 7 times in total.
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Joe Marshal
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Posts: 70
Joined: Wed Mar 15, 2017 6:29 pm
Location: CS Fighting Joes

Advancements

Post by Joe Marshal »

Advances

Iconic Framework
Driving +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP, Throwing +1 SP plus 6 more skill points.

MOS: CQB
Begin with Fighting +3 skill points, Notice +1 SP, Shooting +1 skill points, and Throwing +1 skill point.

Skill Points of Choice:
+1 Fighting, Shooting +1, K/Demo +1, Survival +1, throwing +1 and stealth +1

Hero’s Journey
Education
Roll: [dice]0[/dice]
Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and the Investigation skill at d6.
Training
Roll: 1d20=11 (11)
Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
Experience & Wisdom
Roll: 1d20=16
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Commando Professional Edge
Training:
Roll 1d20=3
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Training:
Roll 1d20=5
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Education
Roll 1d20=19
The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains
a d8 in Knowledge (Battle) to prove it. He also has the Command Edge (or one Leadership Edge of her choice if she already has Command).

Advances
Initial Advances: (From Hindrances): Sweep, First Strike
Free Edge (Human): Martial Artist
MOS: Quick, Counter Attack
Cybernetic Modifications:
Novice 1 Advance: Raise Vigor to 1D8
Novice 2 Advance: Edge: Two Fisted
Novice 3 Advance: Raise Stealth and K/ Demo to d6
Seasoned 1 Advance: Power Armor Jock
Seasoned 2 Advance:
Seasoned 3 Advance:
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:
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