Google Handle: MattOlfsonCPA@gmail.com
CPL Raleigh Ray Colton
Rank: Seasoned 3 Experience: 29 Advances Left: 0
Race: Human
Iconic Framework: Technical Corps: Robot Specialist M.O.S. (M.A.R.S. adaption)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Charisma: 0; Pace: 6" +1d6" Run; Parry: 4; Toughness: 5; Strain: 1
- Toughness in Flight Suit: 6
Toughness in Power Armor: 18 (10); Size 2, Strength d12+5, Pace 7, Maneuvering Jets (Jump 8" horizontal, 4" vertical; Swim Pace 8)
Toughness in CA-3 Body Armor: 12 (6)
- Repair d8+2 (+2 with C.S. tech)
- Notice d8
- Fighting d6
- Shooting d8
- Throwing d4
- Drive d4
- Survival d6
- K/Engineering d8
- K/Electronics d8 (+2 with C.S. tech)
- K/Computers d6
- Hindrance (Major): Vow of Service ~ 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. While others took that as just a job description, you took "serve and peotect" as "unblikingly obey without hesitation and, if need be, be that last man unflinchingly standing even against insurmountable odds". You took this sollem vow as a call to crusade against all offenders of Humanity's right to thrive, and as an absolute inviolate oath, no matter what.
- Hindrance (Minor): Quirk - Chewing Tobacco & Spitter ~ This disgusting habit and moderate addiction means you have a craving for bottom lip or cheek filled with a dip of chewing tobacco (or equivalent nicotine product). As a result, you need to spit out excess tobacco-brown saliva on a regular basis while doing so. Even with a spit-cup handy, it's still off-putting to many.
- Hindrance (Minor): Quirk - Distrusts/Dislikes Juicers & Crazies ~ A common hindrance among many who are not commonly around those so augmented, especially people who witnessed the carnage of the Juicer Uprising or watched these enhanced humans effortlessly slaughter their fellow man. It changes how you see the world.
- Edge: Command (MOS) ~ 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.
- Edge: McGyver ~ This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations.In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.
- Edge: Luck ~ The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!)
He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers. - Professional Edge: Mr. Fix It ~ The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
- Professional Edge: 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.
- F&G Edge: 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.
- F&G Edge: 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).
- HJ Edge: Scrounger ~ Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
- Gain 1d6+2 fully charge e-clips for the firearms she and her teammates use.
- Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
- Procure food for 2d6 people for a week.
- Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
- Obtain a non-secured cred-card with 2d10 × 2000 credits on it.
- Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
- HJ Edge: "I Know A Guy" [Connections: Dr. Feelgood - CS Supply] ~ Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session).
This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.). - Iconic Edge: Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.
- F&G Edge: Brave ~ Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they've just lost their normal "fight or flight" responses. Either way your hero adds +2 to Fear tests. If the character is in a setting that uses Guts as a Setting Rule, it adds to that as well.
- F&G Edge: Ambidextrous ~ Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
- Professional Edge: Combat Mechanic ~ The CS Miliitary is highly mechanized and one of the most technologically advanced military forces in the history of the world. Those who can understand, operate, and repair all the vehicles, machines, and electronic devices in service are highly treasured. Combat Mechanics gain a +2 to all Electronics and Repair rolls in dealing with machines and tech related to C.S. combat operations.
Skelebot Interface Implant (1) - Strain: 1
- This piece of cybernetics connects to a built-in cyber radio that translates voice commands into coded transmissions to the Skelebot. This allows the Robot Specialist to order any Skelebots under his command without the need for specialized external equipment. Range is limited to 150". This piece of cybernetic equipment is Top Secret, only made by the Coalition and is available only by assignment. (Strain 1; Not for sale)