CPL Raleigh Ray Colton (Approved)

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CPL Raleigh Ray Colton (Approved)

Post by Raleigh Ray Colton »

Player Name: Matt Olfson
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)
Skills:
  • 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
Hindrances:
  • 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.
Edges:
  • 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.
Cybernetics:
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)
Last edited by Raleigh Ray Colton on Tue Apr 23, 2019 3:27 pm, edited 25 times in total.
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
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Raleigh Ray Colton Background and Record

Post by Raleigh Ray Colton »

Background:

Family legends say that the Colton clan had been a permanent fixture to the town of Jasper since well before the Great Cataclys. With the small town being nestled in the Ozark Mountains of the Arkansas region, surrounded by country folk and hillbillies all around, the community was well-suited to survive and rebuild after the worst of the of the coming of the rifts. The Colton clan did much to help the small town with their strong family tradition of being scavengers, pack rats, and being minor miracle workers when it came to fixing things. Though there were trying times, crying times, and more than a few years of hardship, Jasper was a modest but thriving community, proud of its independence, fighting spirit, and distinctive back-woods flavor. This was the world Raleigh Ray was born into; unfortunately, is was not to last.

As early as he could remember, Raleigh Ray was helping in his parent's small Fix-It shop, located dead center of Jasper. He honestly couldn't remember a time in his life when he didn't have a tool in his hand during the day. As a Colton, he was being prepared to live up to the family legacy, embracing the time honored family tradition. With each passing year Raleigh Ray's mechanical knowledge grew by leaps and bounds, either by good old fashioned book-learning or hand-on experience; often both. By the age of 12 Raleigh Ray could just about strip down a suit of Samson power armor and put it back together again, all with minimal help. When he was 14, almost considered a man, he was poised to join his family in the shop full-time as an official part of the team. To commemorate this benchmark in his life, the whole Colton family held a party to celebrate (sort of a Hillbilly Bar Mitzva if you will), as they did when any family member reached this point. That was the day Raleigh Ray learned a hard lesson; that the ongoings of the world beyond Jasper mattered.

The party started at noon and raged on well past the setting of the sun. The entire Colton clan was having a grand ol' time, dancing to strumming fiddles, enjoying their pot-luck banquet, and drinking White Lighting to excess. But then Raleigh Ray noticed a stranger was busy stuffing his face at the banquet table; a stranger with strange metal knobs sticking out of his clean-shaved head. Raleigh Ray's father noticed too and went up to talk to the stranger, when all of a sudden a dozen more strangers emerged. His father asked them to leave, as this was a private family affair, and they didn't take to keenly to party crashers. The knobby-headded man began to laugh hysterically, and then with a flash of a blade slashed his father's throat out!

Screams shrieked out, but before anyone could act another man stood on the banquet table, kicking over a bowl of punch in the process. He shouted to the Colton crowd, "My name is Gordon Killmaster, and this is my troupe. We are with the Jucier Liberation Army, and in the name of freedom we are commandeering this meal and everything worth our while in your homes."

One of Raleigh Ray's brothers was the one to throw the first punch in protest to this JLA raiding party. Thereafter everything was a blur of fire, blood sprays, and horrific violence. The augmented soldiers of fortune took what they wanted and slaughtered everyone in their path. Some tried to fight back, but proved to be little contest against the dizzying reflexes and overpowering strength of the Juicers and Crazies; not to mention their vastly superior firepower. Not only the Coltons, but all of Jasper burned that night. The avarice, maniacal hunger, and outright blood-lust of the invaders could not be quelled. By dawn's early light, three of the JLA raiders were slain, while the entire town of Jasper was laid to waste.

In the middle of the ongoing carnage, Raleigh Ray's sister, Searcy Sue, dragged him to the north edge of town and told him to flee and never look back. As he ran into the mountain forests, she ran back in town hoping to save more of her kin. While ashamed to be running, Raleigh Ray did as she told him. He ran until his adrenaline ran dry and he collapsed under the crushing weight of exhaustion and grief. Afraid to go back, the young man survived off the land for three days. But in time, the call of home tugged at his soul.

When Raleigh Ray returned, he saw no town of Jasper any more. All that remained were shattered and burnt planks of wood that used to be buildings and homes, mangled and partly vaporized bodies strewn about, and smoldering pocks where explosions left nothing but destruction behind. Desperate to find anything, he rummaged trough the debris and wreckage all while praying to an uncaring god who had clearly turned a deaf ear to the cries of help that still faintly whispered through the wind. Despite the unbelievable volume of it all, Raleigh Ray managed to find one survivor; his sister Searcy Sue. She was brutalized, stripped naked, and had her legs seared off by a laser, but her will to survive hanged on by the most tenuous of threads. If there was anyone else left alive, Raleigh Ray didn't know. It was all he could do to even save her.

Using a wagon hastily built out of the debris of Jasper, Raleigh Ray took his sister north to escape further collateral damage of The Juicer Uprising to the south. He traveled night and day until he reached the safety of the Coalition State of Missouri. There he was intercepted on the road by a patrol of Dog Boys who took pity on him and his sister once they told them what happened. The two of them were taken to a refugee camp outside of New Chillicothe. While they were not granted access to the advanced medical facilities in the fortress city itself, CS Army medics tended to his sister's serious wounds. Unbeknownst to Raleigh Ray at the time, the Coalition set up the refugee camp to help sway Fort El Dorrado to finally join the C.S. in the wake of the Juicer Uprising, and not humanitarian reasons. But regardless, the care and compassion the Coalition showed in that time of need was not taken for granted, nor soon forgotten.

In the years that followed, Raleigh Ray and his sister set up The Colton Fix-It Shop in the south-side 'burbs of the New Chillicothe fortress city, in the thriving Sol Markets district. While the shop and clientele were modest in size, they built a solid reputation for doing quality work. While Raleigh Ray was good at the craft, his sister Searcy Sue was a master craftsman! Their goal was to build up the business, get their C.S. citizenship (hoping that their successful business would show their superior worth compared to the other applicants), and move the business inside the fortress city. And while the plan was a success, it was only partly so. While Searcy Sue was accepted, Raleigh Ray was not. Not wanting to have to go through the application and waiting list all over again, Raleigh opted to take the other route to citizenship; he enlisted in the Army!

While not the biggest, nor the strongest, nor the straightest shooting trainee in boot camp, Raleigh Ray excelled at everything mechanical. This was obvious to his drill instructors when was able to field strip and reassemble his training C-10 the instant it was issued to him. While they rode him hard on the areas he was weak in, they duly commended him for helping the others when needed where he could. Some figured Raleigh Ray would be heading directly to the motor pool or some other maintenance hanger after Basic. Raleigh Ray had something different in mind.

By the time of graduation from Basic Training, Raleigh Ray heard the words he vowed to as part of the Coalition Army. The words to "Serve" and "Protect" the people and common interests of the Coalition States resounded deep with in him. Every syllable of the vow he spoke ushered in a flash of that terrible night and the images of its aftermath. Every punctuation mark reminded him of the horrors his sister suffered through. At the end of the oath, while others hooter and hollered in celebration of their graduation, Raleigh Ray simply nodded in conviction, for he knew this was his calling.

After Basic Training, Raleigh Ray put in for a special assignment and training to work with Skelebots in the field. He knew that he himself would be no match for a savage Juicer or psychotic Crazy, but he had faith in machines. Having seen the android killers during his training, and sneaking a peek at their maintenance, he believed that the machine-soldiers would be better suited to the task. If he could have a number of them at his beck and call, in theory, with his mechanical skills, he could make them recover from even the most brutal of fights... fights that he could fight from a distance while they did his dirty work for him. When his request was approved, Raleigh Ray knew providence when he saw it.

Later, fresh out of Advanced Training in his chosen M.O.S., Private Raleigh Ray Colton received his first assignment; Old Chicago...

Personal Goals:
  • Short-term: To excell in his new career and make the rank of NCO as soon​ as possible.
  • Long-term: To earn his citizenship and return to New Chillicothe to help run the family business as a happy, content civilian (possibly with a military pension, or maybe also serving as an army reservist to help make ends meet).

Personnel Record
Name: COLTON, Raleigh Ray
Service Branch: Coalition Army
Service Number: MO10A01091F72BA223
Pay Grade: E-1
Pay Rate: 1,700
Rank: Private
Date of Birth: October 1, 91 P.A.
Primary Specialty: CS Technical Corp: Robot Specialist
Military Education:
  • New Chilicothe, CS Army Training Facility (ATF)
  • New Chilicothe, CS Army Technical Training College (ATTC)
  • Military Robotics and Advanced Armor Technical Support School (Robot Mechanics)
  • Military Robotics and Electronics Technical Support School (Robot Electronics)
  • Military Engineering, Electrical (Electrical Engineering)
  • Military Engineering, Mechanical (Mechanical Engineering)
Decorations, Medals, Badges, Citations, and Campaign:
Disciplinary data and court martial record:

Random Background Rolls

POB/Origin: [dice]0[/dice]
Refugee

Hero's Journey - Education roll: [dice]2[/dice]
Well-educated; character gets five (5) additional skill points for use during creation, expressly only for Healing, Investigation, and/or Knowledge skills.

Refugee (non-citizen): [dice]1[/dice]
Worker : Whether it’s a shop keep in a small town, a factory worker in the ‘burbs, or a wandering operator on the roads, the life of a non-citizen can be rough. You joined to better your lot and life.

Originally from the small community of Jasper, Arkansas (prior to Arkansas' annexation into the CS), nestled in the Ozark Mountains. Fled north to the CS State of Missouri and was later naturalized there.

Narrative Hook roll: [rolled an 8; used a normal d20 due to the site being down at the time]
Juicer Uprising
Last edited by Raleigh Ray Colton on Wed Mar 22, 2017 6:17 pm, edited 8 times in total.
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
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Raleigh Ray Colton
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Posts: 133
Joined: Tue Mar 14, 2017 4:46 pm

Raleigh Ray Colton Gear

Post by Raleigh Ray Colton »

Bennies and Wounds
Wounds: 0
Fatigue: 0
5 Bennies
Beginning 4 (with Luck)
+-1 Event (Benny Bonanza - 5/10/2018)
+-0 Event
+-0 Event
+-0 Event
Gear
Image
PA-DK-500 Death Knight
  • Size 2, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 8 (Run d10)
    Notes: Jump Jets (Jump 15" horizontal, 10" vertical)
    Weapons:
    • C-60 Heavy Particle Beam Rifle with UEL with Reinforced Cable (3d8+5 (AP: 6, MD), 25/50/100, RoF: 1)
      2 ×Anti-Personnel Lasers (forearm mounted; 3d6, 30/60/120, RoF: 1)
      CDK-8 Mini-Missile Launcher (Snapfire, 100/200/400, ROF: 1, Shots: 8)
      • Demonbuster Mini-Missiles: 8d6 (AP 25, MD, Silver)
      CDK-44 Back-Mounted Mini-Missile Launcher (Snapfire, 100/200/400, ROF: 1, Shots: 8)
      • Armor Piercing Mini-Missiles: 7d6 (AP 20, MD, SBT)
        High-Explosive Mini-Missiles: 8d6 (AP 5, MD, LBT)
      Heavy Skull Shield: +2 Parry, Reduce all incoming attacks by 4 (All frontal arks only)
      Heavy Skull Sword (Str+d12+1, AP 4, Mega Damage, Silver; Sheathed in Shield)
      2x Silver Plated Throwing Daggers (Str+d6, AP 4, Mega Damage, Silver; Sheathed in Shield)
      Silver-Plated Knuckle and Knee Spikes (Str+d6, Mega Damage, Silver)
    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-FS1 Reinforced Flightsuit
Image
  • Embedded Toughness: +1 (Stacks with Power Armor's Toughness and Armor)
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Integrated Pilot's Survival Kit includes 2 liter water bladder, 2 meal bars, 1 reflective space blanket, survival knife with built in survival kit that adds +1 to survival checks for 1 day.
    No Strength Minimum. (5 lb)
GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
[list]Left
• Sidearm Holster, Chest: CP-30 Laser Pulse Pistol
Image
Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
• Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
• Small All-Purpose Storage Pouch: Universal Energy to Matter Converter
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
Right
• Knife Sheath: Silvered Vibro-Bayonet (Knife) - Damage: Str+d6, AP 4, MD, Silver
Image
• Radio Pouch: Back up communicator with five mile range
• Small All-Purpose Storage Pouch: Laser Distancer
• Grenade Pouch Type 1: 2/2 High Explosive Grenades (Range: 5/10/20, Damage: 3d8, MD, MBT)
• Grenade Pouch Type 1: 2/2 Smoke Grenades (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
• Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
[/list]
GEAR Utility Belt:
[list]• Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
• Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
• Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
GEAR Rifleman's Drop Leg Accessory (Left)
[list]• 3/3 Rifle E-Clips or Rifle Magazines
• A drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines)
• A weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field.
[/list]• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
[/list]


Credits: 3750 (4/24/18 HC)

Payrate: 1750 (2012 in Old Chicago)

Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
[list][*]Range: 5' or by direct application
[*]Repair: The UEMC can effect repairs as if the mechanic has an excellent or dedicated facility. This adds +2 tool bonus to any repair attempts, but uses 1 charge per 30 minutes of use. Otherwise this uses the standard repair rules (SWD 116). It can also be used to repair a Technical Difficulties Glitch (1 charge), Serious Problem (2 charges per hour), or Severe Failure (2 E-Clips per day) (see TLPG 122-123 for Technical Difficulties Rule). The +2 tool bonus still applies.
[*]Faster Repairs: Because of the very targeted nature of the repairs, repairs take half as long.
[*]Regeneration: For every three charges used, the UEMC uses the Healing Power (SWD 133).
[*]Payload: 10 charges per E-clip[/list]


CV-212 Variable Light Frequency Rifle
Image
  • Range: 30/60/120
    Damage: 3d6+2, AP 2, MD (uses 10 shots), Ignores any laser resistance.
    Rate of Fire: 3, 3RB, Snapfire
    Payload: 30
    Weight: 8
    Notes: Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties).
CS-S2 Survival Pack
  • Extra Uniform x2, Work Coveralls x2, underclothes x4, and boots x2
    a bright orange greatcoat and a black greatcoat
    Thick chemical resistant work gloves
    pair of light sensitive auto-tinting goggles
    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
Given this for out of armor assignments:
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
Image
  • +8 Armor and +2 Toughness
    Full Environmental Protection
    Embedded vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
    Garrote Wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise)
    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)
Last edited by Raleigh Ray Colton on Sat Aug 04, 2018 8:33 pm, edited 8 times in total.
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
EP Ledger
User avatar
Raleigh Ray Colton
Ruby Patron
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Posts: 133
Joined: Tue Mar 14, 2017 4:46 pm

Raleigh Ray Colton Advancement Tracker

Post by Raleigh Ray Colton »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Technical Corps: Robot Specialist M.O.S. (M.A.R.S. adaption)
Hero’s Journey
  • Education Table
  • Roll result: 18
  • Description: Well-educated; character gets five (5) additional skill points for use during creation, expressly only for Healing, Investigation, and/or Knowledge skills.
  • Training Table
  • Roll result: 20 (pick one: Opted for #7)
  • Description: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
    • 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.
  • Experience & Wisdom Table
  • Roll Result: 5
  • Description: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market).
MARS Fortune & Glory
Fortune and Glory
  • 1) Roll twice on your choice of the Cybernetics, Education, Experience & Wisdom, Training, and Underworld & Black Ops Hero's Journey Tables.
  • Description: Opted to roll on Experience & Wisdom and Training tables as follows:
    • Experience & Wisdom ~ (9) A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that edge, he gains the Level Headed Edge instead.
      • 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.
    • Training ~ (5) Weather via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero picked up some serious fighting skills. He's got the Martial Artist Edge (or Improve Martial Artist, if he already has the former), as well as the Brawler 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).
  • 11) Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • Agile and Dexterous: Your hero adds one die type to Agility and adds either the Ambidextrous or Quick Edge.

Advances
  • Initial Advances: (From Hindrances): Luck
  • Framework Advance: (From MOS): Command
  • Free Edge (Human): McGyver
  • Cybernetic Modifications: Skelebot Interface Implant (1)
  • Novice 1 Advance: Power Armor Jock
  • Novice 2 Advance: Fighting to d6, and Survival to d6
  • Novice 3 Advance: K/Engineering to d8, and K/Electronics to d8
  • Seasoned 1 Advance: Tinkerer Edge
  • Seasoned 2 Advance: Combat Mechanic
  • 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:
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
EP Ledger
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