CPL Raleigh Ray Colton, Technical Genius

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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CPL Raleigh Ray Colton, Technical Genius

Post by Raleigh Ray Colton »

Player Name: Matt Olfson
Google Handle: MattOlfsonCPA@gmail.com

CPL Raleigh Ray Colton
Rank: Seasoned 3 Advances Left: 0
Race: Human
Iconic Framework: MARS (Vagabond)
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
Pace:6; Parry: 6; Toughness: 5 [normal] / 16 (8) [CA-4]/ 22 (11) [PA-100]; Strain: 5/8
Skills:
  • Academics- Untrained (d6)
    Athletics - d6
    Battle - d8
    Boating- Untrained (d6)
    Common Knowledge - d8
    Driving- Untrained (d6)
    Electronics - d10
    Fighting - d8
    Gambling - Untrained (d6)
    Hacking - Untrained (d6)
    Healing - Untrained (d6)
    Intimidation - Untrained (d6)
    Language - Untrained (d6)
    Notice - d8
    Occult - Untrained (d6)
    Persuasion - d8 (free reroll)
    Piloting - d10
    Repair - d10
    Research - Untrained (d6)
    Riding - Untrained (d6)
    Science - d8
    Shooting - d8
    Stealth - d8
    Survival - Untrained (d6)
    Taunt - Untrained (d6)
    Thievery - Untrained (d6)
    Weird Science - d10
Hindrances
Hindrance (Minor): Driven: Driven to prove his worth in the CS Army and earn his CS Citizenship
Hindrance (Minor):Vow: Serve the CS: 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.
Hindrance (Minor): Habit: Habitual user of dip/snus and spitting
Hindrance (Minor): Quirk: Hair needs to be perfectly styled whenever visible by others

Edges and Iconic Abilities
Ace: Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
Charismatic: Free reroll when using Persuasion.
Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
Command: +1 to Extras’ Shaken recovery rolls in Command Range.
Elan: +2 when spending a Benny to reroll a Trait roll.
Gifted Learner & Genius: Genius vagabonds are true renaissance people and make all unskilled checks at d6 (instead of d4−2).
Hard to Kill: Roll a die if the character perishes. Even if he’s Incapacitated, he survives somehow.
I Know a Guy: Smarts roll to leverage contacts
Luck: Gain one more benny per session
MacGyver: Quickly create improvised devices from scraps.
Mr. Fix-It: +2 to Repair rolls, half the time required with a raise.
Weird Science: Do amazing things with technology by tinkering with it.
• • Artificer: Allows the Weird Scientist to create Arcane Devices. (SWADE 153)
• • Minor Item Creation: Create Minor Super-Scientific Devices (A&M p. 30); Use Science instead of Occult (per GM).

Cybernetics
Skelebot Interface Implant - 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.
Cybernetic Strength Augmentation - Strain: 1
Wired Reflexes - Strain: 1
Synthetic Organ Replacement - Strain: 1
Core Electronics Package - Strain: 1
• • A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
Last edited by Raleigh Ray Colton on Mon Oct 21, 2019 11:17 pm, edited 5 times in total.
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CPL Raleigh Ray Colton

Post by Raleigh Ray Colton »

Bennies and Wounds
Wounds: 0/3
Fatigue: 0/2
5 Bennies and 15 Power Points
Beginning 4 (with Luck)
+-1 Event (Benny Bonanza - 5/10/2018)
+-0 Event
+-0 Event
+-0 Event

Base Power Points: 15
+-0 Event
+-0 Event
+-0 Event
Arcane Background (Weird Science)
While Techno-Wizardry is the best known "weird science" on Rifts Earth, there are also the creations of scientific geniuses, however odd. Weird Science uses the Techno-Wizard power list, though this Edge represents non-magical devices.
• This generally-available form of Arcane Background (Weird Science) is not magical.
• Those of a different Arcane Background are at a −2 penalty to use detect arcana, dispel, or drain Power Points on these devices.
• Power Points Type: Standard
• Required Power Activators: Materials
• Techno-Wizardry Gear Manipulation: No


PP: 15 - Recovery: 5/hour

Trapped Power Name [Boost/Lower Trait] (2 PP) [Novice]
  • Range: Smarts
    Duration: 5 (Boost)/Instant (Lower)
    Trapping: Chosen Trapping
    Effect: This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
    Modifiers:
    • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
      Fatigue (Lower Trait only; +2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
      Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      Strong (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
Trapped Power Name [Entangle] (2 PP) [Novice]
  • Range: Smarts
    Duration: Instant
    Trapping: Chosen Trapping
    Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98 of SWADE.
    Modifiers:
    • Area Of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      Hinder (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. Effects of the modifier aren’t cumulative.
      Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
Artificer
Artificers can create Arcane Devices and give them to their allies.
Creating a device takes one hour per power that can be activated through it. The player must list which powers are in the device and then allocate Power Points to it. The device can only use the powers and Power Points allocated to it.
Power Points invested in an arcane device are lost to the inventor until they’re used or recovered with Tinkering, see below (they don’t recharge).
Power Modifiers: A user may spend a device’s Power Points as desired, including enabling any applicable Power Modifiers. Arcane devices may not be Shorted (see page 151).
Limitations: Arcane devices may benefit from Limitations (see page 150).
Activation: The creator uses his arcane skill as usual. Others use whatever skill is associated with the device’s form—guns use Shooting, grenades use Athletics (throwing), and so on. If there is no other obvious skill, such as for a potion or worn item, the character rolls the inventor’s arcane skill as if it were his own (he does not benefit from any of the creator’s Edges or other abilities, however).
Failure to activate the device costs one Power Point as usual, and a Critical Failure causes the user Fatigue.
Tinkering: A creator can reassign up to five Power Points per action between an arcane device and her own pool. She must be in physical contact with the item to do so. Inventors should lend out their devices very carefully!

Super-Science Item Creation
• Use the Minor and Major Item Creation rules found in Arcana & Mysticism with the following adjustments.
• For the base item, choose a piece of Adventuring Gear, Weapon, or Armor. This item will be created from scratch, though an existing item can be taken apart for the parts and then rebuilt.
• Minor Item Creation (Requirements: Seasoned, Artificer, Arcane Background Weird Science, Repair d8+)
• Major Item Creation (Requirements: Veteran, Minor Item Creation, Gadgeteer, Science d10+)
For both edges, the Super Scientist rolls the lower of her Science, Repair, or Arcane Skill.
• • GM may add +1 to +4 for advanced tools, workshops, labs, schematics, or other benefits.
• • Items require a power source such as e-clips or batteries and lose all special abilities if unpowered.
• • Edges not currently available as mods for Player Character creations until tested.
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Re: CPL Raleigh Ray Colton (WIP)

Post by Raleigh Ray Colton »

Gear

CA-4 Standard “Dead Boy” Body Armor
Image
  • • Armor: +8 Toughness: +3
    • Weight: 20 lbs (Min Str: d6)
    • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light.
    • Rarity: -4; (Uncommon) Cost: N/A
CP-40 Pulse Laser Rifle (on Shoulder Strap)
Image
• Range: 24/48/96
• Damage: 4d6, AP 4
• Rate of Fire: 3
• Payload: 30 or 60
• Notes: Heavy Pulse, Integrated Multi-Optics Scope, Energy Reserve, Cauterize, No Recoil
• Weight: 9 (Min Str d6)

GEAR Load-Bearing Harness (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Grenade Pouch Type 1: 2 fragmentation grenades
• Grenade Pouch Type 1: 2 smoke grenades
• Knife Sheath: Vibro-Knife
Image
• • Damage: Str+d6, AP 6, MD
• • Notes: Harmonic Blades, MD, Powered Weapons
• • Weight: 2 (Min Str d4)
• Small Sidearm Magazine Pouch: 1 pistol e-clip for Vibro-Knife (and a place to put the discharged e-clip)
• Small Sidearm Magazine Pouch: pouch for 2 pistol e-clips
• Holster: C-18 Laser Pistol
Image
• • Range: 12/24/48
• • Damage: 3d6, AP 3
• • ROF: 1
• • Shots: 10/10 (Short Pistol E-Clip)
• • Notes: Cauterize, No Recoil
• • Weight: 2
• Small All-Purpose Storage Pouch: 1 of 4 common items(two can be combined to hold a medium item, or four can be combined to hold a large item)
• Small All-Purpose Storage Pouch: Tool Kit (Common)
• Small All-Purpose Storage Pouch: Hammer (Common)
• Small All-Purpose Storage Pouch: Lighter (Common)
• Small All-Purpose Storage Pouch: Crowbar (Prybar style; Common)
• Small All-Purpose Storage Pouch: Reserve Can of Dip Packs

Utility Belt: (4 lb)
• Pouch: Canteen (half gallon).
• Pouch: Communicator (5 mile range).
• Pouch: Compass/inertial mapper.
• Pouch: Firestarter kit (solar-powered lighter and flint & steel).
• Pouch: Flashlight/signal light (with bright halogen and infrared options).
• Pouch: Mini first aid kit (+1 Healing check, only one use).
• Pouch: Power bars (three, each can sustain a normal human for a day).
• Rifleman's Large Magazine Pouch (holds fresh E-Clips, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame.
• • 3 Rifle E-Clips

CS-S2 Survival Pack (30 lb)
• 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
• UEMC Experimental Repair Tool

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.
• 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. 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). The +2 tool bonus still applies.
• Faster Repairs: Because of the very targeted nature of the repairs, repairs take half as long. This stacks with Mr. Fix It.
• Regeneration: For every three charges[*] used, the UEMC uses the Healing Power.
• Payload: 10 charges per E-clip
Last edited by Raleigh Ray Colton on Sun Nov 10, 2019 10:37 pm, edited 1 time in total.
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Re: CPL Raleigh Ray Colton (WIP)

Post by Raleigh Ray Colton »

Advances
Choose Race: Human
Racial Abilities
  • Bonus Edge: Genius
Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework
  • Begin with +4 skill points. (d8 Repair, d6 Athletics)
  • Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Begin with Elan, Luck, Hard to Kill, and one more Edge of choice (Artificer).
  • Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table. (Gain Mr. Fix-It
  • Begin with standard Starting Gear.
Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story. You may roll, then pick the table.)
Hero’s Journey
  • Experience & Wisdom (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, so long as it makes sense and the GM agrees with it.
  • Experience & Wisdom (11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Weird Science)
  • Education (8): The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Electronics.
  • Black Ops (1): When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair
  • Training (3): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination. (d4 Fighting, d6 Shooting)
MARS Fortune & Glory
[Create your own Fortune and Glory Table of 8, 10, or 12 options, and roll a corresponding die for each of your F&G rolls.]
  1. Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to Strain of Cybernetic Systems, and add two points to maximum Strain.
  2. Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  3. Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
  4. Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  5. Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  6. Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge
  7. Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.
  8. Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
Fortune and Glory
  • (2): Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • (3): Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
Hindrance (Minor): Driven: Driven to prove his worth in the CS Army and earn his CS Citizenship
Hindrance (Minor):Vow: Serve the CS: 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.
Hindrance (Minor): Habit: Habitual user of dip/snus and spitting
Hindrance (Minor): Quirk: Hair needs to be perfectly styled whenever visible by others

Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d4 - d8 (2 AP) - d10 (Cybernetics)
Smarts: d6 (F&G) - d8 (1 AP) - d10 (Hind)
Spirit: d4 - d6 (1 AP) - D8 (Hind)
Strength: d4 - d6 (Cybernetics)
Vigor: d4 - d6 (1 AP) - D8 (Cybernetics)

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
  • Academics (Sm)
  • Athletics (Ag) - d4 (Core) - d6 (MARS)
  • Battle (Sm) - d8 (3 SP)
  • Boating (Ag)
  • Common Knowledge (Sm) - d4 (Core) -> d8 (F&G)
  • Driving (Ag)
  • Electronics (Sm) d8 (HJ) - d10 (N2)
  • Fighting (Ag) d4 (HJ) - d8 (2 SP)
  • Gambling (Sm)
  • Hacking (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Language (Sm)
  • Notice (Sm) - d4 (Core) -> d8 (F&G)
  • Occult (Sm)
  • Persuasion (Sp) - d4 (Core) - d8 (2 SP)
  • Piloting (Ag) - d8 (3 SP) - d10 (N2)
  • Repair (Sm) d8 (MARS) -> d10 (HJ)
  • Research (Sm)
  • Riding (Ag)
  • Science (Sm) - d8 (3 SP)
  • Shooting (Ag) d6 (HJ) - d8 (N2)
  • Stealth (Ag) - d4 (Core) - d8 (2 SP)
  • Survival (Sm)
  • Taunt (Sp)
  • Thievery (Ag)
  • Weird Science (Sm) d6 (F&G) - d8 (1 SP) - d10 (N3)
Advances
If playing a MARS character, take six Advances per the rules in Savage Worlds. All other Iconic Frameworks take two Advances instead, per table rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): Smarts d10, Spirit d8
  • Edge(s) granted by Racial Features: Genius
  • Cybernetic Modifications: Bionic Strength Augmentation 1, Wired Reflexes 1, CEP, Skelebot Implant, Synthetic Organ Replacement
  • Novice 1 Advance: Ace
  • Novice 2 Advance: Piloting and Electronics +1 DT
  • Novice 3 Advance: Shooting and WS + 1 DT
  • Seasoned 1 Advance: Combat Ace
  • Seasoned 2 Advance: Command
  • Seasoned 3 Advance: Minor Item Creation
  • 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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Background

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 Cataclysm. 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...

NOTE: SUBSEQUENT ADVENTURES TO COME

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: MO10-A01-091-F72B-A223
Pay Grade: E-4
Pay Rate: xxxx
Rank: Corporal
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)
  • Fort Resilience, CS Army Satellite Training Facility
  • Demolitions Course, Basic (Demolitions)
  • Commando Demolitions Course, Advanced (Demolitions Course, Basic, Demolitions: Disposal)
  • Demolitions and Traps Construction Course, Advanced (Demolitions Course, Basic, Trap Construction)
  • Explosive Ordinance Disposal School
  • Heavy and Emplaced Weapons I Training Course
  • Heavy and Emplaced Weapons II Training Course
  • Airframe Support and Maintenance Training Course
  • Armor Support and Maintenance Training Course
[/list]
Decorations, Medals, Badges, Citations, and Campaign:
Disciplinary data and court martial record:

Random Background Rolls

POB/Origin: [dice:33l2c9nu]0[/dice:33l2c9nu]
Refugee

Hero's Journey - Education roll: [dice:33l2c9nu]2[/dice:33l2c9nu]
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:33l2c9nu]1[/dice:33l2c9nu]
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

Build Sheet
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