Jager's Team

Sci-fi solo game for Paro and Padawan_GM1
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Paro
Posts: 8
Joined: Sun Dec 06, 2020 3:58 am
Location: Tokyo, Japan

Jager's Team

Post by Paro »

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Name: Glass - Contact (WC)

Race: Human 1.0
Gender: Male
Origin: Bounty Hunter
Languages: English (native, d8), Japanese (d6), Spanish (d6)
Rank: Seasoned

Attributes:
  • Agility d8
  • Smarts: d6
  • Spirit: d8
  • Strength: d6
  • Vigor: d8
Pace: 6; Parry: 6 Toughness: 6
Street Cred: d6
Bennies: 3

Hindrances: Greedy (Major), Ruthless (Minor), Vengeful (Minor)
Special Abilities: Adaptable
Edges: Strong-willed (+2 Spirit Tests), Streetwise, Connections, Rich (Lawyer)

Skills:
  • Athletics: d6
  • Common Knowledge: d6
  • Notice: d6
  • Fighting: d8
  • Shooting: d10
  • Stealth: d6
  • Persuasion: d8
  • Academics: d8
  • Research: d8
  • Intimidation: d4
  • Taunt: d4
  • Language (English - Native): d8
  • Language (Japanese): d6
  • Language (Spanish): d6
Last edited by Paro on Tue Dec 22, 2020 1:58 am, edited 2 times in total.
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Paro
Posts: 8
Joined: Sun Dec 06, 2020 3:58 am
Location: Tokyo, Japan

Re: Jager's Team

Post by Paro »

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Name: Far'ziel - Combat Mage (WC)

Race: Elf 1.0
Gender: Male
Origin: Occultist (Spellcasting Scientist)
Languages: English (native, d8), Elven (d6), Draconic (d6)
Rank: Seasoned

Attributes:
  • Agility d8
  • Smarts: d10
  • Spirit: d6
  • Strength: d6
  • Vigor: d6
Pace: 6; Parry: 6 Toughness: 5
Street Cred: d8
Bennies: 3

Hindrances: Arrogant (Major), Wanted (Minor), Stubborn (Minor)
Special Abilities: Agile, Low-light Vision
Edges: Arcane Background, New Powers, New Powers (Adv), Channeling (Adv)

Skills:
  • Athletics: d6
  • Common Knowledge: d6
  • Notice: d6
  • Spellcasting: d10+1
  • Fighting: d6
  • Shooting: d6
  • Stealth: d6
  • Persuasion: d4
  • Occult: d8
  • Taunt: d8
  • Language (English - Native): d8
  • Language (Elven): d6
  • Language (Draconic): d6
Powers: 7
  • Arcane Protection (Dull Glow) (1PP)
    Hostile Powers -2 Penalty, -4 with Raise
    +1PP per additional target
  • Protection (Hardening Skin) (1PP)
    +2 Armor (4 on Raise)
    +1PP increase success to +4 Armor (6 on Raise)
    +1PP switches to Toughness, instead of Armor
    +1PP to affect additional target
  • Lightning Bolt (Splayed hands) (1PP)
    Ranged attack, affected by Cover/Concealment. Damage 2d6 (3d6 on Raise)
    +2PP for additional 1d6 damage.
    +1PP/AP2 (Max AP6)
    +2PP to treat as Heavy Weapon
  • Detect Arcana (Spell, waving of hands) (2PP)
    See/detect all supernatural persons, objects, or effects for 5 rounds. On Raise know general type of enchantment.
    +1PP for additional recipient of viewing
    +1PP/+2PP increase range
  • Healing(Spell, laying of hands) (3PP)
    Removes Wound less than 1 hour old, 2 Wounds on Raise. Can be cast additional times.
    +1PP neutralize Poison or Disease
    +10PP for wounds over 1 hour old
    +20PP for healing permanent Crippling Injury (Success leaves subject Exhausted for 24hrs)
  • Deflection (Mystical Shield of glowing blue rune in air (3PP) - Foes -2 on Attack Rolls, -4 with Raise
    +1PP per additional target
  • Mana Bolt (Blue light from palm) (2PP)
    Shocks target. Target make Vigor Check (-2 Penalty on Raise) or be Stunned (Distracted (-2 Penalty) and Vulnerable (+2 Foes))
    +2PP, Area of Effect Medium Blast
    +1PP, to be selective and exclude target in Area of Effect
Armor: +3
- ED The Guardian [torso, arms, legs] +3, 8lbs

Weapons:
- Unarmed [Range Melee, Damage Str d6]
- Staff (Range Melee, Damage Str+d4, +1 Parry, Reach 1) 4lbs
- AGA Rhino-10 [Range 12/24/48, Damage 2d8+1, RoF 1 (12 Shots), AP 4 with AP Ammo] Laser Sight, AP Ammo, 5lbs

Gear: Enc: 19/40
- Boxes Ammo (AP) 50 Rounds, 2lbs

Current Wealth: $0

Dark-haired elf, tall and thin. But not weak looking, possessing decent musculature. He prefers to dress trendy for corporate types and has a clean cut appearance without tattoos or piercings. He keeps his face clean shaven and often wears his hat.
A stubborn and arrogant runner. With his magical abilities, he often fully believes he can back up his opinions and assessments of his capability to handle a situation.
Connected to Jager from the old days, but only started working full-time with him when Glass retired from running to fleece marks in the open as a lawyer instead of from the shadows. There is at least one warrant out for him for destruction of property.

He grew up in Seattle, preferring the urban sprawl and civilization to trying to get back to traditional roots with the other elves. He really desn't care much for nature, but put up with living that way for a while to learn to harness the arcane power of channeling mana.


  • Novice 1: New Powers
  • Novice 2: Agility d8
  • Novice 3: Skills (Spellcasting, Occult)
  • Seasoned 1: Channeling (+1 For Activation)

Last edited by Paro on Wed Dec 23, 2020 12:30 am, edited 8 times in total.
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Paro
Posts: 8
Joined: Sun Dec 06, 2020 3:58 am
Location: Tokyo, Japan

Re: Jager's Team

Post by Paro »

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Name: Mack - Drone Jockey (Extra)

Race: Ork
Gender: Male
Origin: Drone Jockey
Languages: English (native, d8), Ork (d6), Chinese (d6), Elven (d6)
Rank: Seasoned

Attributes:
  • Agility d8
  • Smarts: d8
  • Spirit: d6
  • Strength: d8
  • Vigor: d6
Pace: 6; Parry: 6 Toughness: 6

Bennies: 3
Street Cred: d6
Hindrances: Clumsy (Major), Cautious (minor), Loyal (minor)
Special Abilities: Outsider, Size 1, Infravision, Strong
Edges: Mr. Fix It

Skills:
  • Athletics: d6
  • Common Knowledge: d4
  • Notice: d6
  • Fighting: d8
  • Shooting: d8
  • Stealth: d4
  • Piloting: d8
  • Electronics: d8
  • Hacking: d8
  • Repair: d8
  • Persuasion: d4 (-2 with non-orcs)
  • Language (English - Native): d8
  • Language (Ork): d6
  • Language (Chinese): d6
  • Language (Elven): d6
Augmentations: Strain 2
  • Streetware (Gxarha Izibhamu Smartgun System) - $1,2K, Strain 2 (+2 Shooting rolls.)
Armor: +4
- PD Outlaw Duster +4 [Torso/Arms] 8lbs

Weapons:
- Unarmed [Range Melee, Damage Str d6]
- ED Monofilament Knife [Range 3/6/12, Damage Str d6+d4+2, AP 2] 1lbs
- SO Skysplitter Naginata [Range Melee, Str+d6+2, AP 3] 8lbs
- AGA Prophet (9mm) [Range 12/24/48, Damage 2d6+1, RoF 1 (13 Shots)] (AP 3 with AP Ammo), Smartgun, Silencer, Flash Suppressor, AP Ammo, 2lbs
- Drone's AGA Light machine gun (5.56mm) [Range 30/60/120, Damage 2d8+1, AP 3, RoF 3, Shots 200]

Gear: Enc: 36/40
- Tier 3 TAP
- Multi-tool 1lbs
- Boxes Ammo (AP) 200 Rounds, 8lbs
- Toolkit

ACT OF GOD ARMAMENTS LIGHT RECONNAISSANCE DRONE
AGA has a robust interpretation of what constitutes a reconnaissance drone. An airborne sensor package with a modular weapon mount (light machine gun standard), the Coyote packs surprising firepower into such a fragile platform.
Attributes: Agility d6, Smarts(A) d4, Spirit d4, Strength d4, Vigor d8
Skills: Athletics d6, Notice d4, Shooting d6, Stealth d6
Pace: 0 (16” Flight); Parry: 2; Toughness: 4
Gear: AGA Light machine gun (5.56mm) (Range 30/60/120, Damage 2d8+1, AP 3, RoF 3, Shots 200).
Cost: $20,000
Special Abilities:
• Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; doesn’t breathe; immune to disease and poison.
• Fearless: Immune to fear and Intimidation.
• Sensors: Can switch between infravision and low light vision.
• Size −2 (Small): About 30 pounds without weapons.
• Weapon Mount: Modular design, ignore minimum Strength and recoil for one mounted weapon, up to 30 lbs.


Current Wealth: $0

Hulking man, larger than a human. But he was not a complete tank of muscles, still pretty agile. His greenish gray skin was typical of his kind. He was mostly bald, buzz-cutting any hair that was growing on his scalp. His left tusk was chipped from roughhousing as a kid.
Sort of a clumsy, gentle giant type. He was curious about things, enough that he would poke his nose where it didn't belong. He was a pleasant enough sort and loyal to his fellow runners on an op.
Glass helped him out of a legal jam, Mack had to work off the debt for a few years. The association helped connect him to Jager and his drone was useful on ops. It allowed the clumsy ork to stay back in the van and remotely hack into systems while still providing combat support physically.

Last edited by Paro on Wed Dec 23, 2020 12:38 am, edited 10 times in total.
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Paro
Posts: 8
Joined: Sun Dec 06, 2020 3:58 am
Location: Tokyo, Japan

Re: Jager's Team

Post by Paro »

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Name: Rock - Smuggler/Driver (Extra)

Race: Fox Hybrid
Gender: Male
Origin: Smuggler
Languages: English (native, d8), Japanese (d6), Ork (d6)
Rank: Seasoned

Attributes:
  • Agility d10
  • Smarts: d6
  • Spirit: d6
  • Strength: d6
  • Vigor: d6
Pace: 6; Parry: 6 Toughness: 8 (4)
Bennies: 3

Hindrances: Impulsive (Major), Greedy (minor), Wanted (minor)
Special Abilities: Agile, Small (Size -1, -1 Toughness), Low-light Vision, Sneaky (Stealth +1 die, Thievery +1 die))
Edges: Dodge, Two-Gun Kid

Skills:
  • Athletics: d8
  • Common Knowledge: d4
  • Notice: d6
  • Fighting: d8
  • Shooting: d8
  • Stealth: d8
  • Persuasion: d4
  • Driving: d8
  • Repair: d6
  • Thievery: d8
  • Gambling: d6
  • Language (English - Native): d8
  • Language (Japanese): d6
  • Language (Ork): d6
Augmentations: Strain 4
  • Streetware (Boitech Agility Enhancement to d10) - Cost $1K, Strain 2
  • Streetware (Gxarha Izibhamu Smartgun System) - $1.2K, Strain 2 (+2 Shooting rolls.)
Armor: +4
- BKI Combat Fatigues +4 [Torso/Arms/Legs] 8lbs

Weapons:
- Unarmed [Range Melee, Damage Str d6]
- ED Monofilament Knife [Range 3/6/12, Damage Str d6+d4+2, AP 2] 1lbs
- 2 WT Road Warriors [Range 6/12/24, Damage 1-3d6, RoF 1 (6 Shots)] Smartgun, 12 lbs
- AGA Prophet (9mm) [Range 12/24/48, Damage 2d6+1, RoF 1 (13 Shots)] (AP 3 with AP Ammo), Smartgun, Silencer, Flash Suppressor, AP Ammo, 2lbs
- RT 13c Jupiter Rifle (7.62mm) [Range 24/48/96, Damage 2d8, AP 3 Rof 1, (10 shots)] Smartgun, Bipod, Scope, Flash Suppressor, Snapfire, 9lbs

Gear: Enc: 39/40
- Backpack 2lbs
- Multi-tool 1lbs
- Boxes Ammo (AP) 100 Rounds, 2lbs
- 50ft Nylon Rope, 3lbs
- Sport Utility Vehicle [Size 5, Handling 1, Top 120mph, Tough 13(2), Crew 5 (3rd seat removed), 4WD]

Current Wealth: $0

Short, skinning looking fox-man. With his shifty look, he was nicknamed Rock since it sounded like a shorten version of raccoon.
The greedy and shifty hybrid was quick to jump in with both feet into a situation, particularly if it meant getting paid. He'd be accept any job if it paid enough.
Another of those runners Glass knew of. Rock had a rep for driving and firing a pair of guns that looked too big. But he was also decent a sneaking around and was a capable enough sniper. Unfortunately, he has one corporation that wants his ass for acing a corporate executive on an op. Glass put him in touch with Jager to make sure someone could help keep the little guy from getting himself killed. Surprisingly he gets along with Mack, even though they are sort of opposites. Rock appears to want to corrupt the ork, while Mack wants to protect the little guy.

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