Clara Volker
Player Name: James
Google Handle: tribeof1
Rank: VeteranExperience: V8 Advances Left: 0
Bennies: 2/3
Race: Human
Iconic Framework: MARS Commando
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d8
Pace: 6; Parry: 9 (12 with NACS); Toughness: 8 or 18 (7) in armor
Strain: 12/14
Skills:
- Academics d6
- Athletics d10
- Battle d4
- Common Knowledge d8+2
- Electronics d4+2
- Fighting d12+2; +5 w/ claws
- Hacking d6+2
- Intimidation d6
- Notice d8+2 sight-based
- Occult d6
- Persuasion d8+1
- Repair d4+2
- Shooting d10+2
- Stealth d8
- Survival d8
- Euro d8
- American d8
- Demongogian d6
- French d6
- Gobblely d6
- Techno-Can d6
- Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
- Brawler/Bruiser: +2 Toughness and unarmed/claw damage increases 2 die steps.
- Charismatic: Free reroll on Persuasion tests.
- Conditioned: +2 to resist interrogation and ignores 1 point of Fatigue penalties.
- Danger Sense: +2 Notice when rolling vs. Surprise. With a Raise, starts On Hold. Notice at -2 to detect other hazards.
- Dodge: -2 to be hit by ranged attacks.
- Frenzy: Roll two Fighting dice with any one Fighting attack per turn.
- Improved Trademark Weapon (N.A.C.S. Cyber-Weapon Implant): +2 to hit, +2 Parry
- Level-Headed: Draw two cards for initiative and choose one.
- Linguist: Has d6 in a number of languages equal to half Smarts die.
- Marksman/Sharpshooting: When making ranged attacks at ROF 1, all attacks gain +1 to hit or ignore 4 pts of penalties even when moving;
- Martial Artist: +1 Fighting unarmed or with claws and damage increases 1 die step.
- Rich: Two Hero's Journey equipment rolls (Cybernetics x2) and 15,000 credits.
- Soldier: Strength counts as one die type higher for Encumbrance and Min Str. Free reroll on Vigor tests when resisting environmental Hazards.
- Upgradeable: Increase Max Strain by 6.
- Who Dares, Wins: Use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. +2 bonus to parachuting, rappelling, and similar daring moves.
- Loyal (Minor): Leave no one behind.
- Ruthless (Minor): She does what it takes to complete the mission.
- Secret (Major): Most people assume she still has ties to the NGR. In actuality, she's
- Vow (Minor): Serve the
- Bionic Strength Augmentation (2): +2d Strength
- Built-In Close Combat Weapons (1): Implanted Nanosilver Adaptive Combat System (NACS)
- Core Electronics Package (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
- Cyber-Wired Reflexes (1): +1d Agility
- Hand-to-Hand Reaction Wiring (1): +2 to Fighting and +1 Parry
- Internal Life Support (2): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
- Nano-Repair System (2): Heal one Wound per day, +4 to resist Bleeding Out; 50% chance to reject poison or disease in the system
- Optics Package (1): Ignore Illumination penalties, +2 to all sight-based Notice checks and versus blinding flashes and effects
- Targeting Eye (1): +2 Shooting for weapons once calibrated (each weapon takes a full round)