Clara Volker, ex-NGR Commando

GM: Stoic
Money, missions, munitions. There's no such thing as friendly fire with this group!
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Clara Volker
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Joined: Sat Jan 23, 2021 3:48 pm

Clara Volker, ex-NGR Commando

Post by Clara Volker »

F&G 1d20: [20] = 20 1d20: [20] = 20
Wealth: 4d6: [3, 3, 3, 6] = 15 x100
2d4: [1, 1] = 2 x500
F&G:
  • Smart and Learned for +1d Smarts and three Smarts-based skills at 1d6
  • Choose Your Fate for 2 HJ rolls
HJ: (3, -2 from Commando, +2 from Choose Your Fate, +2 from Rich)
  • Training 1 for +3 combat-related skill points
  • Education 5 for Linguist and American at d8
  • Education 11 for Academics d6 and +1 Persuasion
  • Cybernetics 20 for Internal Life Support
  • Cybernetics 20 for Nano-Repair System


Clara Volker, Human Commando
Seasoned Female Human, MARS Commando, and ex-NGR Special Forces

Iconic Framework: MARS Commando

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Academics d6, Athletics d10, Common Knowledge d8+2, Fighting d12+2, Hacking d6+2, Intimidation d6, Language (Demongogian) d6, Language (Euro) d8, Language (French) d6, Language (Gobblely) d6, Language (Techno-Can) d6, Notice d8, Occult d6, Persuasion d8+1, Repair d4+2, Shooting d10, Stealth d8, Survival d8
Pace: 6; Parry: 9 (12); Toughness: 18 (7)
Strain: 2/14
Hindrances: Loyal, Ruthless (minor), Secret (major, Is actually a [Redacted]!), Vow (minor, Serve the [Redacted])
Edges: Assassin, Brawler, Bruiser, Charismatic, Conditioned, Dodge, Improved Trademark Weapon, Linguist, Marksman, Rich, Sharpshooting, Soldier, Upgradeable
Armor: Patron Armored Cloak (Armor 2), Urban Warrior Tactical Medium EBA (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d6), Implanted Vibro-Blade Vambraces (Range Melee, Damage Str+2d8, AP 10, M.D.C., +1 Parry, Signature Item: Improved Trademark Weapon), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, M.D.C.), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1), NG-P7 Particle Beam Rifle (Range 18/36/72, Damage 4d8, ROF 1, AP 8, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Communicator, Computer, Field (Grade 2), NG-S2 Survival Pack, Trauma Kit, Wooden Cross
Languages: Euro (native*, d8), American (d8) Techno-Can (d6), Gobblely (d6), French (d6), Demongogian (d6)
Current Wealth: 900 cr

Special Abilities
MARS Advances: Commandoes begin as Seasoned heroes
Commando Attributes: +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
Commando Skills: Athletics d6, Fighting d4, Shooting d4, and Survival d4.
Commando Edges: Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
Who Dare, 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.
Focused Training: Make two fewer rolls on the Hero's Journey tables.
Dedicated Arrogance: Begin with either the Loyal or Quirk Hindrance for no added benefit.
Choose Your Fate (Hero's Journey): If you keep this selected, then you should see two additional HJ rolls below this list to select/roll.


Cyberware
2x Bionic Strength Augmentation (2 strain, Custom): Raise Strength one die stepBuilt-In Close Combat Weapons (1 strain, Custom): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25 lb, increase weapon cost by 50%.Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die stepHand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.Internal Life Support (2 strain, Custom): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.

Advances
Novice Advances
Raise Skills: Fighting/StealthEdge: RichEdge: CharismaticSeasoned Advances
Edge: SharpshootingEdge: Bruiser
------------------

Current Load: 76.25 (101)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal


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
Languages:
  • Euro d8
  • American d8
  • Demongogian d6
  • French d6
  • Gobblely d6
  • Techno-Can d6
Edges and Framework Abilities
  • 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.
Hindrances:
  • 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
    a member of the Republicans!
  • Vow (Minor): Serve the
    Republicans
Cybernetics:
  • 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)
Last edited by Clara Volker on Tue Mar 01, 2022 10:13 pm, edited 1 time in total.
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Clara Volker
Posts: 15
Joined: Sat Jan 23, 2021 3:48 pm

Re: Clara Volker, ex-NGR Commando

Post by Clara Volker »

Background

"Ja, gewiss, the beam is good within close quarters, on par with the CP-40. But the cohesion is for sheisse outside of 15 meters. Have you considered moving the focusing array forward a bit, so it's a little more insulated from the current loop in the receiver?"

Her American is immaculate when she wants it to be, but even after three years in Ishpeming there's enough Euro sprinkled into her speech to mark Clara Volker as a native of the NGR. Asked how she came to make the move, the ex-special forces commando merely smiles and jokes that it was as easy as dropping the "R."

Plenty of other plausible hypotheses have been advanced: Some say she defected for political reasons, after developing verboten opinions of the NGR's anti-D-bee policies. Others say she went on a week-long bender and missed her flight, or that she voluntarily went AWOL after falling hard for a local robo-gladiator.

Regardless of the details, most theories agree that her work for Triax didn't end when she left military service. Northern Gun's intelligence agencies assume she's actively engaged in industrial espionage, using her work as a freelance weapons tester to steal new designs and relay them to her former superiors. Rather than disrupt already fragile relations with their European competitor, the powers-that-be in Ishpeming have decided to keep her close, feeding her jobs involving defective prototypes and abandoned development threads.

The added scrutiny suits Clara just fine.

The truth is
Clara isn't in Ishpeming to spy for the NGR. For all her Teutonic swagger, Volker's connection to the European weapons industrial complex is a fiction, a cover. She didn't gain her commando training fighting gargoyles in the Black Forest, but in the hills of Appalachia -- under the tutelage of the Republicans.

Part of a long line of deep-cover agents, Clara is committed to the Republican cause, though without the rabid fanaticism and human supremacist tendencies of some of her compatriots. Still, she's able to put aside any moral qualms when the mission calls for it.

The scrutiny she faces as a presumed NGR spy works in her favor -- Northern Gun's counter-intelligence forces are so intent on preventing her from stealing their designs, they never notice when she plants them. More than one defective design has been salvaged due to Clara's feedback, along with a handful of development breakthroughs that mysteriously made their way onto Northern Gun's mainframe.

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Clara Volker
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Joined: Sat Jan 23, 2021 3:48 pm

Re: Clara Volker, ex-NGR Commando

Post by Clara Volker »

Gear

Signature Item Nanosilver Adaptive Combat System (Implanted Super-Tech Vibro-Blade Vambraces): Damage Str+2d10 MD; AP 10; Min Str -; Weight n/a; silvered, harmonic blades, powered weapon, +1 Parry (must be worn as a pair for the bonus); count as claws; grant Trademark Weapon and Imp. Trademark Weapon for +2 to hit and additional +2 Parry.

Urban Warrior Tactical Medium EBA: +5 Armor, +2 Toughness; Min Str d6; Weight 11; EBA.

Patron Armored Cloak: +2 Armor, +1 Toughness; Min Str n/a; Weight 5.

NG-57 Heavy Ion Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 1; AP -; Shots 10; Min Str d6; Weight 5; wide spread (+2 to hit); 2 spare e-clips.

NG-P7 Particle Beam Rifle: Range 18/36/72; Damage 4d8 MD; ROF 1; AP 8; Shots 8; Min Str d8; Weight 17; +2d4 damage on a raise; atomic annihilation; snapfire; 2 spare e-clips.

L-20 Pulse Rifle: Range 24/48/96; Damage 4d6; ROF 3; AP 2; Shots 40; Min Str d6; Weight 7; heavy pulse (uses 3 shots; +1 to hit, +3 damage; gains MD and snapfire); Two spare E-clips.
  • Vibro-Bayonet: Damage Str+1d8; AP 8; harmonic blades, powered weapon, two-handed, Reach 1, +1 Parry.
Communicator: 5-mile range, multi-channel.

Field Computer (Grade II): Weight 2; +2 Hacking, Thievery, related Research.

Trauma Kit: Weight3; +1 Healing.

NG-S2 Survival Pack: Weighs 20 lbs. Contains just about everything needed for basic survival, including:
  • Climbing kit with cord, pitons, and hammer: +1 Athletics (climbing)
  • Compass/inertial mapper with a mirrored back for signaling: +1 Survival (navigation)
  • Emergency Kit with a survival knife, signal flares, and one week of sealed rations
  • Fire starter kit with pocket lighter and flint sparker
  • First aid kit with three uses (each refill costs 100 credits)
  • Flashlight and radio (five-mile range), crank and solar powered
  • Hunting/fishing kit: +1 to Survival checks to gather food via fishing and trapping small game
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards, and an insulated sleeping bag
Credits: 900
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Clara Volker
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Joined: Sat Jan 23, 2021 3:48 pm

Re: Clara Volker, ex-NGR Commando

Post by Clara Volker »

Advances
  • Human: Upgradeable
  • Initial Advances: (From Hindrances): +2d Agility
  • Novice 1 Advance: +1d Shooting, +1d Stealth
  • Novice 2 Advance: Rich
  • Novice 3 Advance: Charismatic
  • Seasoned 4 Advance: Sharpshooting
  • Seasoned 5 Advance: Bruiser
  • Seasoned 6 Advance: Level-Headed
  • Seasoned 7 Advance: Frenzy
  • Veteran 8 Advance: Martial Artist
  • Veteran 9 Advance:
  • Veteran 10 Advance:
  • Veteran 11 Advance:
  • Heroic 12 Advance:
  • Heroic 13 Advance:
  • Heroic 14 Advance:
  • Heroic 15 Advance:
  • Legendary 16 Advance:
  • Legendary 17 Advance:
  • Legendary 18 Advance:
  • Legendary 19 Advance:
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Clara Volker
Posts: 15
Joined: Sat Jan 23, 2021 3:48 pm

Re: Clara Volker, ex-NGR Commando

Post by Clara Volker »

HJ roll from introductory interlude granted Danger Sense.
Q2 2021: Frenzy
Q3 2021: Martial Artist
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