CS Agent Belloch

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MJH
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CS Agent Belloch

Post by MJH »

FG: Shiny and Chrome and 2 Extra HJ1d20Cybernetics: Ranged Data System
1d20Training: +3 Combat Skills
1d20Cybernetics Cyber-Wired Reflexes
FG Additional HJ 1d20Experience and Wisdom: Background Edge: Rich
1d20 Training: Professional Edge: Field Intel Ignoring Smarts d8

2 rolls traded in for silvered weapon result
1d20 Ranged Weapons: JA-11
1d20 Body Armor: Exoskeleton

4d62d4
Sold at 1/2: Peacemaker (100) and silver ammo (900), Wooden Billy Club (5), Wooden Javelins (150), Water Rifle (175) and Tank (500)
31930 starting credits
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Jarvis Ursus
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Re: CS Agent

Post by Jarvis Ursus »

Corporal Jack Belloch

Veteran Male Human, MARS Vampire Hunter, and CS Operation Night Owl Agent

Iconic Framework: MARS Vampire Hunter
Background
Coporal Belloch grew up in the 'Burbs and was selected for service as soon as he was of age to do so. He was assigned to a top secret Coalition operation called Operation Night Owl. The goal of the mission to integrate CS soldiers into Mexico and South America and monitor the Vampire Threat to ensure it did not encroach on the CS states.
Belloch has been a deep cover agent for over a decade. He has sustained injuries fighting the vampire threat that have required extensive cybernetic surgery. He has lost an eye and had his arm replaced with a bionic one bristling with weapons that he had patterened after a Momano Headhunter he encountered. He has developed contact with Reid's Rangers and has gone a few expeditions with them.
He has dutifully reported back to CS Command through the designated channels but has not received any word in at least two years and is wondering if he has been left out in the cold. He has recently heard through back channels of a deep cover CS force operating in South America and has moved to make contact with them.

Description
Image
6' 190lbs
Wears an eyepatch and Branaghan armor. One arm is obviously bionic with silvered spiked knuckles and some sort of projectile weapon integrated into it.
Weapons include a carried JA-11, a Desert Eagle in a shoulder holster, a Wilk's Back Up on his right hip, and silver hatchet on his left hip.


Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d10
Skills: Athletics d6, Common Knowledge d4+2, Driving d4, Electronics d4+2, Fighting d8+2, Hacking d4+2, Healing d4, Intimidation d4, Language (American) d8, Language (Spanish) d8, Notice d6+2, Occult d6, Persuasion d4, Repair d4+2, Research d4+2, Riding d4, Science d4, Shooting d8, Stealth d6, Survival d6, Thievery d4
Pace: 6; Parry: 7; Toughness: 18 (7)
Strain: 0/10
Hindrances: One Eye, Ruthless (minor), Suspicious (minor)
Edges: Ambidextrous, Brave, Champion, Connections (Reid’s Rangers), Danger Sense, Elite Vampire Killer, Literacy: American (custom), Literacy: Spanish (custom), Marksman, Rich, Sharpshooting, Streetwise, Upgradex3, Vampire Killer, Filth Rich, Field Intel
Armor: Branaghan Armor with Duster (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str+1d4), Desert Eagle (.50) (Range 15/30/60, Damage 2d8/2d10, ROF 1, AP 2/6), Integrated N-20 Speargun (Range Spear 5/10/20 or Laser 15/30/60, Damage 2d8 or 3d6, ROF 1, AP 2), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4 Heavy Beam or Ion 20/40/80 Heavy Pulse 1-3d10 ROF 3 or .30-06 2d8/2d10 AP 2/6 ), Silver Axe, Hand (Range Melee, Damage Str+d6), Silvered Vibro-Knucklers (Vibro-Blade Vambraces) (Range Melee, Damage Str+2d6, AP 8, M.D.C.), Wilk’s 237 Backup Pistol (Range 10/20/40, Damage 3d6+3, ROF 1, AP 4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Backpack (Contains: NG-S2 Survival Pack, Survival Knife), Holy Symbol (Silver), 2x Pistol E-Clip, 3 clips of Desert Eagle Ramjet Rounds, 5x .30-06 Ramjet Rounds, 2x Rifle E-Clip, 9x Silver Spears for Speargun, 3 clips of Desert Eagle Silver Bullets, 5x .30-06 Silver Bullets, Medium, Wooden Cross
Languages: Spanish (d8), Native (native, d8)
Current Wealth: 100 cr

Cyberware
  • 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. Shiny and Chrome
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step HJ
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects. Shiny and Chrome
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package HJ
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Upgrade
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. Upgrade
  • Built-In Spear Gun (1 strain, Custom): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 100 lb, increase weapon cost by 50%. Upgrade Speargun is from Atlantis
  • Built-In Silvered Vibro-Knucklers (Vibro Blade Vambrace) (1 strain, Custom): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25 lb, increase weapon cost by 50%. Purchased for 18150
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step Purchased for 9900

Advances
Novice Advances
  • Raise Attribute: Spirit
  • Edge: Literacy: Spanish (custom)
  • Edge: Ambidextrous
Seasoned Advances
  • Edge: Upgrade
  • Raise Attribute: Vigor
  • Edge: Marksman
  • Edge: Sharpshooting
Veteran Advances
  • Edge: Upgrade
  • Raise Attribute: Vigor
  • Edge: Connections (Reid’s Rangers)
  • Edge: Brawler
Heroic Advances
  • Raise Attribute: Smarts
Current Load: 88.05 (81, 101 with Backpack)
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

Created with Savaged.us
Last edited by Jarvis Ursus on Wed Jul 13, 2022 5:06 pm, edited 2 times in total.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Daniel
Daniel (Lars)
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Re: CS Agent

Post by Daniel »


Approved
Welcome to the First Force Recon!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
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  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
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  • James T - NPC
  • Hagen Lonovich - NPC

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