Character Sheet
Max
Rank: Seasoned
Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6;
Parry: 6;
Toughness:12(6);
Strain: 3
Skills: 20 points to spend total (including HJ)
- Athletics (Ag) d8 (1) (+3 to Climb)
- Common Knowledge (Sm) d8 (1)
- Fighting (Ag) d8 (3)
- Notice (Sm) d8 (1)
- Persuasion (Sp) d10+1 (4)
- Shooting (Ag) d8 (3)
- Stealth (Ag) d8+1 (in cities) (3)
- Survival (Sm) d6 (2)
- Thievery (Ag) d6+1 (2)
Hindrances
- Impulsive (Major): He goes with his gut. I mean, it’s gotten him through so far, right? Unfortunately, sometimes this means he leaps before he looks. Good thing he’s so darn hard to kill.
- Mild Mannered (Minor): He’s a nice guy at heart. Max is at –2 to Intimidation rolls.
- Phobia (Minor): Dogs (but not dog boys). -1 to Trait rolls.
Edges
- Elan (IF): +2 when spending a Benny to reroll a Trait roll.
- Luck (IF): +1 Benny at the start of each session.
- Hard to Kill (IF): Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
- Thief (HJ): +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
- Charismatic (HJ): Free reroll when using Persuasion.
- Attractive (Human): +1 to Performance and Persuasion rolls.
- Marksman (S1): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
- Streetwise (S2): +2 to Common Knowledge and criminal networking.
Cybernetics
Armor Plating (1)- Strain: 1
- +2 Armor (stacks with worn armor)
Nano-Repair System (1)- Strain: 2
- Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject Poison or Disease in the system.
Background
Max is a former infiltration and acquisition specialist for a merc company, and he now plies his trade for the Legion. He’s a grease guy; he makes things go smoother for the rest of whichever team he’s on.
Gear
Item
- NG-P7 Particle Beam Rifle w/Multi-Optic Scope
- Wilk’s 320 Classic Laser Pistol
- EBA Plastic Man Body Armor
- NG-S2 Survival Pack
- High Explosive Grenade (1)
Credits: 750
- 4,500 starting value in credits and equipment
- -3,000 for multi-optic scope
- -750 for high explosive grenade
Contacts: N/A
Advances
Please list all Edges and Advances taken for your character here
Iconic Framework
- Begin with +4 skill points.
- Gifted: Vagabonds make all unskilled checks at d4 (instead of d4-2).
- Begin with the Elan, Luck, and Hard to Kill Edges
- Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
- Begin with standard Starting Gear.
Advances
- Initial Advances: (From Hindrances): +1 Agility, +1 Spirit
- Free Edge (Human): Attractive
- Cybernetic Modifications: Armor Plating (1), Nano-Repair System (1)
- Novice 1 Advance: Smarts +1
- Novice 2 Advance: +2 skill points
- Novice 3 Advance: Upgrade
- Seasoned 1 Advance: Marksman
- Seasoned 2 Advance: Streetwise
- Seasoned 3 Advance:
- 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: