Retired / Dead: Thrudh Zebrem - [Grackle Tooth Operator]

Post Reply
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Retired / Dead: Thrudh Zebrem - [Grackle Tooth Operator]

Post by Thrudh Zebrem »

Character Sheet

Player Name: Christian
Google Handle: crapgame7@gmail.com

Character Name: Thrudh Zebrem
Rank: Seasoned Experience: 39 Advances Left: 0
Race: Grackle Tooth
Iconic Framework: MARS Operator
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d10
Charisma: 0/-4 CS; Pace: 6; Parry: 5; Toughness: 17(6); Strain: 0
Skills:
  • Driving d8
  • Boating d4
  • Piloting d6
  • Repair d10
  • Fighting d6
  • Shooting d8
  • Throwing d4
  • Lockpick d8
  • Knowledge: demolitions d8
  • Notice d6
  • Stealth d4
  • Streetwise d4
Hindrances
  • Hindrance (Major): Overconfident (racial - free)
  • Hindrance (Major): Bad Luck (-1 benny)
  • Hindrance (Minor): Stubborn - Thrudh knows how to fix anything, and you can’t tell him otherwise
  • Hindrance (Minor): Habit - Thrudh smokes cigars constantly
  • Hindrance (Major): Wanted - Thrudh is wanted by the Tomorrow Legion as part of the outlawed Black Company
Edges
  • Edge: Ace - (free - IFW)
  • Edge: McGyver - (free - IFW)
  • Edge: Quick - Hindrance 1
  • Edge: Alertness - Hindrance 2
  • Edge: Steady Hands - Novice 2
  • Edge: Battle Hardened - Seasoned 2
  • Edge: Combat Ace - HJ Training - 6
  • Edge: Nerves of Steel - MARS F&G
  • Edge: Brave - MARS F&G
  • Edge: Power Armor Jock

Gear
Item
  • NG-S2 Survival pack
    • Portable Rocket Launcher
    • Range 50/100/200
    • Damage: 5d6
    • ROF - 1
    • AP - 6
    • Shots: 1
    • Weight - 8
    • Mega-damage, SBT, Snapfire, Anti-vehicle rockets do 4d6, AP 11
    Wilk’s 227 pulse laser pistol
    • Range 18/36/72
    • Damage: 2d6+1
    • ROF - 2
    • AP - 2
    • Shots: 24
    • Weight: 3
    • Semi-auto, 3RB
    Triax T-13 Field Mechanic armor
    • +6 armor
    • +2 toughness (upgrade)
    • targeting system +2 all ranged attacks (upgrade)
    • Full Environmental Protection
    • Sensor/electronic suite w/ nightvision
    • 10 mile communications system
    (in storage) Huntsman lightweight personal armor
    • +5 armor
    • + 1 toughness
    CV-212 VLF Laser Rifle
    • Range 30/60/120
    • Damage: 3d6+2
    • ROF - 3
    • AP - 2
    • Shots: 30
    • Weight: 8
    • MD (uses 10 shots), 3RB, integrated scope w/ night vision/laser targeting offsets 2 points of range/darkness penalties, ignores laser resistance
    Vibro-sword
    • Damage: Str+d10, MD
    • AP - 4
    • Weight: 9
    NE-45 Heavy Magnum Cartridge Revolver
    • Range 10/20/40
    • Damage: 3d8
    • ROF - 1
    • AP - 4
    • Shots: 6 (Cold Iron)
    • Weight: 7
    • MD, Str req: d8, Intimidating Weapon, Revolver, 36 total shots
    NE-75H "Shoulder Cannon"
    Image
    Uses the Standard or Heavy Plasma Cartridge.
    • Range: 50/100/200 (Heavy) or 30/60/120 (Standard)
      Damage: 3d12 (Heavy) or 3d10 (Standard)
      ROF: 1
      AP: -
      Shots: 20
      Weight: 30 lbs.
      Cost: 40,000 for the gun, each standard round is 40 credits, each heavy round is 50 credits
      Notes: Mega-Damage, Plasma, Snap-Fire, Min Str: d8, Intimidating Weapon.
Grenades
  • Armor Piercing (9)
    • Damage: 3d8 MD, AP 8
    • Range: 5/10/20, SBT
  • Fragmentation (9)
    • Damage: 3d6, MD
    • Range: 5/10/20, LBT
  • High Explosive (10)
    • Damage: 3d8, MD
    • Range: 5/10/20, MBT
  • Plasma (5)
    • Damage: 3d10, MD
    • Range: 5/10/20, LBT


Credits: 26,300

Contacts

Advances
Edge: Ace - (free - IFW)
Edge: McGyver - (free - IFW)
Edge: Quick - Hindrance 1
Edge: Alertness - Hindrance 2
Edge: Nerves of Steel - MARS F&G
Edge: Brave - MARS F&G
Edge: Combat Ace - Hero’s Journey Training - 6
Skills: Skill +2 (lockpicking and shooting; Novice 1)
Edge: Steady Hands - Novice 2
Attribute: Smarts +1 - Novice 3
Attribute: Vigor +1 - Seasoned 1
Edge: Battle Hardened - Seasoned 2
Skills: Skill +2 (repair and piloting) Seasoned 3
Edge: Power Armor Jock - Seasoned 4

Iconic Framework
  • Begin with Driving d6, Boating d4, Repair d8, Piloting d4
  • Begin with Ace and McGyver Edges
  • Mountaineer Mk. 2 with Light Railgun (3 mod), Mini-missile Launcher (1 mod), and Medium Laser (2 mod)
Hero’s Journey
  • Experience & Wisdom: 12 - He’s traveled far and wide. +2 Common Knowledge for geography and people, +2 survival and streetwise checks
  • Training: 6 - Hero may select one Professional edge, ignoring requirements
  • Ranged Weapons: 18 - Portable Rocket Launcher
MARS Fortune & Glory
Fortune and Glory
  • 2 - A strong suit of armor - hero may choose any 1 suit of body armor and add two of the modifiers from the body armor HJ table (Triax T-13 Field Mechanic, +1 toughness; targeting system +2 ranged attacks)
  • 11 - Fortune Favors the Bold - Hero begins with the Brave edge and 1 extra benny per session
  • 8 - Vigorous and Tough - +1 Vigor die type and starts with Nerves of Steel edge
Advances
  • Initial Advances: (From Hindrances): Quick; Alertness
  • Novice 1 Advance: +2 skill (lockpicking, shooting)
  • Novice 2 Advance: Steady Hands
  • Novice 3 Advance: Smarts +1
  • Seasoned 1 Advance: Vigor +1
  • Seasoned 2 Advance: Battle Hardened
  • Seasoned 3 Advance: +2 skill (repair, piloting)
  • Seasoned 4 Advance: Power Armor Jock
  • 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:

Pertinent rolls:

MARS F&G roll 1:
[dice]0[/dice]

F&G roll 2:
[dice]1[/dice]

F&G roll 3:
[dice]2[/dice]

Narrative hook
[dice]3[/dice]

Hero's Journey: Experience & Wisdom
[dice]4[/dice]

HJ: Training
[dice]5[/dice]

HJ: Ranged Weapons
[dice]6[/dice]

Credits: roll x 100
[dice]7[/dice]
Last edited by Thrudh Zebrem on Tue Oct 24, 2017 11:53 pm, edited 16 times in total.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Thrudh Zebrem

Post by Thrudh Zebrem »

Background: (narrative hook 19 - The Evil that Men Do)
Thrudh has been around. He has seen more than his share of bad people doing bad things to other folks. Mostly CS, but True Federation isn’t exempt from putting a hurt on the little guy. Thrudh likes to put the hurt back on the bullies. Thrudh has loaned out his services for quite awhile now, particularly when he gets to set a couple boomers off to let the bad people know they don’t get to do whatever they want all the time. After making a name for himself with some impressive pyrotechnics that skragged a whole CS unit and saved a bunch of Tolkeen refugees, he found himself pointed in the direction of the Black Company. Now he’s taken up with them, working on anything that needs fixed, and "fixing" anything that needs to go “BOOM!

INSERT BY LARS:

Setting down the file, tossing it onto the desk in front of him, the black man dressed in a fine suit smiled at Thrudh.

"We are happy with your performance thus far...Corporal. I know you have only been with us a short time but I like what I see. I would like you to join SOG Eight. Stand by for orders. Keep up the good work in the name of the Black Company."

The meta-morphed dragon named Blackwell stood, shook hands with Corporal Thrudh and left the room.
Last edited by Maximilian on Sat Apr 01, 2017 3:04 pm, edited 1 time in total.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Thrudh Zebrem (Grackle Tooth Operator)

Post by Thrudh Zebrem »

7/1 - added +1 piloting and +1 repair skill for seasoned 3 advance - both skills below linked attributes
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: [Grackle Tooth Operator] ~ Thrudh Zebrem

Post by Thrudh Zebrem »

10/1 - added Power Armor Jock
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Thrudh Zebrem - [Grackle Tooth Operator]

Post by Daniel »


Hero! Blaze of Glory to rescue people in the Gloom Crossover Adventure.

Character died, XP transferred to Samson Malach.
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
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

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

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Retired / Dead: Thrudh Zebrem - [Grackle Tooth Operator]

Post by Daniel »


Eleanor

Thrudh's Mountaineer Mk. 2

Configured to a Grackle Tooth Pilot
"She served us well! We will miss ya baby!"

Engine Type: Nuclear
Size: 6
Acc/TS: 10/50 (max speed 120 MPH)
Toughness: 31 (16)
Crew: 2+8
Mods: 6
Light Railgun: (100/200/400, damage: 2d10+4 MD, ROF 3, AP 10, Shots: 45) Currently own 2 reloads on Rail Gun.
Mini-Missile Launcher: (100/200/400, damage: 5d6 MD, ROF 1, AP 6, Shots: 12, SBT) Currently own 12 loaded missiles and 4 Anti-Vehicle missiles (see below).
Medium Laser: (150/300/600, damage: 3d10 MD, ROF 1, AP 10) Powers off Engine.

Notes:
  • All-Terrain; Handling: 1; Environmental Systems; MDC Armor, Sensor Suite, Carry Rings added to allow Mk2 to be sky lifted and carried by Gargamel's Ley Line Skiff.

    Crew: The first score is the number of crew required to operate the vehicle (or Robot Armor) with one, usually the best trained, serving as the primary driver/pilot. Having less than this number subtracts 2 from the primary’s Driving, Piloting, or Boating rolls, and having less than half the required number subtracts 4. Halve these penalties if crew exists but are untrained in the necessary skill. Any crew can fire weapons but suffer the normal multiple action penalty. The number after the plus is the number of passengers the vessel can easily accommodate. Passengers may serve as gunners for any available weapons.

    Missile Launchers: Launchers list their standard anti-personnel configuration. They can instead be loaded with anti-vehicle missiles, reducing damage dice by one but increasing AP by 5. For example, a Medium Missile does 8d6 with AP 15, while an anti-vehicle version does 7d6 at AP 20. These launchers roll a normal Shooting ranged attack, targets can roll Agility to dive for cover (no penalty for a SBT, −2 for a MBT, and −4 for a LBT).
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
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

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

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

Post Reply

Return to “Retired Agents and NPCS”