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
- 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
- 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
- Range 18/36/72
- Damage: 2d6+1
- ROF - 2
- AP - 2
- Shots: 24
- Weight: 3
- Semi-auto, 3RB
- +6 armor
- +2 toughness (upgrade)
- targeting system +2 all ranged attacks (upgrade)
- Full Environmental Protection
- Sensor/electronic suite w/ nightvision
- 10 mile communications system
- +5 armor
- + 1 toughness
- 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
- Damage: Str+d10, MD
- AP - 4
- Weight: 9
- 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
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.
- 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)
- 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
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
- 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]