M.A.R.S. Merc Soldier
F&G Table
- [dice]0[/dice]
[dice]1[/dice]
[dice]5[/dice]
HJ Tables
- Cybernetics [dice]16[/dice]
Cybernetics [dice]17[/dice]
Cybernetics [dice]14[/dice]
Cybernetics [dice]15[/dice]
Cybernetics [dice]18[/dice]
Training [dice]7[/dice]
Training [dice]8[/dice]
Training [dice]2[/dice]
Narrative Hook
Credits
- ([dice]3[/dice]*1000)=13000
Vat-Grown Human Racial Statistics
Before the Rifts, Vat-grown humans were the go-to option for personal protective services, mercenary companies, some militarizes, underground bosses needing a strong arm, or anyone else who could afford the ultimate hired gun who (probably) wouldn't talk back.
Vat-grown humans are either bleeding-edge laboratory creations, throwbacks from the pre-Rifts era discovered in a sealed bunker/laboratory/warehouse, or fresh out of a Rift. Should the wrong person discover the origins of a Vat-grown human, they would be very valuable to study for reverse engineering.
- Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
- Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
- Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
- Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
- Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]
Player Name: Derrick
Google Handle: DSmith8807
Everett Jackson
Rank: Seasoned
Experience: 25
Advances Left: 1
Race: Vat-Grown Human
Iconic Framework: M.A.R.S. Merc Soldier
Attributes: Agility d8, Smarts d6-1, Spirit d8-1, Strength d8, Vigor d10
Charisma: 2;
Pace: 6;
Parry: 10(11?);
Toughness: 17(7);
Strain: 10/14
Skills (20
)
- Fighting d12+2
- Intimidation d4
- Investigation d4
- Knowledge Battle d4
- Notice d6
- Persuasion d8
- Shooting d12+2
- Stealth d6
- Streetwise d12+1
- Survival d4
- Throwing d4
Hindrances
- Hindrance (Major): brief description
- Hindrance (Minor): brief description
- Hindrance (Minor): brief description
Edges
- (IF)Battle Hardened: +2 to all Soak rolls
- (FG)Charismatic: +2 Charisma
- (FG)Connections: Black Market + 1; Streetwise to contact; Persuasion to get what's needed.
- (HJ)Dead Shot: When dealt a joker, double total damage from successful Shooting/Throwing roll this round.
- (HJ)Dirty Fighter: +2 to Trick maneuvers
- (IF)Elan: When you spend a Benny on a Traitroll (including Soak rolls and Extra Effort), add +2 to the final total.
- (FG, N1)Filthy Rich: +5 Rolls on Cybernetics + 20000 credits
- (I2)Giant Killer: +1d6 damage when attacking creatures three or more sizes larger than himself (Size 4+)
- (FG)I Know a Guy: 1/Session have Connections with any person or group. Uses Connections Edge rules.
- (HJ,Cy)Improved Level Headed: Draw three Action Cards in combat and act on the best draw.
- (S1)Marksman: If no movement during a turn, Shoot/Throw as if took the Aim maneuver. Only works at RoF 1.
- (FG)Quick: When dealt less than a 5 or lower in combat, discard and redraw until higher than 5. Works w/ ILH.
- (S2)Scounger: Streetwise 1/Session in city or large town (-2 if smaller) to accomplish the following:
- 1d6+2 fully charged e-clips for the team’s firearms
- Complete reload for one Mega Damage weapon
- Food for 1d6 people for a week
- Fully restock 1 Trauma Kit or find 1d4+1 first aid kits (as found in NG-S2 Survival Pack)
- Obtain a non-secured cred-card with 2d10*2000 credits on it
- Other rare (not necessarily valuable) and needed item
- (HJ)Tricky fighter: May use Agility Trick in the same round as a Fighting attack with no MAP.
- (N2)Upgradable: +6 Strain
- (I1)Upgrade: Optics Package
Cybernetics
(1 Creds)Cyber-Wired Reflexes (1/U) - Strain: 1
(1 HJ, 1 Creds)Embedded Combat Coding (2/U) - Strain: 4
- Level Headed
- Improved Level Headed
(HJ)Nano-Repair System (1/1) - Strain: 2
- Heal one wound per day
- +4 to resist Bleeding Out
(U)Optics Package (1/1) - Strain: 1
- +2 to all sight-based Notice checks
- Thermal imaging and night vision (ignore illumination penalties)
- 50x magnification for distance & 20x macro lens for up-close detail
- +2 vs blinding flashes and related light burst effects
- Record still or moving images and store them for later viewing or display. Switch modes as free action.
(HJ)Subject Matter Expert Port (1/U) - Strain: 1
- +4 die types to 1 non-Arcane Smarts-linked skill
(2 HJ)Wired Skill Port (2/U) - Strain: 2
- +4 die types to 1 Agility-linked skill
- +4 die types to 1 Agility-linked skill
Background
Gear
NG-B50 Thunderer Combat Hammer
- Damage: Str+d10+3d6
Weight: 14 lbs
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
TX-50 Light Rail Gun
- Damage: 2d8+2; AP 4
RoF: 3
Range: 75/150/300
Payload: 20 shot Drum
Weight: 70 lbs
Min Str: d10
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
NG-EX10 “Gladius” Light Exoskeleton Battle Armor
- +7 MDC Armor and +2 Toughness
- Strength Minimum: N/A
- Environmental Protection: Full
- Weight: 80 lbs
- Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features
- 12 attachment points
- Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
- Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
- Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
NG-S2 Survival Pack (30 lb)
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival.
Credits: 33000 - 12000 (Cyber-Wired Reflexes) - 20000 Embedded Combat Coding= 1000
Contacts
Black Market
TBD
Advances
Attributes
Agility: d8 (1 FG, 1 Cyber)
Smarts: d6-1 (1)
Spirit: d8-1 (2)
Strength: d12+2 (2 Racial, d12+2 in Armor)
Vigor: d10 (2, 1 Racial)
Skills
- d12+2 Fighting (3, +4 Skill Chip; Ag)
- d4 Intimidation (1; Sp)
- d4 Investigation (1; Sm)
- d4 K/Battle (1; Sm)
- d6 Notice (2; Sm)
- d8 Persuasion (3; Sp)
- d12+2 Shooting (3, +4 Skill Chip; Ag)
- d6 Stealth (2; Ag)
- d12+1 Streetwise (2, +4 Skill Chip; Sm)
- d4 Survival (1; Sm)
- d4 Throwing (1; Ag)
Vat-Grown Human Racial Statistics
- Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
- Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
- Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
- Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
- Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]
M.A.R.S. Merc Soldier
- 3 FG Rolls, 3 HJ Rolls, +20 XP
- +5 Skill Points
- +2 Combat Edges ignoring Rank Requirements
- Select any two weapons of choice from Close Combat and/or Ranged Weapons-Personal
- Begin with any one Body Armor; an NG-S2 Survival Pack and 3d6*1000 credits
Hero’s Journey
- Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
- Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
- Cybernetics (8): Who has time to actually train? Not your character, which is why he has a level of Embedded Combat Coding.
- Cybernetics (15): Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
- Cybernetics (16): It’s not all about combat efficiency for your cyborg. He has a Subject Matter Expert Port and a four die type skill chip on hand.
- Training (14): When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
- Training (14): When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
- Training (18): There are moments when everything comes together and an opportunity presents itself. You’re hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
MARS Fortune & Glory
- (4): Agile and Dexterous - Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
- (9): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.
- (10): Charming and Well-Traveled - Your hero begins with the Charismatic and I Know a Guy Edges.
Advances
- Initial Advances 1: Upgrade
- Initial Advances 2: Giant Killer
- Novice 1 Advance: Filthy Rich
- Novice 2 Advance: Upgradable
- Novice 3 Advance: Trademark Weapon (Not Spent)
- Seasoned 1 Advance: Marksman
- Seasoned 2 Advance: Scrounger
- 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: