Curious (Major): Everyone has secrets, and Freeman just has to find out what they are
Wanted (Minor): There was that whole industrial espionage thing in Northern Gun
Enemy (Minor): Some in the intelligence community think he knows too much
Edges
Charismatic (FG): +2 Charisma
I Know a Guy (FG): Call on connections once per session
Quick (FG): Redraw action card of 5 or lower
Power Armor Jock (IF): Negate -2 penalty when using power armor
Investigator (HJ): +2 Investigation and Streetwise
Undercover Ops (HJ): +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
Command (Human): +1 Troops recover from being shaken
Team Leader (N2): When present, highest roll automatically becomes lead in Cooperative task
Rock and Roll (Hindrance): Ignore full auto penalty if doesn’t move
Re: John Freeman
Posted: Tue Apr 03, 2018 8:15 pm
by John Freeman
Background
Rubbing his hand across his forehead, John takes a deep breath and stands up from the side of the bed. He casts a quick glance over his shoulder at the sleeping woman in the bed - Leverne - what a perfect name for a weapons sales lady. Smiling, the former intelligence officer scans the apartment, small, neat, nothing much but hell this is Roswell, New Mexico the whole town is nothing much. A stopping off point for those trying to push further west and really just a big damn Black Market front.
Coming back here was probably a bad idea, but he needed a place to hole up and Leverne’s “home cooking” was too good to ignore. Although convincing her he was the same guy she met before had been pretty hard, he was wearing a different face at the time! But, John Freeman could be damn convincing. That skill was a credit to his father, a con man who ran in the ‘Burbs of Chi-Town trying to make a quick buck to feed his son. John nearly followed in the old man’s footsteps except for a bad double cross by some d-bees. Instead, John sought the safety in numbers found in the CS army. Turns out con men made good intel spooks.
Unfortunately, his career as a spook didn’t last long after he was burned while spying on a Northern Gun weapons research and development lab. Shaking his head at how that all went down, Freeman still can’t believe he didn’t get disavowed. Instead, they moved him out of undercover operations and into clandestine ops, riding with the 110th Nightstalkers, saving the world, and tearing up the west in the process. The one ten was a lot of fun and it was too bad they got broken up, most sent to some off book op in MercTown and John given some work for the infamous Colonel Lyboc. That was where things went bad.
As usual Lyboc had his fingers in some bad ju-ju and when things went south the Colonel hung John out to dry. Not one to take things lying down, Freeman did his own digging and dug up some dirt on the Colonel that essentially ended things i na draw. John would leave the service and Lyboc would go on with life. Things didn’t go as planned. Not one for loose ends, Colonel Lyboc sent one of his assassins after John. Fortunately, John was able to escape with the help of his buddy, Sebby, an art dealer and smuggler in Firetown. But he was no longer welcome in the CS, and had a black ops hit squad out looking for him. Not the worse situation he’s ever been in, but not great either.
A sudden crash tears John from his musings as the door comes flying off its hinges and a great big mutant bear , augmented with cybernetics, charges into the room. Taking cover, John gets to his duffle bag but doesn’t have time to do anything for poor Leverne who wakes up screaming at the sight of Papa Bear and black clad special forces soldiers filing into the room, rifles at the ready. One of the soldier’s grabs her roughly, his vibro-blade sliding up to her throat.
“Give up the evidence Freeman,” he says over the woman’s maddening screams. “Okay, okay,” John says as he slowly raises his hands, revealing a grenade he managed to grab from his bag. “You got the girl, I got the grenade. Maybe we should trade?” Freeman proposes nonchalantly.
“Not a chance asshat!” Comes the reply, “Sick him Max!”
With furious quickness the mutant bear charges at Freeman, way faster than he expected something that big to move. Caught off guard John tries to take the hit but is sent flying by the creature’s massive strength. The impact is so great, Freeman loses his grip on the grenade and it lands near the feet of the trooper holding Leverne. Just before the ordinance detonates, John goes down in a heap under the weight of the big bear - it's massive bulk shielding him from the blast.
Somehow, above the explosion, he hears Leverne screaming as the frag grenade shreds her and the mercs to bits. A scream that might be forever etched in his head. Rolling out from under the bear, who was only stunned by the blast. Freeman leaps out of the hole in the wall created by the blast.
Barreling down the street, Freeman ducks into the alley where he stored his gear and leaps into his stolen CS power armor. Hitting the jets he takes off to the east, firing some particle beams back into the apartment to keep Max the Bear from following him. With the explosions in his rearview, the deserter turned murderer tires to figure out his next play.
For the first time in his life, he draws a blank.
Re: John Freeman
Posted: Tue Apr 03, 2018 8:15 pm
by John Freeman
Gear
PA-09A Super SAMAS
Stats
Size 3, +12 M.D.C. Armor, +3 Toughness, Strength d12+5, Pace 7
Notes: Flight System (Pace 30, Climb 2)
Weapons:
Handheld Weapon
CTT-P40 Particle Beam Cannon (3d8+5 (AP: 6, MD), 30/60/120, ROF: 1, Shots: 40/Unlimited when hooked to the Power Armor)
C-40R Rail Gun (handheld; 2d10+4 (AP: 10, MD), 100/200/400, ROF: 3, Shots 50)
2x Plasma and Laser Weapon System (shoulder-mounted; each system fires one of the two following modes).
Plasma Ejectors (3d10 (AP: —, MD; Plasma; Burn on 6 of d6), 24/48/96, RoF: 1)
Lasers (3d6, 30/60/120, RoF: 1)
2 ×Vibro-Blades (forearm-mounted; Str+d10, AP 4, Mega Damage)
Full Environmental Protection
Built-in mini-computers for basic functions
Communications system with a 10 mile range
Public-address loudspeakers
Night and thermal vision mode for vision
CTT-P40 Particle Beam Cannon
Damage: 3d8+5, AP: 6, MD
Range: 30/60/120
Rate of Fire: 1, Snapfire
Payload: 40
Weight: 89
Notes: Min Str d12
CS-AEWS "Gremlin"
This experimental communications device, designed to be given to CS Technical Officers for electronic warfare operations, earns its name from the small, mischievous, goblins who gum up the works of mechanical devices. The Gremlin allows a communications specialist to conduct normal radio operations within 300 miles, listen to encrypted enemy radio signals within a 100 mile range, and actively jam units at close range. These impressive ability can keep commanders connected to their troop, provide head's up on enemy movements, and cause confusion through the break down of communications and control. Gremlins are modular in design and can hook into any standard CS radio system. No units have gone into mass production yet, and the project is currently on hold while a prototype unit is recovered from the field. It is currently deployed on a stolen Super SAMAS that was stolen when a CSID operative went AWOL.
Heroic: 8 Points
Broadcast (2)
Malfunction (3), Area Effect (2), Range (1), Limitation: Electronic devices only (-1).
Super Skill (1)
Base Item: Holo-Display Communicator
Holo-Display: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range.
Advanced Communications Algorithms: The Gremlin uses a predictive matrix to quickly isolate signals, adding +1 die type to Knowledge (Electronics)
Signal Monitoring: The Gremlin can tap into radio and video broadcasts within 100 miles. Connecting to an encrypted transmission requires a Knowledge (Electronics) roll at –2.
Signal Jamming: The character can cause electronic devices in a Medium Burst Template to fail. Jamming a system requires a Knowledge (Electronics) roll, minus the modifiers for complexity. If successful, the device malfunctions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random subsystem, determined by the Game Master. Range is 12”.
Experimental: Due to its complex and advanced systems this unique device is -2 to Repair.
SFD Huntsman Lightweight Personal Armor
Armor Value: +5 Armor
Strength Minimum: d6
Environmental Protection: No
Basic (five mile range) communications and lightsensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
Weight: 16 lbs
Cost: 24,000
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
2d6 × 100 credits.
[dice]0[/dice] = 400 credits
Re: John Freeman
Posted: Tue Apr 03, 2018 8:16 pm
by John Freeman
Advances
Iconic Framework - MARS Power Armor Pilot
Power Armor Jock
Power Armor of Choice
Hero’s Journey
Underworld & Black Ops 14: Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.
Training 7: Free Professional Edge, ignoring requirements
Training 5: +5 skill points to Fighting, Shooting, or Throwing