Player Name: John
Google Handle: venatus.vinco
Sa’Maku
Rank: Seasoned Experience: 43 (VV 2019-02-06) Advances Left:
Race: Seljuk
Iconic Framework: MARS (Super Soldier)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Charisma: 0; Pace: 8; Parry: 9; Toughness: 19 (6); Strain: 0
Skills:
- Fighting d12 (2)
- Shooting d8 (1)
- Throwing d6 (1)
- Survival d8 (free, 2)
- Notice d6 (free)
- Tracking d8 (free, 2)
- Piloting d6 (2)
- Climbing d4 (1)
- Intimidation d6 (2)
- K/Electronics d4 (1)
- Stealth d4 (1)
- Language: Trade VI d6
- Code of Honor (Major): The Seljuk culture is chivalric. Honor and courage are respected above all else. Renegades who break the code are exiled, or even executed, depending on the severity of the crime. A person who stands up for what he believes in is a hero in the eyes of the Seljuk.
- Wanted (Major): Wanted on Gemini 1 for a violation of the code, that is punishable by death. Falsely accused.
- Loyal (Minor): Despite his situation he sticks by worthy comrades and still believes in his people.
- Death Wish (Minor): Will stop at nothing to clear his name and restore his honor.
- Brawny (FG): Toughness +1; load limit is 8 x Strength
- Improved Arcane Resistance (HJ): The character has +4 Armor and receives +4 to Trait contest versus Arcane abilities.
- Dirty Fighter (HJ): +2 to Agility Tricks. +1 Parry
- Tricky Fighter (HJ): Can make a Trick and a Fighting attack in the same round for no MaP. On a raise with a Trick spend a benny to get the Drop.
- Acrobat (N3): +2 Agility rolls (including Tricks), +1 Parry
- Fleet Footed (Hind): +2 Pace, d10 running die
- Sweep (Hind): Attack all adjacent foes at -2
- Woodsman (Hind): +2 Tracking Survival, and Stealth
- Leaping (1): 2” Vertical, 4” Horizontal
- Regeneration (2): Makes Natural Healing Roll once per day
- Resistance (1): +4 Toughness against fire, and +4 to rolls made to resist opposed rolls or effects of fire
- Keen Sense of Sight (1): +2 visual Notice rolls
- Keen Sense of Smell (1): +2 Tracking rolls
- Super Strength (4): +2 die types to Strength
- Super Vigor (2): +1 die types to Vigor
- Toughness (2): +2 Toughness
- Regrowth (2): Treat all permanent injuries as temporary.
- Total: 16 (12 IF, 2 Growth Potential)