Private Hunter F38C (Inactive)

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Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Private Hunter F38C (Inactive)

Post by Hunter »

DO NOT MOVE: Not ready to get rid of the character yet.
Player Name: Lars
Google Handle: Kesslan.eu@gmail.com
Character Name: Private Hunter F38C
Rank: Novice Experience: 5 (HC 10/1/17) Advances Left: 0
Race: Dogboy
Iconic Framework: CS Dogboy (MARS Variant)
Attributes: Agility d10, Smarts d8, Spirit d4, Strength d6, Vigor d4
Charisma: 0; Pace: 0; Parry: 6; Toughness: 4; Strain: 0
Skills:
  • Driving (Agility) d4
    Fighting (Agility) d8
    Intimidation (Spirit) d4
    Knowledge: Electronics (Smarts) d4
    Notice (Smarts) d8
    Shooting (Agility) d10
    Stealth: (Agility) d10
    Survival (Smarts) d8
    Throwing (Agility) d8
    Tracking (Smarts) d6
Hindrances [Racial]
  • Outsider: Dog Boys are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Dog Boys.
  • Vow: Serve the CS [Minor]: Everyone who is a part of the formal CS Military and Security forces takes an oath to serve and protect the Coalition against all comers. You feel strongly about this, but it is not as dear as breathing to you.
  • Weakness: Ley Line Hypersensitivity [Minor]: Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley Line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background),but their Fatigue requires an hour to recover after the storm ends.
Hindrances
  • Bloodthirsty [Major]: Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers –4 to his Charisma, but only if his cruel habits are known.
  • Quirk: Distrust/Dislike D-Bees [Minor]: A common hindrance among the CS, especially front line troops who have had kids using magic decimate them, or have watched the kids and old folks of certain D-bees rip a man apart. It changes how you see the world.
  • Loyal [Minor]: Encouraged by the C.S. in training, your character would give her life for her friends. This character can never leave another soldier behind if there’s any chance at all she could help.

Edges [Racial]
  • Breed Advantage (Tracking Breed): The Dog Boy gains an additional +2 on all Tracking rolls.
  • Keen Sense of Smell: Dog Boys have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell, as well as +2 on all Tracking rolls.
  • Natural Weapons: Dog Boys bite for Str+d6 damage.
  • Psychich Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Dog Boy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.
Edges
  • Alertness: Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
  • Trademark Weapon (CV-212): The hero knows one unique weapon (Fetcher) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A herocan take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the herocan replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
  • Sniper: You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
  • Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks
  • Basic Demolition Education Course: This character can set pre-programmed demo charges with a Common Knowledge Roll as long as someone with Knowledge (Demolitions) Sets the charges up and tells the character where to place it (successful roll on Knowledge (Demolitions))
Contacts
Last edited by Hunter on Tue Jul 25, 2017 3:43 pm, edited 17 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Hunter's Background

Post by Hunter »

Personnel Record
Name: Hunter
Service Branch: Army
Service Number: LSB1-126-103-0D0A-F38C
Pay Grade: Basic
Pay Rate: 1700
Rank: Private
Date of Birth: January 26 103 PA
Primary Specialty: Sniper
Military Education:
Lone Star Genetic Center: CS Security Training Facility (STF)
Basic Training, Army, Chi Town: CS Army Training Facility (ATF)
Computer Systems Training Course: Basic, Army, Chi Town: CS Army Training Facility (ATF)
Close Quarters Combat School, Army, Chi Town: CS Army Training Facility (ATF)
Target Acquisition Marksmanship School, Army, Chi Town: CS Army Training Facility (ATF)
Tracking and Counter-tracking Training Course, Army, Chi Town: CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign:
PSI Qualification Badge, Marksmanship Qualification Badge
Disciplinary data and court martial record:

Personal History Log LSB1-126-103-0D0A-F38C

Entry 126-103:
Subject 0D0A-F38C experienced a normal birth along with 4 litter mates. All appear healthy though this particular subject appears to be somewhat smaller than the others. Follow up tests show no signs of problems. Subject approved to join Creche LS39-103.

Entry 310-103:
Subject 0D0A-F38C appears to often be picked on by the rest of the creche. Fighting in the creche still at acceptable levels. Despite this subject 0D0A-F38C displays high degree of intelligence, energy and agility. Advising aggression enhancement therapy over termination if current trend continues.

Entry 410-103:
Subject 0D0A-F38C shows no improvement in aggression. Aggression enhancement therapy program authorized.

Entry 810-103:
Subject 0D0A-F38C still appears to show minimal increase in desired aggression levels. However aptitude and physical testing indicates potential for advancement into the LGCSTF program along with the rest of the creche. Additional focus on aggression enhancement therapy to begin immediately. Additionally instructors have been notified of the need to push Subject 0D0A-F38C harder than the others.

Entry C15-103:
Despite best efforts and application of all aggression enhancement therapy Subject 0D0A-F38C has been deemed unfit to continue with the LGCSTF program. Subject 0D0A-F38C has however demonstrated a natural aptitude for hunting, marksmanship and tracking abilities as well as considerable progress in hand to hand combat training. Due to these factors Subject 0D0A-F38C is to continue to LGSTF training until such a time as the subject is old enough to be transferred into the CT-CS ATF program.

Entry 625-104:
Subject 0D0A-F38C has continued to fail at meeting all LGSTF program requirements. Subject is to be removed from Creche LS39-103 for immediate transfer to CT-ATF-C13-104.

Entry 627-104:
CT-ATF personnel have reviewed Subject 0D0A-F38C's suitability for acceptance to CT-ATF-C13-104. Subject 0D0A-F38C demonstrates a lack of initative and low aggression and strength scores. However the subject's aptitude scores and demonstrated ability on the firing range indicate strong potential if provided proper guidance. As such Subject 0D0A-F38C is hereby authorized for acceptance into CT-ATF-C13-104. Additional resources to be allocated to help enhance the subject's physical fitness levels and test the limits of his marksmanship ability.

Entry C10-104:
Subject 0D0A-F38C has continued to demonstrate strong aptitude for close combat and marksmanship. Aggression remains at a sub-optimal level but has resulted in increased obedience to superiors. The subject is hereby recommended for further training in the CT-CQCS program before being forwarded to the CT-TAMS and CT-TCTC ATFs once he has completed the current training programs. Trainers have been instructed to pay particular attention to enhancing and encouraging his aptitudes and to assist where possible in correcting personality flaws.

Incident Entry 325-105:
Subject 0D0A-F38C under investigation for potential involvement in the death of Subject 4A6C-38E9 during a live fire training exercise.

Incident Entry 325-105 amendment (327-105):
Due to the lack of evidence or witnesses to the event, Subject 0D0A-F38C is cleared of any potential disciplinary actions. However closer monitoring of Subject 0D0A-F38C is strongly advised.

Entry 302-106:
While Subject 0D0A-F38C's marksmanship abilities appear to be extremely high both in CQC and long range, he has shown a tendency towards terminating all non friendly targets in combat scenarios unless specifically told not to or under direct supervision of a superior at all times during kill house runs.

Entry 222-107:
Subject 0D0A-F38C has successfully graduated from CT-ATF-C13-104 and is to be transferred to CT-CQCS and has also earned Marksmanship Qualification. Subject 0D0A-F38C is hereby approved for CT-TAMS and CT-TCTC ATC programs. However due to the subject's continued flaws, is not approved for consideration to CT-ASF training. Subject 0D0A-F38C has also started being called 'Hunter' by both fellow trainees and his superiors.

Entry 302-107:
Hunter has been hereby transferred to CT-CQCS-ATC.

Entry 730-108:
Hunter has hereby passed CT-CQCS-ATC with top marks. However Hunter continues to display some physical and mental flaws that potentially make him unsuitable for standard infantry service. After careful consideration Hunter has been allowed to proceed to the CT-TAMS and CT-TCTC ATC programs.

Entry 802-108:
Hunter has been hereby transferred to CT-TAMS-ATC.

Entry D15-108:
Hunter has hereby passed CT-TAMS-ATC with extremely high marks. Following completion of training at CT-TCTC-ATC he is hereby approved for field duty.

Entry D16-108:
Hunter has been hereby transferred to CT-TCTC-ATC

Entry 520-109:
Hunter has hereby passed CT-TCTC-ATC with good marks and is to be transferred to the next available unit for active duty.

Entry 529-109:
Hunter has been hereby assigned to 1st Joseph Prosek Brigade, 2nd Battalion, C Company, 3rd Platoon transfer pending.
Last edited by Hunter on Thu Apr 06, 2017 2:40 am, edited 8 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
User avatar
Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Hunter's Gear

Post by Hunter »

D-2 “Dog Boy” Light Body Armor:
Image
Dogboy Recon
  • +6 Armor
    Full Environmental Protection
    Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (12 lb)
Utility Belt: (4 lb)
  • Canteen (half gallon).
    Communicator (5 mile range).
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Grenade Pouch
    • Fragmentation Grenade: 2/2
      • Damage: 3d6, MD, LBT
        Rate of Fire: 1
        Range: 5/10/20
    Knife Sheath Containing:
    • Vibro-Knife
      • Damage: Str+d6, AP 4, MD
    Chest Holster containing:
    • CP-30 Laser Pulse Pistol
      • Range: 12/24/48
        Damage: 2d6+1, AP 2
        Rate of Fire: 3, 3RB
        Payload: 30 (72 with Optional hip/backpack energy pack)
        Weight: 4
    Ammo Pouch: 2/2 Pistol E-Clips
    Pouch Containing:
    • 3/3 Rifle E-Clips
Image
CV-212 Variable Light Frequency Rifle (Fetcher) on Shoulder Sling
  • Range: 30/60/120
    Damage: 3d6+2, AP 2, MD (uses 10 shots), Ignores any laser resistance.
    Rate of Fire: 3, 3RB, Snapfire
    Payload: 30
    Weight: 8
    Notes: Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties).
CS-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    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
Credits: 1700
Payrate: 1700 (1955 in Old Chicago)
Last edited by Hunter on Tue Apr 04, 2017 1:58 am, edited 1 time in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
User avatar
Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Hunter's Advances

Post by Hunter »

Iconic Framework
  • CS Ranger Corp: Target Acquisition Group M.O.S.: Part of the Ranger Corps, TAG operatives are often sent alone, or in small groups. These deadly, yet silent men and women are the stuff of legends among the Coalition’s enemies. “Silent Souls leave Laser Holes” is their unofficial motto, and CS propaganda movies and games have made the often boring jobs of these unsung heroes seem like a vibrant choice for many grunts coming into training. Their long and brutal training weeds out those unsuited to the work.
  • You gain +2 to Shooting, +2 Stealth, and +2 Survival
  • You gain Sniper and Trademark Weapon for your choice of weapons (choose one from: CV-212, C-11 (basically a JA-11), C-10, C-12).
  • You always have an integrated nightivision scope on your rifle and a collapsable bipod as well.
  • Sniper: You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
Hero’s Journey
Table: Training
Roll result: 2
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Attribute Distribution: 5 points +1 from hindrances
Agility d10 (3 points), Smarts d8 (2 points), Spirit d4, Strength d6 (1 point), Vigor d4

Skill point distribution:
MOS: +2 to Shooting, +2 Stealth, and +2 Survival
Framework: Infantry Soldier (army)
Driving +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP, Throwing +1 SP plus 6 more skill points.
Hero's Journey: +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Driving +1 SP = 1 (d4)
Fighting +1 SP +2 Hero's Jouney = 3 (d8)
Intimidation +1 SP = 1 (d4)
Knowledge (Electronics) +1 SP = 1 (d4)
Notice +1 SP +2 Skill points = 3 (D8)
Shooting +1 SP +2 MOS +1 Hero's Journey = 4 (d10)
Survival +1 SP +2 MOS = 3 (d8)
Throwing +1 SP +2 Hero's Journey = 3 (d8)
Stealth +2 SP (MOS) +2 Skill Points = 4 (d10)
Knowledge: Demotions (Smarts) +2 Skill points = 2 (d6)

Advances
Initial Advances: (From Hindrances): Elan, +1 Attribute
Cybernetic Modifications:
Novice 1 Advance:
Novice 2 Advance:
Novice 3 Advance:
Seasoned 1 Advance:
Seasoned 2 Advance:
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:
Advancement Plan wrote:Novice 1 Advance: +2 Skills (+1 Tracking +1 Driving)
Novice 2 Advance: +1 Spirit
Novice 3 Advance: Woodsman
Seasoned 1 Advance: +1 Spirit
Seasoned 2 Advance: Elan
Seasoned 3 Advance: Dogboy Breed (swimmer)
Seasoned 4 Advance: Marksman
Veteran 1 Advance: Dogboy Breed (Agile)
Veteran 2 Advance: +1 Vigor
Veteran 3 Advance: Improved Trademark Weapon
Veteran 4 Advance: +1 new skill (Climbing)
Heroic 1 Advance: +2 Skills (Climbing, shooting)
Heroic 2 Advance: Assassin
Heroic 3 Advance: Killer Instinct
Heroic 4 Advance: +1 Agility
Legendary 1 Advance: +2 Skills (+1 shooting, +1 Climbing)
Legendary 2 Advance: Professional (Shooting)
Legendary 3 Advance: Expert (Shooting)
Legendary 4 Advance: Master (Shooting)
Last edited by Hunter on Tue Apr 04, 2017 2:02 am, edited 7 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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