Cpl Lucius Draper (Approved)

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Lucius Draper
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Cpl Lucius Draper (Approved)

Post by Lucius Draper » Sat Apr 08, 2017 8:16 pm

Player Name: Justin
Google Handle: Praetuskhan
Lucius Draper
Rank: Novice Experience: 18 Advances Left: 1 (HC 4/1/18)
Race: Human
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4(d6 Bionics), Vigor d6
Charisma: 4; Pace: 6; Parry: 4; Toughness: unarmored: 5; Armored: 14(7); Strain: 2/6
Skills:
  • Driving d4
  • Fighting d4
  • Intimidation d6
  • Investigation d6 (+2; Investigation)
  • Knowledge (Battle) d8(+2; Scholar)
  • Knowledge (Computers) d4
  • Knowledge (Demolitions) d6
  • Knowledge (Electronics) d4
  • Knowledge (Engineering) d4
  • Knowledge (Politics) d8(+2; Scholar)
  • Notice d6 (+2 to search for and through evidence; Investigation)
  • Persuasion d6 (+4; Charisma) (+2 for Requisitions; Rank: NCO)
  • Shooting d6
  • Stealth d4
  • Streetwise d4 (+4; Charisma)(+2; Investigation)
  • Survival d4
  • Throwing d4
Hindrances
  • Heroic (Major): This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Supremacist (Minor): You believe that who or what you are is objectively better than others, at the expense of other types of people. A character with the Major version of this Hindrance is downright nasty, and potentially murderous. They believe that others are a threat at best, and a target for elimination at worst. You suffer a -2 penalty on Persuasion rolls when dealing with your “lessers” as equals. Psi-Hounds, as loyal war machines of the CS are seen as favored pets by people with these views. Psi-stalkers are seen as a necessary evil.
  • 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
  • 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).
  • Charismatic: You have learned how to work with others, even those who might be somewhat opposed to you or your efforts. This adds +2 to your Charisma.
  • Command: Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken. Note: Leadership Edges apply only to a number of subordinates within 10” (the “command radius”).
  • Command Presence: A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of that element is the officer in command. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.
  • Investigator: Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • Rank (NCO): Promotions with the CS above the common enlisted ranks are not overly common. More likely are commendations and extra benefits for family members, etc. As a result of his bravery and obedience, the character starts the game as a non-commissioned officer. Gain +2 to supply Requisition requests.
  • Scholar-K/Battle & K/Politics: Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used. Those who study military history have a natural edge when commanding troops in Mass Battles (see page 106)—a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.
  • Tactician: The hero has a natural grasp of small unit tactics and can instantly take advantage of a rapidly changing situation.At the beginning of a fight, before any initiative cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one initiative card. These are kept separate from his regular initiative cards and are not placed back into the deck until used or the combat ends. At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their initiative card for the round in place of the one dealt them. This does allow Extras to operate independently of Wild Card characters for one round if they receive their own card. Only one hero per encounter may use this Edge.
  • CS Political Elite: Not all who have walked in the upper ranges of power come from military or political families. Some come from the industrial companies that give the CS its autonomy and their undying support of the cause of the Coalition has its perks. Political Elite have high status in C.S. Society and are entitled to special treatment from their rivals and enemies. They gain +2 Charisma, and start with an additional 5000 credits, and begin with cybernetics. It seems like all fun and games, but it’s really not. Supply officers hassle you about problems caused by sales people or the factory. If some scandal erupts, you are immediately the subject of intense scrutiny, and political rivals will make your life hell. You have to keep your family’s good name intact, and live up to their expectations.
Cybernetics - 2/6 Strain
  • Aquatic Mode Upgrade (1 Strain): Increase Swimming Pace by +4; Implanted rebreather; No penalties for actions while submerged.
  • (1 Lvl) Bionic Strength Augmentation (1 Strain): Increase Strength by 1 step.
Contacts
Last edited by Lucius Draper on Tue Feb 06, 2018 9:40 am, edited 17 times in total.
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


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Lucius Draper Ledger
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Lucius Draper
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Background

Post by Lucius Draper » Sat Apr 08, 2017 8:21 pm

lucius 400x400 Jacket Pic.png
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Background:
Lucius had lived a comfortable life in Iron Heart, dreaming about whatever it is adolescent boys dream about these days. His mother (Christine Draper) was an engineer designing robotic servos, most of which ended up in simple exo skeletons or construction equipment. When he was 12, Lucius learned the answer to a question his mother had steadfastly refused to answer, he learned who his father was. Two men in crisp army uniforms arrived at his door in the middle of the night, he woke to find his mother pleading with them to just move along, but they pushed inside. His father, a successful soldier who had already served 5 combat tours had been in an vehicle accident. His body was crushed and over 90% of the surface burned. It was unclear if he'd be alive come morning. When Mason was admitted an automated scan of the Genetic Database had flagged Lucius's DNA as next of kin.

Mason ended up surviving, in a sense. He was one of the CS's early full conversion borgs, brought back from the brink to continue his service to the Coalition States. During his long slow recovery Mason got to know the son he didn't know he had, for his part Lucius was wholly unphased by the drastic alterations his father underwent. He ate up the war stories in particular, even as little more than a charred torso and head with newly grafted components Mason managed to tell enthralling stories. Lucius was hooked. He was ready to move to Chi-Town and enlist, though he was obviously to young. Mason merely nodded at the suggestion, a jerky mechanical movement borne of inexperience with ones own body.

Lucius also met his father's adopted parents, Gerard and Alice Cross. Gerard was the owner of Cross Conglomerates (whose biggest contracts all went to the CSID) and Alice was an accomplished CyberDoc and engineer. They were easily the richest most influential people Lucius had ever met, he'd probably never even been in the same square mile as anyone like them unless they were surrounded by guards. There were more discussions about a future in the CS Army, an idea his mother was sure to hate. Which was why it was such a surprise when his mother told him that they had all talked, and there was a spot waiting for him at the Joseph Prosek Preparatory Academy.

He had moved and transferred within a month, throwing himself into his classes with a dedication he'd never shown for the engineering courses his mother had pushed on him, taking a keen interest in combat organization, battle structure, and how small units melded to become one large force. A keen inquisitive mind had him take an interest in the CSID, Alexandria (an older cousin) suggested the MPs might be a foot in the door and he adjusted his courses accordingly. He had a natural ability to sift through data and find patterns where others saw chaos. That combined with an ease of developing trust in others and spotting bullshit suggested he'd make MP with ease.

He made a lot of friends at school and among the grandchildren of his adopted grand parent's friends, which really wasn't anything new. He had always been charming, the kind of person who listened and made the speaker feel important. The life he'd been thrust into had many new facets, the dual nature of many that he found himself with. A kind exterior front and a vile venomous center just underneath. He navigated it with relative ease though, attending parties and big events with his new family.

It was on the way home from one such event where his dedication was tested, where the calm protected world of 'playing' war was shattered. He was riding home with his cousin Alexandria (Alex) who was Mason's older sisters oldest and 9 years older than his 16 when a heavy construction truck slammed into the side of the escort vehicle ahead of them, then another clips the one behind them sending it careening off the street and into a building leaving them pinned between the trucks. Small glowing holes begin appearing all around Lucius in lightly armored car. It takes a quick moment for him to realize they're being punched by repeated laser fire. There's a flare of agony in his right knee leg as he throws himself across Alex, pulling her face tight to his chest and covering as much of her petite frame as possible. More flares of agony follow, his left leg mid thigh, two across his lower back. After those two he thinks he's passed into shock as they almost immediately stop hurting, along with his legs. The armor of the car groans in protest, large patches glowing with transferred heat.

Then a fresh blossom of pain in his right lung and everything seems to go still as the fire shredding the car stopped as abruptly as it began. He remembers what happened next quite clearly. "We're okay Alex, I think they're leaving." He's dimly aware of the blood pouring from his mouth and the gasping wheeze his voice has become, but what has concerned him more is the dead silence. Nothing but his own wheeze and the occasional alarmed shout from outside. Forcing himself up, and discovering his legs...what's left of them...don't respond he looks down at Alex. Her heart shaped face is awash in blood from his chest wound, her own expression frozen in a visage of shock and fear as the laser bolt that punched through his chest kept going right through her eye and into the cushion beneath. Then with that haunting vision, he passed out.

There is a blur of memories then as consciousness became more of a suggestion than a rule. a doctor here, a blinding flash of pain, his aunt Lizbeth a terrifying vision of cold anger, a doctor reciting a litany of medical jargon to his grandmother, and blood, it seemed like there was always blood. There were a few periods of lucidity early on; enough to see his right leg, a charred stump below the knee; his left attached but burned to the bone at the thigh; enough to give a debrief to both the ISS and a CSID Officer while they were still stabilizing his injuries. That last one he suspected was forced, based on the strange lack of pain from high grade painkillers and intense focus of stimulants. Later he remembers awakening from surgeries dozens of times. His age precluding the ability to do the full replacements that would be needed immediately. The tingling sensation as his new nerves slowly restored feeling to his ruined legs. All told it was over 8 months of growth hormones, surgeries, implants, and recovery.

The injuries had been substantial, his right leg severed at the knee and heat transfer burned the nerves and muscle almost to the hip; he'd taken more hits in his left leg but they must have given up more heat to the armor, a pair of shots misted his spine at the lower back, and the shot that killed Alex had burned straight through his lung. He managed to graduate on time two years later walking as if he'd been born with the flesh covered metal. A testament to the skill of the doctors at the Veterans Memorial Hospital.



Personnel Record
Name: Lucius Draper
Service Branch: Army
Service Number: IH10-703-090-9F74-677F
Pay Grade: E-4
Pay Rate: 1800
Rank: Corporal
Date of Birth: 90 Jul 3
Primary Specialty: CS Command Specialist
Military Education:
  • Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
  • Cybernetics Integration Training, Chi-Town, Veterans Memorial Hospital
  • Communications School, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Small Unit Tactics, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Small Unit Tactics, Advanced, Chi Town, CS Army Training Facility (ATF)
  • Linguistics 101, Chi-Town, Joseph Prosek Prepatory Academy
  • Heavy Wheeled Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Light Four Wheel Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Light Hover Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Heavy Hover Vehicle Maneuvering Course, Basic, Chi-Town, Joseph Prosek Preparatory Academy
  • Wilderness Survival Training Course, Chi-Town, Joseph Prosek Preparatory Academy
  • Advanced Leadership Training Course, Chi Town, CS Army Training Facility (ATF)
  • Enemy Force Identification Course, Chi Town, CS Army Training Facility (ATF)
  • Street Awareness and Identification Training Course, Chi Town, CS Army Training Facility (ATF)
  • Military Police School, Chi Town, CS Army Training Facility (ATF)
  • Reconnaissance Awareness Training Course, Chi Town, CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign:
  • Qualification of Approved Pre-Service Training, 15 May, 109, Chi Town, CS Army Training Facility (ATF)
Cybernetics of Note:
  • Bionic Lungs with Oxygen Storage Cell and Rebreather Upgrade (Authorization CSID 0005AC542-04B3F910)
  • Bionic Spine Replacement (Authorization CSID 0005AC542-04B3F910)
  • Bionic Hip Replacement (Authorization CSID 0005AC542-04B3F910)
  • Bionic Leg replacement (both legs) with Experimental advanced dermal covering (Authorization CSID 0005AC542-04B3F910)
  • Experimental Implanted Aquatic Maneuvering Package (Authorization CSID 0005AC542-04B3F910)
Disciplinary data and court martial record:
Last edited by Lucius Draper on Tue Apr 11, 2017 2:33 pm, edited 19 times in total.
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


Account EP Reference
Lucius Draper Ledger
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Lucius Draper
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Posts: 86
Joined: Sat Apr 08, 2017 8:07 pm

Gear

Post by Lucius Draper » Sat Apr 08, 2017 8:21 pm

CA-4 Standard “Dead Boy” Body Armor:
Image
Corporal
  • +7 Armor and +2 Toughness
    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
    No Strength Minimum. (20 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
    • HE Grenade: 2/2
      • Damage: 3d8, MD, MBT
        Rate of Fire: 1
        Range: 5/10/20
      • AP Grenade: 2/2
        • Damage: 3d8, AP 8, MD, SBT
          Rate of Fire: 1
          Range: 5/10/20
      Sheath:
      Vibro-Knife
      Image
      • Damage: Str+d6, AP 4, MD
    Chest Holster containing:
    • C-20 Laser Pistol
      Image
      • Damage: 2d6+1, AP 2
        Range: 15/30/60
        Rate of Fire: 1; Semi-Auto
        Shots: 21
        Weight: 3
    Ammo Pouch:
    • 2/2 Pistol E-Clips
    Pouch Containing:
    • 3/3 Rifle E-Clips
    CP-40 Pulse Laser Rifle
    Image
    • Range: 30/60/120
      Damage: 3d6+2, AP 2
      Rate of Fire: 3, 3RB
      Payload: 60
      Weight: 9
    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
Universal Credits: 10,940
Payrate: 1800 (2070 in Old Chicago)
Last edited by Joe Marshal on Tue May 08, 2018 5:13 pm, edited 1 time in total.
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


Account EP Reference
Lucius Draper Ledger
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Current Balance: 7

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Lucius Draper
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Posts: 86
Joined: Sat Apr 08, 2017 8:07 pm

Advancement Log

Post by Lucius Draper » Sat Apr 08, 2017 8:21 pm

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • CS Command Specialist: Whether Army or Navy, these are the command specialists who bring order and planning to the modern battlefield. Trained in the most advanced war colleges available to the Coalition, these warriors are the sons and daughters of the elite of Coalition society.
    • Begin with Persuasion +2 skill points, Knowledge (Battle) +2 skill points, Notice +2 skill points.
    • Begin with the Command and Rank (NCO) edges. This means the character starts as a Corporal instead of a Private or PFC.
Skills:
  • Driving +1 (IF)
    Fighting +1 (IF)
    Intimidation +1(IF)+1 (MOS)
    Investigation +2 (HJ)
    Knowledge (Battle) +2 (MOS)+1(Pool)
    Knowledge (Electronics) +1 (IF)
    Knowledge (Politics) +2 (Pool)
    Notice +1 (IF) +1 (MOS)
    Persuasion +2 (MOS)
    Shooting +1 (IF) +1 (Pool)
    Stealth +1 (Pool)
    Streetwise +1 (Pool)
    Survival +1 (IF)
    Throwing +1 (IF)
Hero’s Journey
  • Education
    • 16
    • Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Investigator Edge and the Investigation skill at d6.
    • 18
    • Either her parents did everything they could to educate her, she attended one of the
      few schools left in the world, or she might even have found and lived in an ancient
      library. However managed, she has five additional skill points to spend at character
      creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
    • 9
    • He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Cybernetics
    • 12
    • Aquatic Mode Upgrade
    • 13
    • Bionic Strength Augmentation
Fortune and Glory
  • 5
  • Smart and Learned: Your hero adds one die type to Smarts and adds 2 skill points in any three Smarts-linked skills.
Advances
  • Initial Advances: (From Hindrances): Charismatic, Political Elite
  • Free Edge (Human): Tactician
  • Cybernetic Modifications:
  • Education: 18 (K/Computers +1 d4, K/Demolition +2 d6, K/Engineering +1 d4, K/Politics +1 d8)
  • Novice 1 Advance: Scholar-K/Battle & K/Politics
  • Novice 2 Advance: Command Presence
  • 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:
Last edited by Lucius Draper on Tue Apr 03, 2018 12:12 pm, edited 7 times in total.
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


Account EP Reference
Lucius Draper Ledger
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Current Balance: 7

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Lucius Draper
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Posts: 86
Joined: Sat Apr 08, 2017 8:07 pm

Re: Cpl Lucius Draper

Post by Lucius Draper » Sat Apr 08, 2017 8:56 pm

Hero's Journey: Education
1d20 = 16: 16

Hero’s Journey: Education
18 (Rolled in first interlude thread)

Hero’s Journey: Education
1d20 = 9: 9

Rich: Hero's Journey: Cybernetics
1d20 = 13: 13

Rich: Hero's Journey: Cybernetics
1d20 = 12: 12

Fortune and Glory
1d12 = 5: 5
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


Account EP Reference
Lucius Draper Ledger
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Current Balance: 7

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