Jacob Somerset, CS 17th SOG (WIP)

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Jacob Somerset
Posts: 6
Joined: Sun Sep 08, 2019 6:58 pm

Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 12:17 am

Roll Sheet for Jacob Somerset

Fortune & Glory (Modified for 17th SOG)
1 First Tour 1d12 = 11: 11
2 Special Forces Tour 1d20 = 19: 19
3 Special Forces Tour 1d20 = 9: 9
4 Special Forces Tour 1d20 = 18: 18 Duplicates First Tour roll. Rerolling.
5 (Reroll) Special Forces Tour 1d20 = 19: 19 | Legendary Special Forces 1d20 = 13: 13

Hero's Journey
1 Psionics 1d20 = 7: 7
2 Training 1d20 = 3: 3
3 Experience 1d20 = 9: 9

Tours of Duty
1 Combat Zone 1d100 = 47: 47 - Major Combat Action, 40% chance of Wound 1d100 = 40: 40
Wound 1d100 = 100: 100 | Lucked out, Recovery 1d3 = 3: 3 months, Psych Effect 1d100 = 74: 74 You're fine.
Award for Action: 1d20 = 4: 4

2 Combat Zone 1d100 = 5: 5 - Minor Combat. No effects.

3 Long Range Patrol 1d100 = 7: 7 - You screwed up! Military Discipline 1d100 = 79: 79| Severe NJP. Lose 1 Rank and passed up for next promotion.

4 Long Range Patrol 1d100 = 17: 17 - Sent to a natural disaster area.

5 Garrison 1d100 = 23: 23 - Nothing happened.


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Jacob Somerset
Posts: 6
Joined: Sun Sep 08, 2019 6:58 pm

Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 11:06 am

Character Sheet
Player: Travis R.
Google ID spaxter
Character Name: Jacob Somerset
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S. Personal Option (Psychic Combat Medic)
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 8; Parry: 6; Toughness: 6; Strain: 0

Skills:
  • *Athletics (Ag) d8 [1 free from HJ]
  • *Common Knowledge (Sm) d6
  • *Notice (Sm) d6
  • *Persuasion (Sp) d4
  • *Stealth (Ag) d6
  • Battle (Sm) d6
  • Electronics (Sm) d6 [Smart & Learned]
  • Fighting (Ag) d8 [2 free from HJ]
  • Gambling (Sm) d4
  • Healing (Sm) d8 [Smart & Learned]
  • Intimidation (Sp) d4
  • Piloting (Ag) d6
  • Psionics (Sm) d6
  • Repair (Sm) d6 [Smart & Learned]
  • Shooting (Ag) d8 [2 free from HJ]
  • Survival (Sm) d6
Hindrances
  • Enemy (Major): The character has a recurring nemesis. Platoon leader from his second tour. Now a Major on his way to Lt. Colonel. Has significant family connections and has found ways to make Somerset's difficult even from afar.
  • Loyal (Minor): Will never leave a comrade behind.
  • Registered Psychic (Minor): Invokes prejudice and second class citizen status in CS.
Edges
  • Arcane Background(Psionics):
  • Healer: +2 to Healing rolls, magical or otherwise.
  • Medic
  • Coalition Identity: CS Missouri: Blue Collar Tough: Ignore one level of Wounds.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Nerves of Steel
  • Killer Instinct: The hero gets a free reroll in any opposed Test he initiates.
  • Extraction: One adjacent foe doesn’t get a free attack when you withdraw from close combat.
  • Fleet Footed: Pace +2, increase running die one step.
  • Improved Extraction: Three adjacent foes don’t get free attacks when you withdraw from combat.
Last edited by Jacob Somerset on Tue Sep 10, 2019 10:58 pm, edited 2 times in total.

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Jacob Somerset
Posts: 6
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Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 8:27 pm

Powers
Arcane Background: Psionics
ISP: 10 - Recovery: 1/hour

Cellular Rejuvenation [Healing] (3 ISP) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Laying on hands
  • Effect: Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll
is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll
returns the ally to action (Shaken if it matters.)
  • MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

Cowboy Up! [Relief] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Eyes turn black
  • Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
  • MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

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Jacob Somerset
Posts: 6
Joined: Sun Sep 08, 2019 6:58 pm

Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 11:32 pm

Background
Personnel Record
Name: SOMERSET, Jacob
Service Branch: Army
Service Number: MO55-420-086-FEC9-6322
Pay Grade: E-3
Pay Rate:
Rank:
Date of Birth: 4/20/86
Primary Specialty: Trauma Specialist
Military Education:
Basic Training, Technical (New Chillicothe, CS Army Technical Training College (ATTC))
Communications School, Basic (New Chillicothe)
Medical Corpsman Triage and Treatment School (New Chillicothe)
Wilderness Survival Training Course (New Chillicothe)
Jet Pack Maneuvering Course (New Chillicothe)
Military Robotics and Electronics TEchnical Support School (New Chillicothe)
Military Robotics and Advanced Armor TEchnical Support School (New Chillicothe)
Psionic Orientation and Sensitivity Course (New Chillicothe)

Decorations, Medals, Badges, Citations, and Campaign:
Airborne Qualification Badge
Field Experience Badge
Medic
PSI

Disciplinary data and court martial record:
Last edited by Jacob Somerset on Tue Sep 10, 2019 11:10 pm, edited 1 time in total.

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Jacob Somerset
Posts: 6
Joined: Sun Sep 08, 2019 6:58 pm

Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 11:33 pm

Gear
Item
  • CA-5 Field Medic Armor (+6 Armor, +2 Toughness) Same stats as Triax T-13 w/ med kit from T-12.
    [*]



Credits:

Contacts
Last edited by Jacob Somerset on Thu Sep 12, 2019 6:27 pm, edited 2 times in total.

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Jacob Somerset
Posts: 6
Joined: Sun Sep 08, 2019 6:58 pm

Jacob Somerset, CS 17th SOG (WIP)

Post by Jacob Somerset » Mon Sep 09, 2019 11:34 pm

Advances
Iconic Framework
M.A.R.S. Personal Option
  • +5 Skill Points
  • Pick any 2 Edges, ignoring Rank requirements
  • Pick starting equipment from any Iconic Framework
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table
  • Make 3 rolls on any of the Hero's Journey Tables.
Attributes
Agility: d8
Smarts: d10
Spirit: d8
Strength: d6
Vigor: d8

Hero’s Journey
  • Psionics (7): Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
  • Training (3): 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.
  • Experience (9): A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge.

MARS Fortune & Glory (CS Modified)
  • First Tour (11): Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • Special Forces Tour (19): Choose Your Fate: Vigorous and Tough.
    You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Special Forces Tour (9): Smart and Learned.
    Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Special Forces Tour (19): Choose Your Fate: Legendary Special Forces (13). “Bloody but Unbowed” Overcoming against all odds is just another day at work for you. You have the Killer Instinct Edge. Additionally, for every wound you have, you gain a +1 on all damage rolls.

Advances
  • Initial Advances: (From Hindrances): +1 die Agility, Coalition Identity: Blue Collar Tough
  • Free Edge (Human): Arcane Background (Psionics)
  • Cybernetic Modifications: None
  • Novice 1 Advance: +1 die Spirit
  • Novice 2 Advance: Edge: Extraction
  • Novice 3 Advance: Edge: Fleet Footed
  • Seasoned 1 Advance: +1 die Smarts
  • Seasoned 2 Advance: Edge: Improved Extraction
  • 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:

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