Erebus Caine (MARS Wilderness Scout)

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Anarik Ebonlocke
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Joined: Thu Jul 12, 2018 12:57 am

Erebus Caine (MARS Wilderness Scout)

Post by Anarik Ebonlocke »

Fortune & Glory
[dice:e5vjr32k]57861:0[/dice:e5vjr32k] - A Mighty Weapon or Armor: Your hero may choose any single weapon from the Close Combat or Personal Ranged Weapons sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.

[dice:e5vjr32k]57861:1[/dice:e5vjr32k] - Vigorous and Tough: You hero adds one die type to Vigor and begins with the
Nerves of Steel Edge.

Hero's Journey
Experience & Wisdom [dice:e5vjr32k]57861:2[/dice:e5vjr32k] - Professional Edge (Assassin)
Training [dice:e5vjr32k]57861:3[/dice:e5vjr32k] - Combat Edge (Marksman)
Experience & Wisdom [dice:e5vjr32k]57861:4[/dice:e5vjr32k] - Danger Sense

Credits [dice:e5vjr32k]57861:5[/dice:e5vjr32k] x 100

Gear [dice:e5vjr32k]57861:6[/dice:e5vjr32k] x 500
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Manu Bennet 2.jpg
Character Name: Erebus Acheron Caine
Rank: Heroic
Race: Human
Iconic Framework: Wilderness Scout
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d10
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6); Strain: 0
Skills:
  • Athletics d8
    • Aim: ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll. Can’t move. Attack must be used on the first action of her next turn or the bonus is lost.
    • Marksman: may add +1 to an Athletics (throwing) roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed.
    • Climbing kit +1
  • Battle d4
  • Common Knowledge d6
  • Fighting d10
    • Assassin: +2 damage when foe is Vulnerable or have the Drop
    • Giant Killer: +1d6 damage vs. Size 3+
    • Improved Trademark: +2 with JA-11
  • Healing d8
    • First aid kit +1
    • Medi-Gel +2
    • Trauma kit: +1
    • IRMSS: d8+2; +2 for next day (in armor)
  • Intimidation d6
  • Language: American d8 (Native)
  • Notice d10
    • +2 Scope
    • Danger Sense
  • Persuasion d4
  • Piloting d6
  • Shooting d12
    • Improved Trademark: +2 with JA-11
    • Ion mode: +2
    • Assassin: +2 damage when foe is Vulnerable or have the Drop
    • Scope: When using an Aim maneuver, gain +2 to Notice checks or to offset Range penalties, ignores Illumination penalties, and adds +1 Shooting to calibrated weapons.
    • Aim: ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll. Can’t move. Attack must be used on the first action of her next turn or the bonus is lost.
    • Marksman: Can’t move; may add +1 or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed.
    • Double Tap: +1 Shooting and Damage, 2 ammo. ROF 1 only. 3RB: +2/+2, 6 ammo (can’t Rapid Fire)
    • Giant Killer: +1d6 damage vs. Size 3+
    • Improved Take ‘Em Down: +4 AP to MDC targets. Reroll damage once for free.
    • Steady Hands
  • Stealth d12
    • +2 in the wild
    • Armor: +2
    • Invisibility
  • Survival d10+2
    • Compass: +1 navigation
    • Hunting/fishing kit: +1 food gathering
  • Wealth d6

Hindrances
  • Vengeful (Major): Revenge on the Coalition
  • Wanted (Major): Wanted by the Coalition for multiple murders and assassinations.
  • Death Wish (Minor)

Edges
  • Giant Killer: +1d6 damage when attacking creatures Size 3+
  • Nerves of Steel: Ignore 1 point of Wound modifiers
  • Improved Trademark Weapon (JA-11): +2 Shooting and +2 Parry
  • Fleet-Footed: +2 Pace and d8 Run die
  • Woodsman: +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • Assassin: They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.
  • Danger Sense: When rolling for Surprise, he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Marksman: If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
  • Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
  • Level Headed: Draw additional Action Card in combat.
  • Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
  • Improved Take ‘Em Down: When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks. You can reroll damage once without spending a Benny.

Gear
  • JA-11 Juicer Assassin Energy Rifle (7 lb)
    • Free action to switch settings
    • Normal: 4d6 AP 4 ROF 1
      • Heavy Beam: 4d6 AP 4, Snapfire, Mega Damage, uses 3 shots, +4 damage
    • Ion: 1-3d10; ROF 3; Range 20/40/80; +2 Shotgun
      • Heavy Pulse (uses 3 shots, +1 Shooting, +3 damage, MD, Snapfire)
    • Hunting Rifle: 1 shot, Range 24/48/96, 2d8 AP 2, Snapfire
    • Scope: thermal, infrared, and night optics. When using an Aim maneuver, gain +2 to Notice checks or to offset Range penalties, ignores Illumination penalties, and adds +1 Shooting to calibrated weapons.
    • Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
    • Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
    • Range 30/60/120
    • Shots: 60
      • 2 x spare long Eclips 30
    • Min Str d6
    • Weight: 7 lb
  • Vibro-Shortsword (4 lb)
    • Str+d8, AP 6
    • Min Str d6
  • CP-30 Laser Pulse Pistol (4 lb)
    • Range 10/20/40
    • Damage 3d6 AP 4
    • ROF 3
    • Shots: 30
    • Notes: 3RB, Cauterize, No Recoil
  • Wilk’s 320 “Classic” Laser Pistol (2 lb)
    • Shooting +1
    • 3d6 AP 2
    • Range 15/30/60
    • Shots: 20
      • 2 x spare short Eclips 20
  • WI-GL5 Grenade Launcher (15 lb)
    • Range 18/36/72
    • Damage (AP grenades) 3d8 AP16 SBT
    • ROF 1
    • Shots: 24
    • Min Str d6
    • Reload 2
  • ATEA-50 Supai Stealth Armor (Patron Item) (13 lb)
    • +6 Armor and +2 Toughness
    • Low Light Vision and EBA Armor
    • The armor grants a +2 bonus to stealth in any setting due to a computer controlled fiber-optic covering, and padded boots and joints.
    • This suit is customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2. Note that if anything is covering the armor (loose clothes, coats, cloaks, ponchos, etc), neither the Cloaking technology nor fiber optics work correctly.
    • Experimental Cloaking Technology powered by an experimental self charging battery.
      • Functional equivalent of the Invisibility power, activated using the Electronics skill, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
      • The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 5 PP per hour instead, but must remain immobile.
      • Minimum Strength: d4 (13 lbs.)
  • Falcon 300 Jet Pack
    • Starts to overheat after 3 hours (1d6 hours to cool down)
    • Handling +0
    • Top Speed 120 mph
    • Range 700 miles
    • Battery powered
  • NG LPO Elite Load-Bearing Chest Rig (Patron Item) (3 lb)
    • Increase Strength 1 die type when determining Encumbrance.
    • IRMSS: Immediate Healing check d8+2; +2 to any following Healing checks for 1 day. (4 uses)
    • Attachment: Vibro-short sword
    • Attachment: Wilkes 320 Laser Pistol
    • Attachment: Spare long e-clip
    • Attachment: Spare long e-clip
    • Attachment: Spare short e-clip
    • Attachment: Spare short e-clip
    • Attachment: Compass/Inertial mapper
    • Attachment: Flashlight
    • Attachment: Dosimeter
    • Attachment: Wooden cross
    • Attachment: Wooden stakes
    • Attachment: Canteen
  • NG-S2 Survival Pack (24 lb)
    • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Wooden cross
    • Wooden stakes
    • Dosimeter (Range 5/10/20; detect radiation)
    • Medi-Gel (10 doses): +2 Healing
    • Trauma kit: +1 Healing and ignore 2 points of penalties
Encumbrance: 55/60

Credits: d10

Contacts

Background

Erebus Caine served in the Coalition States army as a ranger, marksman, and assassin. He served in the war with Quebec and Tolkeen. Caine and his family lived in a frontier community in Iowa. After a few years of faithful service and several high value targets, Erebus went home on leave.

Unknown to Erebus, Coalition Security had planned an operation in his home village. It was small, remote, and unimportant. A Coalition squad surrounded the village and moved in, slaughtering the inhabitants. Erebus tried to fight back, but he was one man against an army. He was shot multiple times and left for dead, watching his wife be raped and murdered and his young children executed. The Coalition blamed the slaughter on D-Bee refugees from the fall of Tolkeen and used it as a recruiting tool for the army.

But Caine was tough, and he survived. He vowed revenge on the Coalition, using his deadly skills to stalk and assassinate high value Coalition targets instead, earning a large bounty on his head. To support himself, he works as a wilderness scout for whomever pays, despite his residual uneasiness about D-Bees and magic.

Advances

Iconic Framework
  • Add one die type to Vigor.
  • Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, and Survival d8.
  • Begin with the Fleet-Footed and Woodsman Edges.
  • Begin with standard Starting Gear plus a Vibro-Shortsword and a JA-11 Energy Rifle.

Hero’s Journey
  • Experience & Wisdom
    • Professional Edge: Assassin
    • Danger Sense
    • Combat Edge: Marksman

MARS Fortune & Glory
Fortune and Glory
  • A Mighty Weapon or Armor: Your hero may choose any single weapon from the Close Combat or Personal Ranged Weapons sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
  • Vigorous and Tough: Your hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Advances
  • Initial Advances: (From Hindrances): Agility d8, Smarts d8
  • Free Edge (Human): Giant Killer Edge
  • Novice 1 Advance: Agility d10
  • Novice 2 Advance: Shooting d10, Fighting d10
  • Novice 3 Advance: Double Tap Edge
  • Seasoned 1 Advance: Level Headed Edge
  • Seasoned 2 Advance: Agility d12
  • Seasoned 3 Advance: Shooting d12, Stealth d12
  • Seasoned 4 Advance: Steady Hands
  • Veteran 1 Advance: Take ‘Em Down
  • Veteran 2 Advance: Smarts d10
  • Veteran 3 Advance: Battle d4, Piloting d6
  • Veteran 4 Advance: Improved Trademark Weapon
  • Heroic 1 Advance: Improved Take ‘Em Down
  • Heroic 2 Advance: Spirit d8
  • Heroic 3 Advance: Survival d10, Notice d10
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Erebus Caine on Sun Oct 03, 2021 4:52 am, edited 12 times in total.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Q2 2020 Advance: Steady Hands
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Q3 2020 Advance: Smarts d10
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Erebus Caine
Posts: 121
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Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Q1 2021 Advance: Improved Take 'Em Down
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Q2 2021: Spirit d8
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Erebus Caine (MARS Wilderness Scout)

Post by Erebus Caine »

Q3 2021: Survival d10, Notice d10
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