Private Jaren Steelcreek - Psi-Stalker Scout (Approved)

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Steelcreek
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Private Jaren Steelcreek - Psi-Stalker Scout (Approved)

Post by Steelcreek »

Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Jaren Steelcreek
Rank: Seasoned 4 Experience: 41 xp Advances Left: 0
Race: Psi-Stalker
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6 | d8 in armor, Vigor d8
Charisma: 0, except with other Psi-Stalkers, with whom he is +2; Pace: 8, run d8; Parry: 8; Toughness: 16(8); Strain: 0
Skills:
  • Fighting d10 (3)
  • Shooting d10 (3)
  • Throwing d4 (0)
  • Piloting d4 (0)
  • Riding d6 (From Psi-Stalker)
  • Stealth d8 +1, +2 more in Wild (1)
  • Notice d8+2 (2)
  • Knowledge (Electronics) d8 (0)
  • Persuasion d6 +2 w/Psi-Stalkers (0)
  • Healing d6 (0)
  • Streetwise d6 +2-4 (+2 from HJ, +2 from Charismatic, -2 from Psi-Stalker) (0)
  • Survival d8 +4, +2 more in Wild (+2 from HJ, +2 from Commando, +2 in Wild from Woodsman) (0)
  • Tracking d6 +2 in Wild (1)
  • Intimidation d4 (0)
  • Climbing d6 (From HJ)
  • Common Knowledge d10+2 (+2 from HJ)

Hindrances
  • Vow (Major) - Serve the Tribe: Jaren is the youngest son of his tribe’s chief, and his purpose in life is to ensure that his tribe survives and thrives. He joined the CS military because his father had done the same in his youth and because maintaining an alliance with the CS is advantageous to the tribe. He is there to hunt, to learn the skills he will need in order to lead hunting parties of his own one day and to keep up the tribe’s reputation among the CS. Sometimes, this will lead him to take risks others would not, so as to increase the tribe’s standing (similar to the Overconfidence Hindrance). Other times, it may lead him to consider paths that true believers in the CS mission would not (offers of alliance or aid from other parties, for example).
  • Loyal: Jaren learned growing up that a hunting party needs to be able to rely on each other to succeed, and that means trusting that your mates won’t leave you to die at the hands of some supernatural horror when things don’t go according to plan. Jasper looks at his squad assignments in the military the same as he would an assignment to a hunting party back home. He’ll watch his teammates’ backs, even if they don’t get along, because he expects them to do the same.
  • Quirk: He is obsessed with soda, which wasn’t exactly readily available in his tribe growing up. He is regularly found with bottles of it stashed in his gear, and he has been known to fill his canteens with the stuff instead of water.
  • Outsider: Jaren is a born predator living among prey-animals, and they can sense it (at least, that’s how he sees it). He suffers a -2 to Charisma with everyone but other Psi-Stalkers.

Edges
  • Ambidextrous: He is as deft with his left hand as he is with his right. With this Edge, your warrior ignores the –2 penalty for using his off-hand.
  • Woodsman: Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
  • Eye for Terrain: If you have a good eye for terrain you can quickly figure the best places to set an ambush, or the best routes to take that will avoid likely ambush locations. Your character has a talent for picking good defensive terrain as well. This Edge gives your character a +2 on Notice rolls to spot an ambush (but not minefields). When setting an ambush, you and all the soldiers under your command have a +2 on their Stealth rolls to remain hidden.
  • Dirty Fighter: Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
  • Charismatic: Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds +2 to his Charisma.
  • I Know a Guy: Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person—they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Spotter: This hero has a special knack for calling in supporting fire, and can make all the difference in the world when trying to break an enemy assault. A character with this edge can shift the target point of artillery up to 20” per round without delay (instead of the usual 10”). In addition, the deviation for any air strikes this character calls in are halved (rounding down).
  • 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)
  • Commando: Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.
  • Alertness: Not much gets by your Jaren. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him. This Edge has a psionic trapping.
  • Arcane Resistance: Jaren's inner psionic abilities begin to manifest, but not in any way he would have expected. His powers manifest as a passive defense against supernatural forces, and he acts as if he had 2 points of Armor when hit by damage-causing arcane powers and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect him.
  • Quick: Redraw Action Cards of 5 or below.
  • Hunter: Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage. Steelcreek Hunts supernatural creatures.

Racial Attributes
  • Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
  • Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
  • Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
  • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track 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 Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on the next page.
  • Psychic Vampire: Psi-Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
  • Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
  • Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.

Cybernetics
  • None.

Contacts
  • None.
Last edited by Steelcreek on Mon Jan 01, 2018 8:12 am, edited 5 times in total.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Steelcreek
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Background

Post by Steelcreek »

Background

Jaren grew up in the Boston Mountains of CS El Dorado, among the Steel Creek Tribe of his people (so named for the territory they claimed, which included the region around Steel Creek). Long before Jaren was born, his father and a few others of the tribe’s best hunters struck a deal with an enterprising CS officer: serve a few tours with the military, and the Coalition would provide the tribe with supplies and technology to help keep them at the top of the local food chain. Their tribe was not a large one, but thanks in no small part to its arrangement with the Coalition, they were strong. Jaren’s father returned from his deployments a hero, and he came to lead their people as chief.

Jaren was the youngest of three sons, and he grew up destined to be a leader of his people (just not the leader of his people). Having been quite literally born on a mountaintop, he has always had an affinity for the highest places in their territory. As he grew into boyhood, he found himself drawn to increasingly difficult climbs, and his father’s hunting party took to calling him the tribe’s little “mountain spider.”

Even for a Psi-Stalker, Jaren spent a lot of time on the trails and in the wild. He had an eye for the best spots to find game (which would eventually serve him well in Ranger training), and he began tagging along on big game hunts at an early age. Every Psi-Stalker learned from youth to hunt the supernatural creatures that roamed the mountains, but it was unusual for a boy to join hunts for tribe beasts (as in, beasts with enough strength to feed an entire tribe). Such hunts were tricky, because the party couldn’t just kill their prey. Instead, they had to weaken the beasts enough to immobilize or incapacitate them and then drag them back to the tribe, still alive, for all to share. Jaren’s job on those hunts was as a spotter, not a warrior, but it was an honor to take part nonetheless.

The only area in which he failed to develop as everyone seemed to expect was as a psionic. His father, in addition to being a legendary hunter, was a powerful psychic, as was his mother, and as were his brothers. Jaren’s father had spent countless nights teaching him techniques to access and master his innate psychic abilities, but they had yet to manifest. Beyond the inherent psychic gifts possessed by all of his people, Jaren had never channeled an iota of psionic power. He could feel it inside of him, though, just beneath the surface and out of reach.

There was no question that he would serve in the Coalition military when he came of age, and he found his way to the Ranger corps rather naturally. Rangers had the advantage of spending long stretches of time in the wild and isolated from their fellow soldiers, which suited him. He could hunt and feed easily enough on the smaller supernatural creatures he encountered without the need for a full hunting party, and it gave him time to adjust to serving with humankind.

He found humans to be… interesting. They were naturally slower and lacked the innate gifts of his people, but they had built an impressive military machine, and their equipment was top-knotch, even better than the stuff they gave the tribe back home. Humans tended to avoid him when they weren’t on exercises, and he found some camaraderie among the other Psi-Stalkers in the service. He kept hidden his ability to read; his father had taught him so he could read maps, but had warned him it might make humans nervous to serve with a literate Psi-Stalker (for some reason). After a time, he found that he could stand the half-concealed disdain he saw in the eyes of many of his human compatriots if he kept his greater goals in mind. He had not joined to make friends. He joined to hunt, to learn, to prove his tribe worthy and, he discovered pretty quickly, to drink soda.

Oh, beasts of the mountain, did he love the stuff. Chi-Cola in all its flavors (but not Diet, except in a pinch), Orange Spike, root beer, and whatever else he could get his hands on. His tribe had liquor, which everyone had told him was a “real man’s drink”, but soda was just so much better. He’d had his first cola after finishing boot, and he’d been drinking it pretty much nonstop ever since.

After his Ranger training, he served out a couple of short-term assignments before being transferred to the Chicago three three, and he wondered what it would be like to work in an urban "wilderness" for the first time.

Image
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
User avatar
Steelcreek
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Posts: 107
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Gear

Post by Steelcreek »

6 Bennies
Beginning 3
+2 for successes in artillery
+1 for Colton joker
Ammo Tracker
50 shells in CM-1902 Shotgun (20 slugs, 20 buckshot, and 10 Big Bore), 30 extra (10 of each) carried on his harness
24 Shots in Ozark Special Pistol
1 e-clip in CA-7X-S armor
1 e-clip in jet pack
4 spare long e-clips
2 AP Grenades
0 Wounds, 0 Fatigue
Wound tracker.
CA-7X-S Special Forces Experimental Stealth Body Armor:
Image
  • +8 Armor and +2 Toughness
  • Full Environmental Protection
  • Embedded vibro-knives on the forearms (Str+d6, AP 4, Mega Damage)
  • Garrote Wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise)
  • 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)
  • Optical Camouflage Field: This field is powered by an E-Clip port on the left side of the torso. One E-Clip will power the field for ten minutes and the field can be engaged tactically for only some of the total time of the E-Clip’s life, should the wearer so choose. While engaged, the invisibility function projects a refracted light field around the wearer. Anyone looking at an invisible CA-7X soldier will see a slight blurring in the air in the general outline of the trooper’s body, but will otherwise see only whatever is behind the wearer. In addition to visual light, the suit masks other telltale indicators of a soldier’s passing. Advanced environmental systems adjust the shell of the suit to the temperature around the wearer, making them hard to spot using thermal detection. The suit even masks radio and other electronic signatures to prevent enemies from tracing or detecting any errant signals in their midst.
    Unfortunately, the invisibility function also turns the suit into a broadcast dead zone. While engaged, the wearer can neither send nor receive any messages over the built in radio, meaning that scouts must de-cloak in order to radio back to their teams. It also makes wearers practically impossible to track remotely via I.F.F. by their comrades as long as the invisibility is turned on.
  • Fiber Undersuit: Relieves the discomfort felt by many psionics in FEP armor, which serves to remove the penalty to use a Psi-Stalker’s Psychic Sense.
  • Light Exoskeleton: Increase Strength of the wearer by one die step.
Background and Modifications
The genius weaponsmiths, scientists, and psi-techs in the Coalition States have developed one of the most advanced suits of personal, non-PA body armor ever seen. Built with Special Operations Command in mind, the CA-7X series is a highly experimental (and highly regulated) series of body armor suits, and each suit is stamped with a unique barcode that must be scanned upon issue and then scanned again upon return. Only the elite Special Forces of the CS Army are permitted to wear the CA-7X series body armor, as the technology behind it is considered a state secret of the highest order.

The CA-7X-S was developed in secret after careful study of captured illegal Naruni technology. The CS was able to reverse engineer and even improve upon the Naruni design in some ways, developing a suit of body armor that can turn its wearer effectively invisible to most visual and electronic detection. The RCSG contributed a new, state of the art fiber for the environmental liner on the suit, which makes it more comfortable to use for psionic soldiers. The side effect of the new polymer is that psychics can use the CA-7X-S with full environmental protection engaged without the discomfort felt by many psychics, including a psi-stalker’s psychic sense, making it extremely popular with any psi-stalkers fortunate enough (or well-connected enough) to merit a suit.

To round the CA-7X-S out, the techs added in light-duty servos and strength enhancements to give a modest bump to the overall physical strength of the wearer. While nothing like the powerful exoskeletons found on some other suits, the built-in strength is often just enough to make a difference to those who spend weeks in the field carrying their whole lives on their backs.

All of that capability comes with some significant drawbacks. First, the invisibility function requires its own dedicated power source to work. After going back and forth between a rechargeable, battery-style power source or an e-clip port, the engineers ultimately decided that an e-clip port was the more tactically sound choice. E-clips are ubiquitous, where charging stations are not, and the CA-7X-S was designed for operatives who might be away from civilization for significant periods of time. While e-clips offer soldiers significantly less time invisible with each use, the techs considered the trade off for added versatility to be worth it.

While engaged, the invisibility function projects a refracted light field around the wearer. Anyone looking at an invisible CA-7X-S soldier will see a slight blurring in the air in the general outline of the trooper’s body, but will otherwise see only whatever is behind the wearer. In addition to visual light, the suit masks other telltale indicators of a soldier’s passing. Advanced environmental systems adjust the shell of the suit to the temperature around the wearer, making them hard to spot using thermal detection. The suit even masks radio and other electronic signatures to prevent enemies from tracing or detecting any errant signals in their midst.

Unfortunately, the invisibility function also turns the suit into a broadcast dead zone. While engaged, the wearer can neither send nor receive any messages over the built in radio, meaning that scouts must de-cloak in order to radio back to their teams. It also makes wearers practically impossible to track remotely by their comrades as long as the invisibility is turned on.

Base Item: CA-7 Special Forces Heavy “Dead Boy” Body Armor:
  • +8 Armor and +2 Toughness
    Full Environmental Protection
    Embedded vibro-knives on the forearms (Str+d6, AP 4, Mega Damage)
    Garrote Wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise)
    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)
Super Tech Enhancements:
Invisibility (2 levels, 5 points total after modifiers)
  • Limitation (no radio signals) (-1)
  • Power Source (-2)
Super Attribute (Strength) (1 level, 2 points)
Fiber Undersuit allowing Psychic Sense (custom enhancement priced as Heightened Sense, 1 point)
CM-1902 Assault Shotgun (Patron Item)
Image
This experimental shotgun design was contracted through Coalition Munitions. You have been selected to test it
• Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• An advanced recoil suppression system negates 2 points of penalties to hit from auto-fire.
• Adaptive engineering: can also use BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)


GEAR Load-Bearing System (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)

• Attachment (2 slots): Chest Holster containing:
  • Ozark Special: Modified Wilk’s 237 Backup Laser Pistol
    Image
    • Range: 23/45/90
      Damage: 2d6+2, AP 6
      RoF: 1
      Shots: 24
      Weight: 3 lbs
      Notes: Semi-Auto, Laser Spread Setting (toggle between regular fire and SBT, but no semi-auto for SBT and each SBT uses up two shots worth of ammo), Uses rifle (long) e-clips
Tinkerer Upgrades to Pistol
Pistol - Ozark Special
  • Base Item: Wilk’s 237
  • Minor Upgrades (x2): +2 AP; +1 damage
  • Major Upgrades (x3): +50% to range (23/45/90); laser spread mode (toggle between regular fire and SBT, but no semi-auto for SBT and each SBT uses up two shots worth of ammo); +50% shot capacity (modded to fit long e-clips)
  • Notes: As with Steelcreek’s shotgun, Colton’s Frankenstein scope (regular scope + artillery scope + sniper spotter scope) can be attached or removed as an action.
• Attachment: Sheath Containing: Silvered Vibro-Bayonet (Knife) - Damage: Str+d6, AP 4, MD, Silver
• Attachment: Grenade Pouch Type 1 Containing:
  • AP Grenade: 2/2
    Damage: 3d8 MD, AP 8, SBT
    Rate of Fire: 1
    Range: 5/10/20
• Attachment (4 slots): Vibro-Axe (Silver)
Image
  • Damage: Str+d8 MD AP 4
• Attachment: Small Rifle/SMG Magazine Pouch: Holds one rifle or sub-machine gun magazine, comes in a variety of models custom made for ballistic and energy rifle magazine (aka long E-Clips) sizes.
• Attachment: Shotgun Round Pouch: Carries 10 rounds of shotgun ammunition, clipped in for ease of removal
• Attachment: Shotgun Round Pouch: Carries 10 rounds of shotgun ammunition, clipped in for ease of removal
• Attachment: Shotgun Round Pouch: Carries 10 rounds of shotgun ammunition, clipped in for ease of removal

GEAR Utility Belt:
Standard issue for all field personnel, the Coalition GEAR Utility Belt has numerous pouches and containment options, carrying a number of very useful items. While not as all-purpose as the CS-S2 GEAR Basic Survival Pack, the belt does aid in survival and other operations in many ways. (4 lb, 2,500 credits)
• Attachment (4 slots): Rifleman's Large Magazine Pouch: It holds three fresh energy magazines, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field. This is the size of a large all-purpose storage pouch and can be placed on the standard utility belt.
• Attachment: Canteen
• Attachment: Flashlight/signal light (with bright halogen and infrared options)
• Drop Leg Attachment: Multi-tool
• Drop Leg Attachment: Compass/inertial mapper.

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
Expert Climbing Gear: adds +6 to climbing rolls

Coalition Munitions Optics Glasses:
Image
Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide full night- and thermal modes of vision that is good to 100". They also have light sensitive lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).(1 lb)

Special-Ops Mag-5 Jetpack: This jetpack is equipped with a special silencing system that muffles the sound of the rocket jets. This reduces the speed of the system compared to other types and brands of jet packs, but provides the user with a reliable flight system ideal for espionage and reconnaissance. It attaches to most CS armor easily by means of a magnetic locking system. Controls are via a remote on the left hand.
Flight Pace 12, Climb 1; Powered by E-Clips: Each clip provides 20 minutes of sustained flight. Generally used sparingly by scouts and special forces. Wearer can make stealth tests; while not silent the jetpack is very quiet compared to the normal roar of jetpacks and SAMAS.

Basics:
  • 3 Battle Dress Utilities (light) (255)
    2 Battle Dress Utilities (medium) (260)
    2 sets of PT shoes (100)
    3 sets of PT clothes (90)
    6 sets of underclothes (not listed; presumably nominal)
    Poncho (50)
    Shooting glasses
    Grooming kit (20)
    Orange Spike 24/24 (4/24/18; 80 credits)
Credits: 4575 (CSHC 4/24/18) - 4300 for munitions glasses = 275
Payrate: 1700 (1955 in Old Chicago)
Last edited by Steelcreek on Fri Sep 21, 2018 10:59 am, edited 6 times in total.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
User avatar
Steelcreek
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Posts: 107
Joined: Fri Sep 29, 2017 9:08 am

Advancement Log

Post by Steelcreek »

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

Iconic Framework
  • CS Ranger Corp: Scout/Recon M.O.S.: Part of the ranger corps, these scout specialize in observing and predicting enemy troop movements in both wilderness, ruins, and even urban settings.
  • Begin with Stealth +2 skill points, Notice +1 skill points, Survival +1 skill point, and Streetwise +2 skill point.
  • Begin with the Woodsman and Eye for Terrain Edges.

Hero’s Journey
  • Training
    • 13 - There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
    • 14 - When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
    • 9 - While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking. (Note: substituted Commando Edge w/GM permission).
  • Education
    • 10 - 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.
Fortune and Glory:
  • 10- Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
  • 5- Smart and Learned: Your hero adds one die type to Smarts and adds 2 skill points in any three Smarts-linked skills.
Skills:
  • Fighting d10 (3)
  • Shooting d10 (3)
  • Throwing d4 (0)
  • Piloting d4 (0)
  • Riding d6 (From Psi-Stalker)
  • Stealth d8 +1, +2 more in Wild (1)
  • Notice d8+2 (2)
  • Knowledge (Electronics) d8 (0)
  • Persuasion d6 +2 w/Psi-Stalkers (0)
  • Healing d6 (0)
  • Streetwise d6 +2-4 (+2 from HJ, +2 from Charismatic, -2 from Psi-Stalker) (0)
  • Survival d8 +4, +2 more in Wild (+2 from HJ, +2 from Commando, +2 in Wild from Woodsman) (0)
  • Tracking d6 +2 in Wild (1)
  • Intimidation d4 (0)
  • Climbing d6 (From HJ)
  • Common Knowledge d10+2 (+2 from HJ)
Advances
  • Initial Advances: (From Hindrances): Increase Agility, Increase Vigor
  • Cybernetic Modifications: None
  • Novice 1 Advance: +2 skill points
  • Novice 2 Advance: Increase Smarts
  • Novice 3 Advance: Spotter Edge
  • Seasoned 1 Advance: Alertness Edge
  • Seasoned 2 Advance: Increase Spirit
  • Seasoned 3 Advance: Arcane Resistance
  • Seasoned 4 Advance: 2 skill points (Fighting and Shooting)
  • Veteran 1 Advance: Hunter
  • 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:
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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