Stephen Phillips, Close Quarters Battle Specialist M.O.S.

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Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Stephen Phillips, Close Quarters Battle Specialist M.O.S.

Post by Stephen Phillips »

Character Sheet

Player Name: Derrick S.
Google Handle: DSmith8807
Stephen Phillips
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6/d12+4, Vigor d10
Charisma: 0; Pace: 6(d6)/8(d10); Parry: 7/9(2); Toughness: Below; Strain: 0
  • Toughness (in Clothes): 7
  • Toughness (in Jumpsuit): 8
  • Toughness (in Death Knight): 20 (10)
Skills:
  • Climbing d4
  • Fighting d10
  • Gambling d6
  • Intimidation d6
  • Knowledge (Battle) d6
  • Knowledge (Electronics) d6
  • Notice d8
  • Piloting d6
  • Shooting d6
  • Stealth d4
  • Survival d4
  • Throwing d6
Hindrances
  • Overconfident “Impulsive” (Major): There’s nothing out there your hero can’t defeat. At leastthat’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • 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.
  • 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.

Edges
  • Battle Hardened: The hero’s conditioning reflects the rigors of a martial career. He adds +2 to all Soak rolls.
  • Charge: The warrior is experienced at moving across a large distance and getting the most effect out of rushing her foe. She may ignore the multi-action penalty for Running when making a Fighting attack at the end of her movement.
  • Combat Sense: The champion has the perception, skill, and agility to handle multiple foes. Opponents halve any Gang Up bonuses against him (round down).
  • Counterattack: Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
  • 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.
  • Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Luck, Great: The player draws two extra Bennies instead of one at the start of each session.
  • Nerves of Steel: Your hero has learned to fight on through the most intense pain. He may ignore 1 point of wound penalties.
  • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
  • 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.
  • Tricky Fighter (Agility): The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.
Last edited by Stephen Phillips on Thu Apr 18, 2019 8:37 am, edited 2 times in total.
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, Close Quarters Battle Specialist M.O.S.

Post by Stephen Phillips »

Background
Personnel Record
Name: PHILLIPS, Stephen
Service Branch: Coalition States Army
Service Number: AR00-607-091-471A-1624
Pay Grade: E-2
Pay Rate: 2448
Rank: Private
Date of Birth: 7 June, 91 PA
Primary Specialty: Close Quarters Battle
Military Education:
Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
Small Unit Tactics, Basic, Chi Town, CS Army Training Facility (ATF)
Close Quarters Combat School, Chi Town, CS Army Training Facility (ATF)
Reconnaissance Awareness Training Course, CS Army Training Facility (ATF)
Hovercycle Maneuvering Course, Basic, CS Army Training Facility (ATF)
Light Hover Vehicle Maneuvering Course, Basic, CS Army Training Facility (ATF)
Power Armour and Robot Training Course, Basic, Fort Resilience, Field Training Facility (FTF)
Decorations, Medals, Badges, Citations, and Campaign:
Field Experience Badge, RPA Badge
Disciplinary data and court martial record:
NJP - Improper Relations in a Time of War.

WIP

WIP
Very White and Arkansas, from Arkansas, Ma and Pa are just fine, Only Child despite no lack of trying

Citizen - Farmer: Your family provided the food to feed the masses, and while the work was hard, the family unit was tight. Maybe you joined out of duty; maybe you joined so you could see more than your family’s farm before you died. Whatever the reason, you left that world behind. Still, you know how to have a good time with nothing but a bonfire and a bunch of friends.
(Pa was a gator hunter from Louisiana - Steve hates fishing)
Motivations
Disposition
Hot-headed, quick-tempered, emotional but basically nice
Hates demons, but believes that all races can live and work in harmony together. Treats humans and non-humans equally, but is a bit suspicious of creatures who are supernatural or whose appearance is extremely inhuman.
5'11" 215 lbs

so you had a minor engagement, that led to a major one
then two months later repeated that
lets say first one was versus scavengers (probably Black Market) while the second was Brodkil
so that gives you two years in Old Chicago
They had you assigned to base, and you managed to STAY in trouble. Every punative duty they could assign is what you had
The Chief NCO of the theatre is a woman known as Godmother
I was thinking steven went after a girl she was soft on
not like crushing on, just looking after
she didn't even have to get in his face
just all of the sudden he gets told "Man, you fucked up brother. Watch who you fuck dude, cause otherwise shit comes down on you"
next day, he's inexplicably in KP and Latrine duty
he doesn't manage to do well in that so what was meant to be a short term gig becomes his home away from home when not on mission
peeling potatoes, cleaning up after the latest monster someone skinned and then cooked for the evening meal, etc
Fury Beetle makes good barbecue ironically
but it sucks to clean up
Then they send your unit in to rescue a team of engineers
they all died to some horrible monster
that leads you to some form of addiction
then your unit gets sent out on long range patrol and ends up fighting black market and brodkil
So the Long range Patrol was actually a seek and destroy mission where you were after a pirate base
you guys had them dead to rights cause Steve got lucky and found their back door
mostly cause he was looking for a place to take a leak
WIP
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, Close Quarters Battle Specialist M.O.S.

Post by Stephen Phillips »

Bennies and Wounds
Wounds: 0
Fatigue: 0
5 Bennies
Beginning 5 (with Great Luck)
+-0 Event
+-0 Event
+-0 Event
Gear
Image
PA-DK-500 Death Knight
  • Size 2, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 8 (Run d10)
    Notes: Jump Jets (Jump 15" horizontal, 10" vertical)
    Weapons:
    • C-60 Heavy Particle Beam Rifle with UEL with Reinforced Cable (3d8+5 (AP: 6, MD), 25/50/100, RoF: 1)
      2 ×Anti-Personnel Lasers (forearm mounted; 3d6, 30/60/120, RoF: 1)
      CDK-8 Mini-Missile Launcher (Snapfire, 100/200/400, ROF: 1, Shots: 8)
      • Demonbuster Mini-Missiles: 8d6 (AP 25, MD, Silver)
      CDK-44 Back-Mounted Mini-Missile Launcher (Snapfire, 100/200/400, ROF: 1, Shots: 8)
      • Armor Piercing Mini-Missiles: 7d6 (AP 20, MD, SBT)
        High-Explosive Mini-Missiles: 8d6 (AP 5, MD, LBT)
      Heavy Skull Shield: +2 Parry, Reduce all incoming attacks by 4 (All frontal arks only)
      Gravity Wave Maul
      Gravity Wave Maul (Patron Item)
      Image
      No one knows where this comes from, but they know this: It is not something the CS can replicate, it is not magic in any way, and it is powerful. But it's also got potential for self harm. So they've given it to a loyal, eager, yet ultimately expendable soldier. When they got it was already silvered. The adventurer they got it off of must have had it done.
      • Damage: Str+2d6 Mega Damage, Raise damage d10.
      • Gravitic Blast Wave Damage: This counts as the Burst Power (2d10 Mega Damage to everyone in a cone template) with a gravitic trapping. It is activated by the Fighting skill. The wielder strikes the ground in front of him, and that is where the attack originates. A raise with the attack results in the target’s next movement counting as Difficult Ground, due to the heavy gravity they are experiencing. This is powered by a unique battery with 5 PP that recharges itself at a rate of 1 PP over 30 minutes, or 1 PP every 15 minutes while immobile and connected to a larger power supply, such as a generator, town power grid, or nuclear engine modified to provide power.
      • Dimensions: 4' long, 24" long head
      • Min Str: d8 (15 lbs)
      • Notes: Parry −1, 2 hands (except in PA), Silver
      2x Silver Plated Throwing Daggers (Str+d6, AP 4, Mega Damage, Silver; Sheathed in Shield)
      Silver-Plated Knuckle and Knee Spikes (Str+d6, Mega Damage, Silver)
    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
CA-FS1 Reinforced Flightsuit
Image
  • Embedded Toughness: +1 (Stacks with Power Armor's Toughness and Armor)
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Integrated Pilot's Survival Kit includes 2 liter water bladder, 2 meal bars, 1 reflective space blanket, survival knife with built in survival kit that adds +1 to survival checks for 1 day.
    No Strength Minimum. (5 lb)
GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• 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)
[list]Left
• Sidearm Holster, Chest: CP-30 Laser Pulse Pistol
Image
Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
• Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
• Small All-Purpose Storage Pouch: Multitool
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
Right
• Knife Sheath: Silvered Vibro-Bayonet (Knife) - Damage: Str+d6, AP 4, MD, Silver
Image
• Radio Pouch: Back up communicator with five mile range
• Grenade Pouch Type 1: 2/2 Plasma Grenade (Range: 5/10/20; Damage: 3d10, AP 0, MD, Plasma, SBT; ROF: 1; 0.25 lbs)
• Grenade Pouch Type 1: 2/2 Fragmentation Grenade (Range: 5/10/20; Damage: 3d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
• Grenade Pouch Type 1: 2/2 Smoke Grenades (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
• Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
[/list]
GEAR Utility Belt:
[list]• Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
• Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
• Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
• Small All-Purpose Storage Pouch: Laser Distancer
• Medium Rifle/SMG Magazine Pouch: 2/2 Rifle E-Clips
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
[/list]


Credits: 4,896

Contacts
TBD
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, Close Quarters Battle Specialist M.O.S.

Post by Stephen Phillips »

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

M.O.S, FG and HJ
Close Quarters Battle Specialist M.O.S.
  • Three rolls on the F&G table.
  • Three rolls on the HJ tables.
  • Begin with Fighting +3 skill points, Notice +1 SP, Shooting +1 skill points, and Throwing +1 skill point.
  • Begin with two combat edges of choice, ignoring rank requirements.
    • Charge
    • Overrun
  • After creation is finished, gain 20 XP and the four advances that come with them.
Fortune & Glory
  • (05) Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • (06) Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • (08) Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Hero’s Journey
  • Experience & Wisdom
    • (11) Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Great Luck)
  • Training
    • (6) Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Power Armor Jock)
    • (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.
Advances
  • Initial Advances: (From Hindrances): Luck
  • Initial Advances: (From Hindrances): Counterattack
  • Free Edge (Human): Battle Hardened
  • Novice 1 Advance: Elan
  • Novice 2 Advance: First Strike
  • Novice 3 Advance: Vigor d10
  • Seasoned 1 Advance: Combat Sense
  • Seasoned 2 Advance: Tricky Fighter
  • 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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