Lt. Maeve Carano - CS MARS Commando

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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Carano
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Lt. Maeve Carano - CS MARS Commando

Post by Carano »

Character Sheet
Lt. Maeve Carano
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Commando
Attributes: Agility d10 (2), Smarts d8 (2), Spirit d10 (2), Strength d10 (Encumbrance/Min. Str. d12+1), Vigor d12 (2)
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Strain: 10
Toughness:
22(9)
8 (1/2 Vigor + 2) + 1 (Brawny) + 1 (Brawler) + 3(2) (Duster) + 10(7) armor = 23 (9)

Skills:
  • Athletics d8 (1) (+2 for parachuting, rappelling, and similar daring maneuvers)
  • Battle d4 (untrained, but no penalty)
  • Boating d4 (untrained, but no penalty)
  • Driving d4 (untrained, but no penalty)
  • Common Knowledge d8+4 (Core Electronics and HJ result) (1)
  • Electronics d4+2 (untrained, but no penalty; Core Electronics adds +2)
  • Fighting d10 (3)
  • Hacking d4 (untrained, but Core Electronics negates penalty, where applicable)
  • Healing d4 (untrained, but no penalty)
  • Notice d8 (+ 2 for visual)(2)
  • Persuasion d8 +2, free reroll (2)
  • Piloting d4 (untrained, but no penalty)
  • Repair d4 (untrained, but Core Electronics negates penalty, where applicable)
  • Riding d4 (untrained, but no penalty)
  • Shooting d10 (ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed or add +2; ignore penalty for running and firing; halve MAPs when only making Sharpshooting shots; when using CA-14, add +2 more and also ignore 2 more points of Range penalties) (3)
  • Stealth d8+2 (from armored cloak) (1)
  • Survival d8 +2 (HJ result) (1)
  • Networking rolls are +2 (HJ result)

Hindrances
  • Overconfident (Major): You don’t get to be a shock trooper by being bashful. Maeve thinks she can do anything (and she is often right).
  • PTSD (Minor): Must make a Spirit roll before each session or begin the session Fatigued.
  • Quirk (Minor): She grew up aspiring to be a Coalition soldier, and she prefers the classic Coalition gear. When given the choice, she prefers the old style gear to the new stuff.
  • Loyal (MARS): Never leaves a man or woman behind.

Edges and Iconic Abilities
  • Assassin (MARS): +2 to damage foes when Vulnerable or assassin has The Drop.
  • Brawler (MARS): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Conditioned (MARS): +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.
  • Dodge (MARS): −2 to be hit by ranged attacks.
  • Marksman (MARS): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Soldier (MARS): Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
  • Brawny (F&G): +1 Toughness and treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Charismatic (F&G): Free reroll when using Persuasion.
  • I Know a Guy (F&G): Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere he goes, the hero seems to have a knack for connecting with people who know 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 who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
  • Sharpshooting (HJ): When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running). Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
  • Steady Hands (HJ): Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Trick Shooting (Human Edge): The trick shooter can:
    • Make attack rolls with traditionally two-handed ranged weapons (like rifles) one-handed at no penalty, but the minimum Strength required is increased by one die type.
    • Halve the Multi-Action Penalty when only making Sharpshooting ranged attacks in a round.
    • Ignore the penalty for running when using her designated weapons, and make Sharpshooting attacks while running.
    • Trick Shooting effects stack with and are in addition to the effects of Sharpshooting. The Trick Shooting Edge works with Shooting or Athletics (throwing), and may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
  • Attractive (Hindrances): +1 to Persuasion and Performance.
  • Rich (Advance): 2 gear HJ rolls, +2d4 Common/Uncommon items (7 total).
  • Elan (Advance) +2 when spending a Benny on a reroll.
  • Fame (Advance): +1 Persuasion where applicable, bonus to requisitions, hangers on.
  • Trademark Weapon (CA-14): +1 Shooting and +1 Parry when using CA-14.
Bennies 3
3 to start
Last edited by Carano on Fri Mar 20, 2020 11:39 am, edited 1 time in total.
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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Carano
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Joined: Mon Feb 17, 2020 8:51 pm

Re: CS MARS Commando - Maeve Carano

Post by Carano »

Cybernetics
Bionic Strength Enhancement (2) - Strain: 1 each, 2 total
  • +1 Strength die each, +2 total (from modified Edge)
Cyber-Wired Reflexes (1) - Strain: 1
  • +1 Agility die (from modified Rich Edge)
Leg Enhancements (1) - Strain: 1
  • +2 Pace, +1” jumping distance (from Rich HJ roll)
Optics Package (1) - Strain: 1
  • Ignore Illumination Penalties, grants +2 to all sight based Notice checks and versus blinding flashes and effects.(from Rich HJ roll)
Booster Jets (1) - Strain: 1
  • Miniature rockets - jump +4" horizontal, +1" vertical (from modified Rich Edge)
Core Electronics Package (1) - Strain: 1
  • Computer w/universal jack. +2 to Common Knowledge, Electronics, Hacking, Research and Repair rolls. Includes a Radio (20-mile range), gyro-compass, and a clock-calendar (from modified Rich Edge).
Synthetic Organ Replacement (1) - Strain: 1
  • +1 die type to Vigor (from modified Rich Edge).

Nano-Hive Reconnaissance Drone (1) - Strain: 2
Image
  • The character with this can use the Ley Line Observation Sphere edge (TLPG 76; trapped as a nano-printed stealthy aerial drone). Each time she uses it, she must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until she gets a full night’s rest (eight hours). It is possible for the implanted character to Incapacitate himself with this ability. Fatigue levels gained from the nano-hive implant can only be recovered with eight hours of rest (succor cannot restore).
  • The drone can be targeted and destroyed, as it is an extra with Toughness of 10. It is very small and is at -4 to Notice.
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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Carano
Posts: 24
Joined: Mon Feb 17, 2020 8:51 pm

Re: CS MARS Commando - Maeve Carano

Post by Carano »

Background
Maeve has known since her youth that she wanted to wear the signature black army of a Coalition soldier. Her father served, she has aunts and uncles who served, and a handful of childhood friends and even cousins who are now serving.

She’s from Chi-Town proper, and she’s proud of that. Military life agrees with her, and her sense of her own abilities has only grown since she made it through boot and into elite training as a commando. She lost an eye and a good portion of an arm in the field, but her impressive service record (not to mention her charm) got her on the list for a full bionic replacement of her arm, among other upgrades. She spun that injury into an opportunity to become significantly more effective, and with no added humility to slow her down.

She never saw herself as an officer, but the opportunity presented itself after her performance in the field, and she is making the most of it.
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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Carano
Posts: 24
Joined: Mon Feb 17, 2020 8:51 pm

Re: CS MARS Commando - Maeve Carano

Post by Carano »

Gear
CS Survival Pack (20 lb)
Image
• 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).
• 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.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes


CA-1 Heavy EBA
Image
• Armor: +7 Toughness: +3
• Weight: 18 lbs (Min Str: d6)
• Built-in mini-computers for basic functions; a communications system with a 10-mile range; public-address loudspeakers; and thermal vision mode.
• Rarity: ?; Cost: 45,000


C-5 Pump Pistol
Image
• Range: 12/24/48
• Dmg: 4d4+2, AP 4
• ROF: 1
• Shots: 5 (internal magazine; Reload 2)
• Weight: 5 lbs. (Min Str: d4)
• Rarity: -1 Cost: 13,000
•Uranium rounds negate the regeneration of wounded targets, when issued. Outlawed for civilians.


CA-15 Fire Breather Assault Laser Rifle w/Vibro Bayonet (sig item)
Image
• Range: 24/48/96
• Dmg: 4d6, AP 5
• ROF: 1
• Shots: 20
•Integrated Grenade Launcher: 18/36/72, Shots 12, Damage by grenade type (HE 3d10 MD, AP 4, MBT)
• Weight: 10 lbs. (Min Str: d6)
• Integrated Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons.
• Rarity: -1 Cost: 30,000
• Heavy Beam: Energy weapons fired in this mode are RoF 1, use three Shots, add +4 to the damage roll, and apply the Snapfire and Mega Damage qualities.
• Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
• No Recoil: Lasers ignore the Recoil penalty.
• Vibro Bayonet: Str.+d8 MD, AP 8, 2 hands, +1 Parry
•Sig Item modifications (factored in above): Trademark Weapon Edge and rerolls add +2; +2 AP; Heavy Beam.


CR-1 Rocket Launcher
Image
• Range: 100/200/400
• Dmg (Plasma): 7d6 MD, AP 0, SBT, on a raise targets catch fire and take 3d6 damage per round and are Distracted until doused
• ROF: 1
• Shots: 1
• Hip pack can carry 6 rockets (mini-missiles)
• Reload 2
• Weight: 14 lbs. (Min Str: d6)
• Integrated Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons.
• Rarity: -2 Cost: 18,000
• Hyperkinetic: Missiles ignore Sloped Armor.


Vibro-Tomahawk
Image
• Str+d8, AP 8
• Weight: 3 (Min Str d6)
• Notes: Harmonic Blades, MD, Powered Weapons
• Rarity: +0 Cost: 9,000


Armored Camo Cloak
• +2 Armor, +1 Toughness
• Many pockets
• Adds +2 to Stealth

Patron Harness
• Holds many things
• IRMSS

Language Translator
•Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work.
•The system learns new languages -- roll a d6 each day. On a 4+ gain one skill die step.

Two E-clips or magazines for each weapon

Credits: 1,500

Contacts: None yet.
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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Carano
Posts: 24
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Re: CS MARS Commando - Maeve Carano

Post by Carano »

Advances
Iconic Framework
  • Begin with +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
  • „Begin with Athletics d6, Fighting d4, Shooting d4, and Survival d4.
  • „Begin with the Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
  • „Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers.
  • „Make two fewer rolls on the Hero’s Journey tables.
  • „Begin with either the Loyal or Quirk Hindrance for no added benefit.
  • „Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG57 Heavy Ion Blaster, plus a Vibro-Bayonet and L-20 Pulse Laser Rifle.

Hero’s Journey
  • Experience & Wisdom: 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 Networking checks in North America.
  • Training: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
  • Training: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).

MARS Fortune & Glory
Fortune and Glory
  • Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
  • Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice. Selected Strong and Powerful: Add one die to Strength and begin with the Brawny Edge..


Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): +1 Strength, Attractive
  • Edge(s) granted by Racial Features: Trick Shooting
  • Cybernetic Modifications: Many
  • Novice 1 Advance: Rich
  • Novice 2 Advance: +2 Skill Points
  • Novice 3 Advance: Raise Vigor
  • Seasoned 1 Advance: Elan
  • Seasoned 2 Advance: Raise Spirit
  • Seasoned 3 Advance: Fame
  • 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:
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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Carano
Posts: 24
Joined: Mon Feb 17, 2020 8:51 pm

Lt. Maeve Carano - CS MARS Commando

Post by Carano »

F&G:
  • [dice:23kxblgf]63046:0[/dice:23kxblgf]
  • [dice:23kxblgf]63046:1[/dice:23kxblgf]
HJ:
  • [dice:23kxblgf]63046:2[/dice:23kxblgf]
  • [dice:23kxblgf]63046:3[/dice:23kxblgf]
  • [dice:23kxblgf]63046:4[/dice:23kxblgf]
Rich:
  • [dice:23kxblgf]63046:5[/dice:23kxblgf]
    [dice:23kxblgf]63046:6[/dice:23kxblgf]
Starting Funds: [dice:23kxblgf]63046:9[/dice:23kxblgf]
ignore these
  • [dice:23kxblgf]63046:7[/dice:23kxblgf] starting credits
  • [dice:23kxblgf]63046:8[/dice:23kxblgf] credits of gear
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
User avatar
Carano
Posts: 24
Joined: Mon Feb 17, 2020 8:51 pm

Re: Lt. Maeve Carano - CS MARS Commando

Post by Carano »

Service Record

Time in uniform: Approximately 7 years.

Garrison Duty:
  • Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.
  • Combat Action Table: Minor combat, your unit made contact with a larger sized enemy force and came out on top.
Occupation/Police Action: You were sent as part of a unit to keep the peace or occupy an area. This represents some of time spent in the Burbs of any of the major cities, plus areas like Old Bones and the Ruins of Old Chicago.
  • Convoy duty, your unit is assigned to protect a convoy of supplies and is attacked, or is diverted to defend a village or other location. Roll once on the combat action table.
  • Combat Action Table: Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. Not wounded. No medals awarded.
Long Range Patrol: To maintain force projection the C.S. sends out task forces to patrol the Mississippi, Great Lakes, and the borders and farmlands of the C.S. States. This is also a common function of the units stationed in the Ruins of Old Chicago. The job can be boring at times, but the patrols are meant to be ready at a moment's notice to respond to distress calls of human settlements, rescue hostages, battle bandits and pirates, maintain order after a natural disaster, or to bolster troop strength within a combat zone.
Deployments are three to nine months long, thus roll 2d3 times (4 times) on the following table.
  • Hostage Rescue; The Federation of Magic, bandits, raiders, and mercs frequently take humans as slaves and prisoners of war. Most hostages are killed.
  • Hostage Rescue; The Federation of Magic, bandits, raiders, and mercs frequently take humans as slaves and prisoners of war. Most hostages are killed.
  • Natural disaster, has occurred and your unit was sent to deal with the situation.
  • Pirate/Bandit action, your patrol encountered pirates or bandits and dealt with them. Pirates fought back and were destroyed; roll once on the combat zone table.
  • Combat zone table: Large battle, you were involved in a large battle that lasted for 4d6 hours. There is a 20% chance you were wounded. Earned an Iron Star. Wounded in combat (this is how she ended up with a cybernetic arm).
Combat Zone: Your unit is assigned to a heavy combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star). You see combat roughly once a month, sometimes twice a month. Roll 2d4+1 (6) for the number of times you saw action, and then roll that many times on the Combat Action table. In addition there is a 01-15% chance you screwed up, and your superiors decided to charge you, roll on the military discipline table (only once for the year, unless a table tells you differently.
  • Combat Action Table: Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. Not wounded. No medals awarded.
  • Combat Action Table: Sole survivor, During heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed. Earned another Iron Star. Adjusted Hindrances to account for PTSD.
  • Combat Action Table: Large battle, you were involved in a large battle that lasted for 4d6 hours. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table. Earned a third Iron Star. Took a major gunshot or shrapnel wound (which led to her synthetic organ replacement).
  • Combat Action Table: Large battle, you were involved in a large battle that lasted for 4d6 hours. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table. Earned a fourth Iron Star. Concussed.
  • Combat Action Table: Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. No medal awarded. Not wounded.
  • Combat Action Table: Major combat, your unit was involved in a major combat action but there were many casualties. There is a 40% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. Awarded the Joseph Prosek Medal for Valor. Takes a major gunshot or shrapnel wound in an arm resulting in a broken bone. Requires 1d3+2 months of recuperation.
Lt. Maeve Carano
Pace: 8; Parry: 7, 9 w/CA-14 Equipped; Toughness: 22 (9)
Edges/Notes: Dodge (-2 to be hit by Ranged attacks)
Maeve Character Sheet
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