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)
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