Captain John Freeman (SWADE)

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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Captain John Freeman (SWADE)

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Captain John Freeman
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS CSID Operative (City Rat)
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 5; Strain: 3
Skills:
  • Athletics d6
  • Battle d8 (1)
  • Common Knowledge d8
  • Electronics d6 (1)
  • Fighting d8 (1)
  • Hacking d4
  • Intimidation d8 (2)
  • Notice d10 (1)
  • Persuasion d10 (2)
  • Piloting d6 (2)
  • Shooting d8 (1)
  • Stealth d6 (1)
  • Survival d4 (1)
  • Taunt d10 (1)
  • Thievery d6 (1)

Hindrances
  • Curious (Major): Find the reason why
  • Vow - Serve the Coalition (Minor): We are humanity’s best hope
  • Quirk - Human Supremacist: Prefers the company of humans and distrusts most d-bees
Edges and Iconic Abilities
  • Scrounger: Find needed items once per session
  • Streetwise: +2 Criminal Networking
  • Thief:
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Field Intel: Free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. +2 to Electronics, Stealth, and Survival rolls when checking to conceal forces or set ambushes. +2 on Notice or Electronics to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
  • Command: +1 to Extras’ Shaken recovery rolls in Command Range.
  • Jack-of-All-Trades: Gain d4 in a skill (or d6 with a raise) until replaced.
  • Born on the Streets: Gain a free reroll whenever using the Streetwise Edge
  • Infiltration Specialist: a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role
  • Alertness: +2 Notice Rolls
  • Charismatic: Free reroll when using Persuasion.
  • Natural Leader: Leadership Edges apply to Wild Cards
  • Power Armor Jock: Ignore -2 Penalty when using Power Armor
Cybernetics
  • Core Electronics Package: +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Cyberdisguise, Basic
  • Cyberdisguise, Advanced
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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Re: Lt John Freeman (SWADE)

Post by John Freeman »

Background
The street was dimly lit but was starting to fill up. It was shift change in the factory district of Isphpeming. People were teeming from the gates of the giant production facilities that powered the Northern Gun. Equal numbers of people were streaming in. These factories never slept. Walking toward the public transit stop the CSID agent took a moment to look around. Although the CS and Ishpeming were allies he was still a spy. With no IDF or corporate security types in sight he deemed it safe to proceed. The plan was simple. His contact in the NG weapons plant had managed to find sales data for the latest generation power armours. With this knowledge the CS military would know which mercs were packing serious heat and respond accordingly. From his own life experience Freeman also knew that some sales data would be kicked over to the ISS who would use it to raid illegal arms dealers in the CS States. They decided on a simple dead drop.

Maneuvering through the crowd at the platform Freeman ducked into the restroom. Counting the stalls he stopped at the fifth one from the entrance. Checking to make sure it was empty he entered. He looked for the signal that the drop had been made, some random graffiti on the stall wall, and froze.

Instead of the coded message there was a plain stenciled inscription.

“We’re watching you.”

Freeman turned on his heel and left hurriedly. Getting lost in the crowd he boarded a transport and headed away from his apartment, if they were watching it they wouldn’t find anything useful there anyway. Working to shake any tails the operative finally reached a net café. He sent a one word message to his handler.

“Burned.”

With that he left the café. He had a locker at the Air America terminal. Opening it he removed a ticket, black credits and change of clothes. Heading to a rest area he changed his clothes, used his cyber-disguise to switch his appearance to a pre-programmed identity, and headed to the gate to board his plane.

While he waited he silently mused.

“I wonder if I’ll be a desk jockey after this.”

--

In post-apocalyptic North America there is one currency even more valuable than credits: Hope. Whether a threatened wilderness community or a sorry wretch in the ‘Burbs if you could give hope, you could get anything. At least that was what John Freeman senior taught his son. A grifter and con man John senior taught his son the tricks of the trade, how to bluff, con, and spin a yarn.

For a while, the younger Freeman even took up the family business. Setting up in the ‘Burbs of Chi-Town at the age of sixteen John Freeman worked a number of small time scams, especially on those coming to the ‘Burbs still expecting a shot at entry into the fortified city. Playing on the hopes and dreams of so many seeking the refuge of the Coalition John was able to score enough credits to have hot food and a bed to sleep in most nights. However, his career in the confidence game was cut suddenly short.

While working what appeared to be an easy mark John soon found himself on the wrong end of a new gang of d-bees trying to establish their turf in the Chi-Town ‘Burbs. Beaten, robbed, and left for dead Freeman was lucky to be alive and not permanently injured. Unable to combat the injustice himself John used his charm and knowledge of the gang’s activities to rat them out to the ISS. He watched with satisfaction as the Peacekeepers stormed in with energy weapons against the poorly armed thugs.

Having been abused at the hands of d-bees and seeing the full might of the Coalition Military brought to bear against them John knew the life of a two-bit con man wasn’t for him. He wanted to be a part of something bigger. He enlisted.

John’s charm, intelligence, and street smarts made him immediately likeable to his superiors. Fast tracked after basic training Freeman found himself assigned to the murky arena of the Coalition States Intelligence Division (CSID). The former con-man excelled in the spy game. His keen wit and sharp instincts helped him earn a field assignment in Ishpeming. There was no more sensitive matter than spying on one’s allies.

After being outed by a contact Freeman fled Ishpeming and returned to Chi-Town fully expecting to be assigned to a desk for getting exposed on his first time out. Not wanting to miss out on the action of field work Freeman used all his skill and guile to get reassigned to another semi-undercover unit - the Nightstalkers. When the Nightstalkers went on to even deeper cover work, Freeman put in for reassignment and was eventually given command of the 17th Special Operations Group, fresh out of Old Chicago and attached to a mobile command.

--
DOB: October 20
Current Age: 32
Sex: Male
Citizen ID Number: IL10-C07-077-DDAE-6D01
Height: 6'1"
Weight: 190 lbs.
Rank: 1st Lieutenant
Occupation: Military Specialist
MOS: Infiltration
Enlistment Age: 20
Training:
Basic Training: 18 months
Coalition Academy of Advanced Military Tactics (2 years + 2 months)
Tour of Duty: Garrison (Analyst, CSID HQ)
Tour of Duty: Police Action (Undercover Ops, Chi-Town 'Burbs)
Tour of Duty: Garrison (Analyst, CSID HQ)
Tour of Duty: Long Range Patrol (Intelligence Gathering, Northern Gun)
Tour of Duty: Garrison (Analyst, CSID HQ)
Tour of Duty: Long Range Patrol (Intelligence Officer, CS 110th Nightstalkers)
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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Re: Lt John Freeman (SWADE)

Post by John Freeman »

Gear
And, for our fearless leader a lock-pick release gun, a CP-50 with a plasma grenade loadout, and a silvered impact hammer

Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 pieces of gear of Common rarity.
CS-S2 Survival Pack: Contents equivalent to the NG-S2 Survival pack in the Tomorrow Legion Player’s Guide.
Utility Belt: Vibro-Knife, canteen, two fragmentation grenades, lock pick release gun, and two smoke grenades. See Empires of Humanity for Utility Belt.
CA-4 Standard “Dead Boy” Body Armor
Image
  • • Armor: +8 Toughness: +3
    • Weight: 20 lbs (Min Str: d6)
    • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light.
    • Rarity: -4; (Uncommon) Cost: N/A
Melee Weapons
Silvered Impact Hammer

Ranged Weapons
C-18 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Cauterize, No Recoil
    • Rarity: +2 (Common) Cost: 12,000
Coalition Arms CP-50 “Dragonfire” Laser Rifle
Image
  • • Range (Laser): 24/48/96; (Grenade Launcher): 18/36/72
    • Dmg (Laser): 4d6, AP 4; (Grenade Launcher): By Grenade
    • ROF (Laser): 3; (Grenade Launcher): 1
    • Shots (Laser): 30 (or 60 w/Reserve); (Grenade Launcher): 12
    • Weight: 10 lbs. (Min Str: d6)
    • Notes: Integrated Multi-Optics Scope, Energy Reserve, Cauterize, No Recoil (for laser)
    • Rarity: -4 (Rare) Cost: 50,000
Ammo: Two E-clips for each weapon.

Common Items 2d4: [3, 1] = 4
Armored Camouflage Cloaks (Reversible: Add +2 to Stealth in Urban/Ruins or Wilderness)
Backpack
Vibro-Knife
Field Computer Grade I
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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John Freeman
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Re: Lt John Freeman (SWADE)

Post by John Freeman »

Advances
Iconic Framework
  • Select 3 total Strain in cybernetic systems.
  • Begin with the Scrounger, Streetwise, and Thief Edges.
  • Begin with Electronics d4, Hacking d4, Intimidation d4, and Thievery d4.
  • Born on the Streets: Gain a free reroll whenever using the Streetwise Edge.
  • Begin with standard Starting Gear plus a set of leather clothing in trending fashion or gang colors, Vibro-Knife, and one Modern Firearm (see Savage Worlds).
Hero’s Journey
  • Training 1 - (+3 Skill Points)
  • Education 1 - (Jack of All Trades)
  • Education 20 - (Battle d6, Command)
  • Experience 19 - (Professional Edge: Field Intel)
  • Underworld & Black Ops 14 - Infiltration Specialist: a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.)
Fortune and Glory
  • 9 (+1 Smarts, +2 dt in 3 Smarts Linked Skills)
  • 6 (+1 Vigor, Nerves of Steel)
Advances
  • Initial Advances: (Bonus from Hindrances): Charismatic, +1 Smarts
  • Edge(s) granted by Racial Features: Alertness
  • Cybernetic Modifications: Core Electronics, Cyber Disguise Basic & Advanced
  • Novice 1 Advance: Power Armor Jock
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: +1 Fighting, +1 Shooting
  • Seasoned 1 Advance: Natural Leader
  • Seasoned 2 Advance: +1 Spirit
  • Seasoned 3 Advance: +1 Persuasion, +1 Taunt
  • 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:
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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John Freeman
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Captain John Freeman (SWADE)

Post by John Freeman »

MARS CSID Intelligence Agent (City Rat)
Setting Rules: Big Damn Heroes (+2 Heroes' Journey rolls, +2 Advances)
Avatar: https://www.viva.ro/wp-content/uploads/ ... -intro.jpg

FG
[dice:3fu8j1e5]63252:0[/dice:3fu8j1e5] (+1 Smarts, +2 dt in 3 Smarts Linked Skills)
[dice:3fu8j1e5]63252:1[/dice:3fu8j1e5] (+1 Vigor, Nerves of Steel)

HJ
Training [dice:3fu8j1e5]63252:2[/dice:3fu8j1e5] (+3 Skill Points)
Education [dice:3fu8j1e5]63252:3[/dice:3fu8j1e5] (Jack of All Trades)
Education [dice:3fu8j1e5]63252:4[/dice:3fu8j1e5] (Battle d6, Command)
Experience [dice:3fu8j1e5]63252:5[/dice:3fu8j1e5] (Professional Edge: Field Intel)
Underworld & Black Ops [dice:3fu8j1e5]63252:6[/dice:3fu8j1e5] (Infiltration Specialist: a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.)
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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