WIP
Player Name: Soren/Freemage Google Handle: Soren
Hero
Rank: Novice 3
Race: Rulian
Iconic Framework: Merc Soldier
Attributes: Agility d8-1, Smarts d6, Spirit d10, Strength d8-1 (d12 in Armor), Vigor d6
Pace: 6/d6; Parry: 16; Toughness: 16 (6) Melee/20 (10) Ranged
Skills (Core +18, +2 DT Fighting):
- Persuasion d10 (+2 Atlantean Natives, +3 everyone else, x2 Free Reroll)
- Common Knowledge d4
- Stealth d4
- Notice d6
- Athletics d4
- Academics d6
- Fighting d12(+3 with Trident, Parry calculated with Trident and Shield)
- Taunt d10 (+1, +3 Test+Fighting, +6 Trident Test+Fighting, x3 Free Reroll, 1/rd MBT, No MAP Fighting, Raise = Provoke)
- Intimidate d10 (+1, +3 Test+Fighting, +4 Trident Test+Fighting, x2 Free Reroll, 1/rd MBT, No MAP Fighting)
- Perform d8 (+1 in South America)
- Psionics d4
- Survival d4
Hindrances
- Arrogant (Major): Picks toughest target on battlefield
- Loyal (Minor): Never leave an ally behind
- Poverty (Minor): 1/2 starting cash, burn half of cash every game week
- Major D-Bee (Race): Base Human Reaction Unfriendly, Human Supremacist Hostile
- Alien Physiology (Race): -2 Healing checks, x2 Medical costs
- Telepathically Vulnerable (Race): -2 vs. Empathy, Mind Link & Puppet
- Intelligent & Spiritual (Race): d12+1 max for Smarts/Spirit
- AB: Psionics (Race): 10 ISP, empathy, mind link, mind reading
- Linguistic Savant (Race): Roll Smarts to communicate in target's language for 24 hrs; Success = +1 Reaction Level; Raise = Re-roll Social Rolls; Known Languages are treated as rolling a Raise; learn 2 languages instead of 1, at Smarts die
- Natural Telepaths (Race): Free mind link at 40", Reroll attempts to perceive surface thoughts/emotions
- Take 'Em Down (IF): MDC target w/MD Weapon = +4 AP
- Improved Take 'Em Down (IF): TeD attacks get one free damage re-roll
- Dirty Fighter (IF): Test at +2 if next action is a Fighting Attack
- Tricky Fighter (IF): No MAP for Test + Fighting Attack
- Soldier (IF): Strength +1 DT for Encumbrance/MinStr; free Vigor re-roll vs. Environmental Hazards
- Trademark Weapon--Kittani Energy Trident (F&G): +1 Fighting/+1 Parry
- Charmingly Fluent (F&G): +1 Persuasion w/ Non-Atlantean natives
- Poly-Sci (HJ): +1 Persuasion/Perform South America
- Powerful Presence (HJ): +1 all Social Rolls
- Linguist (HJ): 6 additional languages known (due to Savant); Native Atlantean, Spanish, American, Dragonese/Elven, Euro, Gobblely, Chinese
- Rabble-Rouser (Hind): Taunt/Intimidate 1/rd as an MBT centered on me
- Charismatic (N1): Free Persuasion re-roll
- Humiliate (N2): Free Taunt Re-roll
- Strength Bump (N3): To d8
- Provoke (S1): Taunt Raise = Target is at -2 on any action targeting anyone other than me, lasts until a Joker is drawn or encounter ends
- Counter-Attack (S2): First Fighting Attack that misses me, I can attack back
- Spirit Bump (S3): To d10
- Skill Bump (S4): Intimidate/Persuasion to d10
- Imp. Trademark Weapon (V1) +1 Fighting, +1 Parry
- Skill Bump (V2) Survival d4/Notice d6
- Imp. Counter-Attack (Gear): Can strike first three people who miss me in melee
- First Strike (Gear): Attack against first enemy who moves adjacent to me, before they can attack
- Imp. First Strike (Gear): First Strike against first three enemies who move adjacent to me.
- Elan (V3): +2 to Benny Re-rolls
- Killer Instinct (V4): Free Re-Roll when initiating opposed Test
- Improved Trademark Weapon (H1): Total +2 to Fighting Rolls/Parry with Trident
- Atlantean Native Speakers: Cooperative
- Unbiased, Known Language other than Atlantean: Helpful
- Human Community: Friendly
- Human Supremacist: Cooperative