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Character write up:The Master Chief


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Master Chief

Val Char Cost Roll Notes

20 STR 10 19- Lift 25.6tons; 10d6 HTH damage

18 DEX 24 13- OCV: 6/DCV: 6

23 CON 32 14-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 1/2d6

10 COM 0 11-

8 PD 4 Total: 8/54 PD (4/50 rPD)

8 ED 3 Total: 8/64 ED (4/60 rED)

4 SPD 12 Phases: 3, 6, 9, 12

11 REC 6

46 END 0

45 STUN 8 Total Characteristics Cost: 140

Movement: Run: 7"/NC"

Swim: 2"/NC"

 

Cost Powers END

Cybernetic Implants

30 1) Muscle boosting implants: +30 STR, Reduced Endurance 0 END (+1/2) (45 Active Points); No Figured Characteristics (-1/2)

4 2) Internal Plating/Nanosurgeons: Damage Resistance (4 PD/4 ED)

17 3) Communications Implant: Radio Perception/Transmission (Concealed (-2 to PER Roll), Discriminatory)

35 4) Motion Tracker with IFF: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree, Telescopic (+3))

40 5) Pain Editor: Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)

40 6) Pain Editor: Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)

10 7) Internal Targeting System: +2 with Ranged Combat

Armored Spacesuit

12 1) Armor Plating: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

13 2) Life Support Systems: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (19 Active Points); OIF (-1/2)

7 3) Air Tanks: Life Support , Self-Contained Breathing, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); OIF (-1/2)

72 4) Defensive Screens: Force Field (40 PD/50 ED), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (180 Active Points); OIF (-1/2), Regenerating Forcefield Power loses about a third of its effectiveness (-1/2), Dropped instantly by aan overloading plasma charge Power loses about a third of its effectiveness (-1/2)

6 5) Emp Hardening: Power Defense (10 points), Hardened (+1/4) (12 Active Points); Only Works Against EMP SFX Limited Type of Attack (-1/2), OIF (-1/2)

Natural Abilities

15 1) Probability defying luck: Luck 3d6

 

Perks

40 Follower (200 Base, 100 Disad)

6 Reputation "Last of the Spartans, last hope for Humanity" (A large group; 11-) +3/+3d6

 

Skills

3 Breakfall 13-

3 Climbing 13-

1 Computer Programming 8-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Fast Draw 13-

5 KS: The Covenant 14-

3 KS: Weapons Technology 12-

5 Persuasion 14-

5 Oratory 14-

1 Paramedics 8-

5 PS: Space Marine 14-

5 Stealth 14-

7 Tactics 14-

12 Survival (Arctic/Subarctic, Desert, Mountain, Temperate/Subtropical, Tropical) 13-

5 TF: Common Motorized Ground Vehicles, Combat Aircraft, Grav Vehicles/Hovercraft, Military Spacecraft, Personal Use Spacecraft, Tracked Military Vehicles, Wheeled Military Vehicles

10 Two-Weapon Fighting (Ranged)

6 WF: Blades, Clubs, Off Hand, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons

15 +3 with Ranged Combat

5 +1 with HTH Combat

8 +1 with All Combat

 

Total Powers & Skills Cost: 460

Total Cost: 600

 

300+ Disadvantages

0 Normal Characteristic Maxima

10 Physical Limitation: Cyborg, requires special medical attention (Frequently; Slightly Impairing)

10 Social Limitation: Military Property, subject to orders (Frequently; Minor)

15 Psychological Limitation: Dedicated Solider, sworn to defend humanity (Uncommon; Total)

15 Psychological Limitation: Selfless and relentless in the pursuit of victory and duty (Common; Strong)

5 Physical Limitation: No knowledge of life outside the military (Infrequently; Slightly Impairing)

5 Distinctive Features: Spartan Armored Space suit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

240 Spartan Bonus

 

Total Disadvantage Points: 600

 

Background:The Master Chief is the sole Spartan to leave the Reach system aboard the Pillar of Autumn (with the exception of Linda-058 in cryo). For all he knows, he is the last Spartan alive. All of humanity depends on him, for the Covenant are still strong, and there are new enemies and variables to contend with that Earth knows nothing about-the Flood, the Forerunner, and their creations, such as 343 Guilty Spark. He has lived most of his life in various military camps on Reach; stolen from his family at six, his name changed to "John-117," his entire upbringing has been centered around making him a mechanism of military efficiency, utilizing both force and tactics. He displays an odd sort of attitude for a creation of the military: he does not glorify his actions, he merely does what he has to do. He does not hate his enemy; he kills them because he knows it is his duty to kill them; to win. "It wasn't [the Chief's] job to make things suffer - he was just here to win battles. Whatever it took." (FoR, p.6) He is an unconventional Hero, for though he is strong, fast, and brilliant he is the epitome of none, and is surpassed by other Spartans in each area. What John does possess above all is leadership and, to both Cortana's repeated salvation and bewilderment, probability defying luck.

 

Fan Rumor: John 1:117 the chapter and verse where Jesus is introduced as the Messiah.

 

Personality: John, outside of combat, doesn't have much personality. He was raised as a weapon, a creature of war and not allowed to experience much outside of that. "Civilian" life is all but unknown to him. In battle, he's fearless but never reckless taking whatever risks are required to win, but no more, no less. As time progresses, John may develop more of a true personality but for the moment he is what he was made to be, an ideal of military thought and efficiency. John was intended to be a "Fire and forget" weapon and little more.

 

Powers: As a Spartan combat Cyborg, John has been enhanced for battle. He is faster and more durable, able endure incredible punishment without failing. He feels practically no pain, heals quickly and is immensely strong, able to flip tanks over with little effort. John's nervous system has been boosted and wired with an integral targeting system that links with his weaponry which, along with his extensive weapons training makes him a deadly shot. The Moljinor Mark V battle armor is capable of generating a nearly impenetrable forcefield. The field weakens as it is hit, slowly recovering power over time. I built this effect using the "Regenerating" Forcefield modifier. The field loses Def for Each point of Body done to the field, regenerating the damage The Damage is regenerated at 1/1 on each of the character's phases.

 

Appearance: John, like all Spartans, wears a powerful suit of powered armor, the Moljinor Mark V. The suits are dull olive drab color and completely cover the wearing. They're sealed against EMP and radiation and maintain a sealed environment which is proof against biowarefare agents and bacteria. A glare shielded, armored visor covers his face. Out side of his armor, John has close cropped reddish brown hair and freckles. He's 41 years of age but since Spartans spend so much time in cryogenic suspension, there is no telling how old he looks. One would suspect he looks very physically fit and is pale since he rarely gets any sun.

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