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LCSB Publishing LLC Presents: Inceptum Terminus Gifted Team The Marshals


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Wild Wes

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

14 PRE 4 12- PRE Attack: 2 ½d6

12 COM 1 11-

 

10+6 PD 6 Total: 10/16 PD (0/6 rPD)

10+6 ED 6 Total: 10/16 ED (0/6 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 4

30 END -3

31 STUN -1 Total Characteristic Cost: 121

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

Very Light Protective Power Armor

8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½)

15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼)

5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½)

7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½)

3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½)

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

Power Armor Onboard Computer

2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

40 Powered Armor Grenade Launcher: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½)

2u 1) 40mm High Explosive: Killing Attack - Ranged 2 ½d6, Explosion (+½), Nonselective Target (-¼), +1 Increased STUN Multiplier (+¼) (60 Active Points); STR Minimum cannot Add/Subtract Damage (-½), 8 Charges (-½), OIF (-½), No Knockback (-¼) [8]

2u 2) 40mm Concussive: Energy Blast 8d6, Explosion (+½), Nonselective Target (-¼) (50 Active Points); 8 Charges (-½), STR Minimum cannot Add/Subtract Damage (-½), OIF (-½), No Knockback (-¼) [8]

1u 3) 40mm Smoke Grenade: Change Environment 8" radius, -4 to Normal Sight PER Rolls (26 Active Points); 8 Charges (-½), OIF (-½) [8]

12 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 ½d6, Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) 3

5 Luck 1d6

 

Perks

13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½)

3 Fringe Benefit: Federal/National Police Powers

 

Skills

Corporate or New Confederation Soldier

3 1) Climbing 14-

3 2) KS: Corporate or New Confederation Military 13-

3 3) KS: Military Force History and Customs 13-

3 4) PS: Member of Military 13-

3 5) Stealth 14-

3 6) Tactics 13-

4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

Corporate or New Confederation Special Forces

3 1) +3 with any single attack with one specific weapon

3 2) KS: Special Forces History and Traditions 13-

3 3) Navigation (Land, Marine) 13-

3 4) Paramedics 13-

3 5) PS: Special Forces Member 13-

3 6) Science Skill: Hydrography 13-

2 7) +1 with Stealth

4 8) Survival (Desert, Mountain) 13-

3 9) Systems Operation 13-

2 10) +1 with Tactics

3 11) Tracking 13-

4 12) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Riding 14-

10 Two-Weapon Fighting (Ranged)

 

Total Powers & Skill Cost: 229

Total Cost: 350

 

200+ Disadvantages

20 Enraged: Whenever he perceives a slight against him (Common), go 11-, recover 11-

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psychological Limitation: Callous (Common; Total)

10 Psychological Limitation: Manic Depressive (Uncommon; Strong)

10 Psychological Limitation: Paranoid of Criminals (Common; Moderate)

10 Psychological Limitation: Self-Centered (Common; Moderate)

20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major)

20 Unluck: 4d6

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Wes Chambers was born on December 1, 2228 outside of Colorado Springs, Southwestern Militarized Zone. Growing up he enjoyed the outdoors and did well in school despite his mental health. Upon graduating from school he was recruited by Marshal Baldwin into The Marshals hoping that it will focus the young man.

 

Personality/Motivation: Wes suffers from a severe case of manic depression and it unpredictable in his interactions. The rest of the team is friendly with him, but keeps their distance due to this unpredictability. Wes is extremely paranoid that criminals are going to kill him, so he reacts badly when faced with them.

 

Quote: "What did you say about me?"

 

Powers/Tactics: Wes has super dexterity and speed. All of his other powers are the result of his armor and weapons. He suffers from streaks of bad luck often.

He prefers to stay at short range for his pistols and grenades, but won't close to hand to hand combat range.

 

Campaign Use: Wes is very unpredictable and his treatment of the heroes can range from being friendly to trying to kill them regardless of their allegiances.

 

Appearance: Wes stands 5' 10" tall and weighs 203 pounds. He has short brown hair that is disheveled and wild looking brown eyes. His armor is western themed, wears a sombrero, and a Mexican poncho. He has a muscular build and works out when he can remember to do so.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals

 

TEXAS JOHNNY

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

16 CON 12 12-

16 BODY 12 12-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

22 PRE 12 13- PRE Attack: 4d6

14 COM 2 12-

 

10+6 PD 6 Total: 10/16 PD (0/6 rPD)

10+6 ED 7 Total: 10/16 ED (0/6 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

11 REC 8

34 END 1

33 STUN 0 Total Characteristic Cost: 142

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

Very Light Protective Power Armor

8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½)

13 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½)

5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½)

7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½)

3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½)

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

Power Armor Onboard Computer

2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

33 Kenther L-19 Laser MMG (Shoulder Mounted): (Total: 95 Active Cost, 33 Real Cost) Killing Attack - Ranged 3d6, Increased Maximum Range (1,675"; +¼), Autofire (5 shots; +½) (79 Active Points); OAF Durable (-1), Strength Minimum 15 (-¾), Limited Arc of Fire 60 degrees (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 20) plus +2 with Ranged Combat (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Durable (-1) (Real Cost: 3) 8

Notes: (x2 number of items)

 

Perks

13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½)

3 Fringe Benefit: Federal/National Police Powers

 

Talents

8 Combat Shooting

 

Skills

Corporate or New Confederation Soldier

5 1) Climbing 15-

3 2) KS: Corporate or New Confederation Military 13-

3 3) KS: Military Force History and Customs 13-

3 4) PS: Member of Military 13-

3 5) Stealth 14-

5 6) Tactics 14-

4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

Corporate or New Confederation Special Forces

3 1) +3 with any single attack with one specific weapon

3 2) KS: Special Forces History and Traditions 13-

3 3) Navigation (Land, Marine) 13-

3 4) Paramedics 13-

3 5) PS: Special Forces Member 13-

3 6) Science Skill: Hydrography 13-

2 7) +1 with Stealth

4 8) Survival (Desert, Mountain) 13-

3 9) Systems Operation 13-

3 10) Tracking 13-

4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Riding 14-

10 Two-Weapon Fighting (Ranged)

 

Total Powers & Skill Cost: 208

Total Cost: 350

 

200+ Disadvantages

15 Distinctive Features: Dual Shoulder Mounted MMGs (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psychological Limitation: Enjoys killing criminals (Common; Total)

10 Psychological Limitation: Must clean weapons and armor constantly (Uncommon; Strong)

20 Psychological Limitation: Vengeful (Common; Total)

20 Reputation: Criminal killer, 14- (Extreme)

20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major)

5 Vulnerability: Poison Ivy (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: John Killian was born on August 27, 2228 in Corpus Cristi, Southwestern Militarized Zone. His parents were in charge of the port defenses and he grew up learning how to maintain large weapons. He didn't care for school and barely passed to receive his degree. Limited by his education, he enlisted into the armed forces as a machine gunner. His skill with the weapons proved to be an asset when Marshal Baldwin recruited the young John onto his team of marshals when he was 28. John went through special forces training and earned his badge to become the dedicated machine gunner of the team. He has been on several operations over the past three years and earned the respect of his fellow team mates.

 

Personality/Motivation: John has a happy go lucky outlook and is easy going. He enjoys the company of his team mates and does his best to protect them in combat. He loves to kill criminals because in his eyes they lost the right to life. John will make sure that his equipment and weapons are in perfect working order.

He is happy where he is at and seeks nothing more in life at this time. He will protect his team mates when the metal meets the iron.

 

Quote: "Say hi to the devil for me!"

 

Powers/Tactics: John has super dexterity, speed, and presence naturally. He is very skilled with using his machineguns to the point he can fire into melee combat without fear of hitting his team.

He will lay down suppressing fire onto the opposing team allowing his team to get in close. He listens to orders very well and will allow Marshal Baldwin to dictate where John's fire goes.

 

Campaign Use: If the heroes are law abiding John will help them as he can, but will often refer them to Marshal Baldwin. If the heroes are criminals or from another faction John will attempt to kill them.

 

Appearance: John stands 6' tall and weighs 205 pounds. He has shoulder length blonde hair and blue eyes. His armor is customized with the shoulder mounted dual laser machine guns. He also wears a kepi and an oilskin duster. John has a muscular body from working with his armor and weapons.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals

 

MARSHAL BALDWIN

 

Val Char Cost Roll Notes

18 STR 8 17- Lift 6400.0kg; 8d6 [4]

23 DEX 39 14- OCV: 8/DCV: 8

13 CON 6 12-

13 BODY 6 12-

16 INT 6 12- PER Roll 12-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

10+6 PD 6 Total: 10/16 PD (0/6 rPD)

10+6 ED 7 Total: 10/16 ED (0/6 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

7 REC 0

28 END 1

29 STUN 0 Total Characteristic Cost: 109

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

Very Light Protective Power Armor

8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½)

13 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½)

5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½)

7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½)

3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½)

Power Armor Onboard Computer

2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

17 Powered Armor Offensive Weapons: Multipower, 52-point reserve, (52 Active Points); all slots Increased Endurance Cost (x3 END; -1), OIF Durable (-½), Restrainable (-½)

1u 1) Rapid Fire Punches: Hand-To-Hand Attack +7d6, Autofire (5 shots; +½) (52 Active Points); Increased Endurance Cost (x3 END; -1), Hand-To-Hand Attack (-½), OIF Durable (-½), Restrainable (-½) 15

2u 2) Fist Spikes: Killing Attack - Ranged 2d6+1, Armor Piercing (+½) (52 Active Points); Increased Endurance Cost (x3 END; -1), OIF Durable (-½), Restrainable (-½) 15

1u 3) Large Objects Near Me: Hand-To-Hand Attack +8d6, Variable Special Effects (Limited Group of SFX; Typical objects found on the street or near a character; +¼) (50 Active Points); Increased Endurance Cost (x3 END; -1), Hand-To-Hand Attack (-½), OIF Durable (-½), Restrainable (-½) 15

12 Powered Armor Strength Augmentation: +22 STR (22 Active Points); No Figured Characteristics (-½), IIF Durable (-¼) 2

10 Corporate Arms SAP .44M: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1), STR Minimum cannot Add/Subtract Damage (-½), Strength Minimum 13 (-½), Beam (-¼), No Knockback (-¼), 2 clips of 8 Charges (-¼) [8]

Commando Training

Maneuver OCV DCV Notes

4 Boxing Cross +0 +2 10d6 Strike

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Escape +0 +0 55 STR vs. Grabs

4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on

4 Judo Disarm -1 +1 Disarm; 50 STR to Disarm roll

4 Karate "Chop" -2 +0 HKA 1d6 +1

4 Kung Fu Block +2 +2 Block, Abort

2 Weapon Element: Clubs, Fist-Loads

 

Perks

7 Fringe Benefit: Captain, Federal/National Police Powers

13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½)

 

Skills

Corporate or New Confederation Soldier

9 1) Climbing 17-

3 2) KS: Corporate or New Confederation Military 12-

3 3) KS: Military Force History and Customs 12-

3 4) PS: Member of Military 12-

3 5) Stealth 14-

5 6) Tactics 13-

4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

Corporate or New Confederation Special Forces

3 1) +3 with any single attack with one specific weapon

3 2) KS: Special Forces History and Traditions 12-

3 3) Navigation (Land, Marine) 12-

3 4) Paramedics 12-

3 5) PS: Special Forces Member 12-

3 6) Science Skill: Hydrography 12-

2 7) +1 with Stealth

4 8) Survival (Desert, Mountain) 12-

3 9) Systems Operation 12-

3 10) Tracking 12-

4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Persuasion 12-

3 Riding 14-

 

Total Powers & Skill Cost: 241

Total Cost: 350

 

200+ Disadvantages

10 Dependence: Chewing Tobacco Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes)

10 Distinctive Features: Knife scar on his right cheek (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Major Juan Castillo 14- (As Pow; Harshly Punish)

20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psychological Limitation: Hatred of Criminals (Common; Total)

20 Psychological Limitation: Honorable (Common; Total)

10 Psychological Limitation: Vengeful (Uncommon; Strong)

20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Brandon Baldwin was outside of Mesa, Southwestern Militarized Zone on March 12, 2208 and grew up on a large ranch with his family. As a child he was fascinated with the westerns that were shown on the holovids and worked hard in school to become a marshal one day. Upon graduation he entered into the military academy and graduated at the top of his class. He served in the Southwestern Militarized Zone Armed Forces for 8 years then entered into the Marshals Service. Since that time Baldwin has served admirably as a marshal and responsible for bringing in the worst criminal scum to justice.

 

Personality/Motivation: Brandon is easy going with his group of marshals, but is real stern towards outsiders. He doesn't let people get away with breaking the law and will go to great lengths to keep the peace. He considers every member of his team to be his friends and will do anything to help them out.

He is driven to remove criminals off the streets either in body bags or in jail. It's up to the individual criminal on the choice. He is devoted to the Southwestern Militarized Zone and will protect it at all costs.

 

Quote: "Bars or a bag? It's your choice scum."

 

Powers/Tactics: Brandon has super dexterity and speed naturally, but his armor augments his strength. He is an alright fighter with firearms, but prefers hand to hand combat.

He likes to lead his team from the front and will try to get their opponents to attack him. He coordinates the team in order to bring them to bear for greater effectiveness.

 

Campaign Use: If the heroes are law abiding Brandon will help them with information. If the heroes are from another corporate state or if they are criminals he will attempt to arrest them.

 

Appearance: Brandon stands 6' 2" tall and weighs 223 pounds. He has long grey hair tied in a ponytail and has dark brown eyes. He also has a scar that runs along his right cheek from a knife fight that he was in quite a few years ago. His armor is custom designed around a western theme, a ten gallon hat, and an oilskin duster. Brandon has a muscular build and works out occassionally to keep in shape.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals

 

Doc McCabe

 

Val Char Cost Roll Notes

16 STR 6 12- Lift 229.7kg; 3d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

15 CON 10 12-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

12 COM 1 11-

 

10+6 PD 7 Total: 10/16 PD (0/6 rPD)

10+6 ED 7 Total: 10/16 ED (0/6 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

8 REC 4

30 END 0

33 STUN 3 Total Characteristic Cost: 113

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

Very Light Protective Power Armor

8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½)

15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼)

5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½)

7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½)

3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½)

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

10 Power Armor Onboard Computer: Multipower, 12-point reserve, (12 Active Points); all slots IIF Durable (-¼)

1u 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

1u 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

1u 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

1u 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

25 Advanced First Aid Kit: Aid Any wounded characteristic 4d6, all Characteristics simultaneously (+2) (120 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 ¾), OAF (-1), Requires A Skill Roll (Paramedics; -½), Only Restores to Starting Values (-½)

14 Medical Scanner: (Total: 34 Active Cost, 14 Real Cost) Detect Human Physiology 18- (Unusual Group), Microscopic: x10,000 (20 Active Points); OAF Durable (-1) (Real Cost: 10) plus KS: Medicine (7 Active Points); OAF Durable (-1) 14- (Real Cost: 2) plus KS: Medical Library (7 Active Points); OAF Durable (-1) 14- (Real Cost: 2)

15 Combat Arms S15 Single Barrel 12 gauge Shotgun: Killing Attack - Ranged 2 ½d6, +1 Increased STUN Multiplier (+¼), Area Of Effect Nonselective (11" Cone; +¾) (80 Active Points); OAF (-1), 8 clips of 1 Charge (-1), STR Minimum cannot Add/Subtract Damage (-½), Required Hands Two-Handed (-½), Strength Minimum 12 (-½), No Knockback (-¼), Reduced Penetration (-¼), Reduced By Range (-¼) [1]

 

Perks

4 Fringe Benefit: Federal/National Police Powers, License to practice a profession Medical Doctor

13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½)

 

Skills

Corporate or New Confederation Soldier

3 1) Climbing 13-

3 2) PS: Member of Military 13-

3 3) Stealth 13-

3 4) Tactics 13-

4 5) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

Corporate or New Confederation Special Forces

3 1) +3 with any single attack with one specific weapon

3 2) Navigation (Land, Marine) 13-

3 3) Paramedics 13-

3 4) PS: Special Forces Member 13-

3 5) Science Skill: Hydrography 13-

2 6) +1 with Stealth

4 7) Survival (Temperate/Subtropical, Desert) 13-

3 8) Systems Operation 13-

2 9) +1 with Tactics

3 10) Tracking 13-

4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Scholar

2 1) KS: Corporate or New Confederation Military (3 Active Points) 13-

2 2) KS: Cybertechnology (3 Active Points) 13-

2 3) KS: Military Force History and Customs (3 Active Points) 13-

2 4) KS: Special Forces History and Traditions (3 Active Points) 13-

Medic

3 1) Forensic Medicine 13-

4 2) +2 with Paramedics

3 3) PS: Physician 13-

3 4) SS: Human Anatomy 13-

4 Gambling (Dice Games, Blackjack, Faro, Poker) 13-

3 Riding 13-

 

Total Powers & Skill Cost: 237

Total Cost: 350

 

200+ Disadvantages

10 Dependence: Cigars Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes)

10 Dependence: Whiskey Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes)

5 Distinctive Features: Always smokes a cigar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Distinctive Features: Distinctive Power Armor (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

15 Psychological Limitation: Hippocratic Oath (Common; Strong)

20 Psychological Limitation: Honorable (Common; Total)

15 Psychological Limitation: Loves to gamble (Common; Strong)

20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Anthony McCabe was born on March 24, 2228 in Mesilla, Southwestern Militarized Zone to parents that were ranchers. He worked on the farm while going to school growing up and expressed an interest in being a doctor. Anthony worked hard to become a medical doctor and served in the Mesilla Militia as a medic. Upon graduating from medical school he entered the Lonestar Marshal service as a doctor and served in many operations against the Mexicans. Over the past 20 years, Doc McCabe has loyally served with Marshal Baldwin and enjoys a small amount of fame.

 

Personality/Motivation: Doc is a hard drinking, cigar smoking, shotgun toting Marshal and is always up for a good time. He is loyal to The Marshals and is friends with all of them. Doc has been romantically involved with Holly in the past, but currently they're just friends.

He is a medical professional and will try to save someone's life if they haven't tried to take his. He wants to see the war with the Mexicans finally end so the people of the Southwestern Militarized Zone can enjoy some peace.

 

Quote: "Anyone up for a game of poker and whiskey?"

 

Powers/Tactics: All of Doc's powers are the result of wearing power armor and his skills as a medical doctor.

Doc provides close range fire support to Marshal Baldwin. If someone is injured he will try to perform medical procedures on them.

 

Campaign Use: Doc will make the heroes go through Marshal Baldwin for assistance, but will help an injured hero if they haven't tried to kill him first.

 

Appearance: Doc McCabe stands 6' tall and weighs 216 pounds. He has long curly blonde hair and green eyes. He also has a goatee. Doc wears a custom suit of power armor, Stetson hat, and an oilskin duster. He has one dress suit for occasions that require it. He has a lean muscular build and rarely works out.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals

 

Hell Raisin' Holly

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

13 CON 6 12-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV: 4

12 PRE 2 11- PRE Attack: 2d6

14 COM 2 12-

 

7+6 PD 3 Total: 7/13 PD (0/6 rPD)

7+6 ED 4 Total: 7/13 ED (0/6 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 6

26 END 0

28 STUN 0 Total Characteristic Cost: 98

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

Very Light Protective Power Armor

8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½)

15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼)

5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½)

7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½)

3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½)

Power Armor Onboard Computer

2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

3 Fast Draw Holster: +2 with Fast Draw (4 Active Points); OIF Durable (-½)

3 Fast Draw Holster: +2 with Fast Draw (4 Active Points); OIF Durable (-½)

20 Combat Arms G-4 Gauss Auto Pistol: (Total: 49 Active Cost, 20 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Autofire (3 shots; +¼), Armor Piercing (+½) (44 Active Points); OAF Durable (-1), Strength 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 13) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) [12]

Notes: (x2 number of items)

Gunslingin

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 Weapon +2 DC Strike

5 Takeaway +0 +0 Grab Weapon, 28 STR to take weapon away

4 Accurate Shot +2 -2 Weapon, Weapon Strike

4 Basic Shot +0 +0 Strike, +2 DC

3 Defensive Shot -1 +2 Strike

5 Distance Shot +0 -2 Strike , +1 Segment

3 Diving Shot +0 +2 Weapon +2 DC, Weapon Strike, Half Move

5 Far Shot +1 -1 Strike

3 Leg Shot +0 -1 HKA 0 ½d6, Weapon+2DC Strike, Throw

4 Quick Shot +1 +0 Strike, +2 DC

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

4 Trained Shot +2 +0 Weapon, Weapon Strike

1 Weapon Element: Gauss Guns

 

Perks

3 Fringe Benefit: Federal/National Police Powers

13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½)

 

Skills

Corporate or New Confederation Soldier

3 1) Climbing 14-

3 2) PS: Member of Military 12-

3 3) Stealth 14-

3 4) Tactics 12-

4 5) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

Corporate or New Confederation Special Forces

3 1) +3 with any single attack with one specific weapon

3 2) Navigation (Land, Marine) 12-

3 3) Paramedics 12-

3 4) PS: Special Forces Member 12-

3 5) Science Skill: Hydrography 12-

2 6) +1 with Stealth

4 7) Survival (Desert, Mountain) 12-

3 8) Systems Operation 12-

2 9) +1 with Tactics

3 10) Tracking 12-

4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Riding 14-

3 Scholar

2 1) KS: Corporate or New Confederation Military (3 Active Points) 12-

2 2) KS: Gun Accessories (3 Active Points) 12-

2 3) KS: Military Force History and Customs (3 Active Points) 12-

2 4) KS: Special Forces History and Traditions (3 Active Points) 12-

10 Two-Weapon Fighting (Ranged)

 

Total Powers & Skill Cost: 252

Total Cost: 350

 

200+ Disadvantages

10 Dependence: Cigars Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes)

10 Dependence: Tequila Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes)

20 Enraged: Whenever she's insulted (Uncommon), go 14-, recover 11-

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

20 Psychological Limitation: Loves to perform showdowns (Common; Total)

20 Psychological Limitation: Raises hell at every opportunity (Very Common; Strong)

10 Psychological Limitation: Thrillseeker (Common; Moderate)

20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Holly Hamilton was born on June 22, 2230 in El Paso, Southwestern Militarized Zone. Her mother died during her birth and was raised by her dad. Holly's father was a captain in the 7th Company, 3rd Battalion, 3rd Cavalry Regiment that served as a defense unit of El Paso. She learned from the members of her dad's unit how to party and handle weapons at a young age. Her schooling was quite frequently interrupted due to the frequent fighting with the Mexican Army and barely made it through schooling. Upon graduation, she enlisted into the Southwestern Militarized Zone Armed Forces and during her service further expanded her skills in gun fighting. With her considerable skills Holly was transferred to the Marshal service and got involved with Doc McCabe. Their relationship lasted a few months before settling on being friends. Her assignment in the Marshal service placed her as a member of The Marshal's gifted team.

 

Personality/Motivation: Holly enjoys partying and finding new thrills to experience. Her brashness often leads The Marshals into unwanted fights and causes some friction with Marshal Baldwin. She gets along well with the rest of the team.

She wants to experience all that life has to offer and will do anything to do it.

 

Quote: "Are you sure that you want to touch your iron?"

 

Powers/Tactics: Holly's powers are all based off of the equipment she wears. She has extensive training in firearms and can use her weapons to great effect in hand to hand and at range.

She will start off attacking at long range then move into hand to hand range using her dual pistols.

 

Campaign Use: Holly has no interest in other heroes unless it's for a romantic involvement or will lead to a new thrill.

 

Appearance: Holly stands 5' 4" and weighs 145 pounds. She has waist length curly red hair and green eyes. She wears custom made power armor, oilskin duster, and a gunslinger hat. She also has dual fast draw holsters that are strapped to her legs. Out of her armor she likes to wear cutoff jean shorts and t-shirts.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals

 

LD MECHANICAL HORSE

Val Char Cost Notes

1 Size 5 Length 1.26", Width 0.63", Area 0.79" Mass 200 kg KB -1

25 STR 10 Lift 800.0kg; 5d6

15 DEX 15 OCV 5 DCV 5

15 BODY 4

8 DEF 18

4 SPD 15 Phases: 3, 6, 9, 12

Total Characteristic Cost: 53

 

Movement: Flight: 20" / 160"

 

Cost Powers END

Vehicle Locomotive Systems

25 Anti-Gravity Ground Vehicle: Flight 20", x8 Noncombat (50 Active Points); Must remain within 1 meter of the surface (-1/2), Costs Endurance (-1/2) Note: Weight: 10% of the maximum weight of the vehicles Strength. 5

4 Increased Acceleration 2" per hex: (4 Active Points) 0

4 Increased Deceleration 2" per hex: (4 Active Points) 0

44 Vehicular Fission Reactor: Endurance Reserve (90 END, 90 REC) (99 Active Points); OIF Bulky Durable (-1), Only powers electrical devices (-1/4) Note: Weight: 10% of the maximum weight of the vehicles Strength. 0

Vehicle Weapons

26 Kenther L-17 Laser LMG: (Total: 86 Active Cost, 26 Real Cost) Killing Attack - Ranged 2 1/2d6, Increased Maximum Range (1,500"; +1/4), Autofire (5 shots; +1/2) (70 Active Points); OAF Bulky Durable (-1 1/2), Strength Minimum 15 (-3/4), Required Hands (-1/2), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 15) plus +2 with Ranged Combat (10 Active Points); OAF Bulky Durable (-1 1/2) (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Bulky Durable (-1 1/2) (Real Cost: 2) Note: (x2 number of items) 7

Vehicle Equipment

7 Advanced Targeting Computer: +3 with Ranged Combat (15 Active Points); OIF Bulky (-1) Note: Weight: 20kg

6 Highly Maneuverable: +3 with Combat Driving

10 Tactical Communications Network: Mind Link , Machine class of minds, One Specific Mind, No LOS Needed, Number of Minds (x64) (45 Active Points); Only with others who have Mind Link (-1), OIF Bulky (-1), Affected as Sight and Hearing Groups (-1/2), Affected as Radio not Mental Groups (-1/2), Costs END (Only Costs END to Activate; -1/4) Note: Weight: 10kg 4

 

 

Total Powers & Skill Cost: 126

Total Cost: 179

 

164+ Disadvantages

15 Distinctive Features: Vehicle that is a Horse (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

0 Experience Points

 

Total Disadvantage Points: 179

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