Mason Forester

Player: quozax

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
10 COM 10 0 10 11-
6 PD 3 3 6/18 6/18 PD (0/12 rPD)
6 ED 3 3 6/18 6/18 ED (0/12 rED)
3 SPD 3.0 0 3 Phases: 4, 8, 12
8 REC 6 4 8
30 END 30 0 30
32 STUN 29 3 32
6″ Running 6 0 6″
2″ Swimming 2 0 2″
3″ Leaping 3 0 3″ 86 Total Characteristics Points
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels: +2 with any three maneuvers or a tight group of attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Basic Shot 1/2 +0 +0 Strike, +2 DC
Offensive Strike 1/2 -2 +1 7d6 Strike
Martial Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm
Flying Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
POWERS
Cost  Power END
5 Luck 1d6 0
5 Total Powers Cost
EQUIPMENT
Equipment END
Combat suit: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2), Half Mass (-1/2), Activation Roll 15- (-1/4)

Notes: This is a battlefield outfit of helmet, upper body covering (typically a jacket and/or vest), gauntlets, and high boots, covering Hit Locations 3-14 and 16-18. Price: 540 credits.
0
Mark II-Q Laser Pistol: Killing Attack – Ranged 2 1/2d6 (40 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), Blocked By Smoke Or Steam (-1/4), 16 Charges (-0) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-1/4) [16]
Military Communicator: : High Range Radio Perception (Radio Group), Difficult To Dispel (x8 Active Points; +3/4) (21 Active Points)

Notes: Typically worn on the wrist, this device transmits both video and audio, and is hardened to prevent it from being jammed. Price: 2,100 credits. HRRP (Radio Group), Difficult To Dispel (x8 Active Points; +ľ) (21 Active Points); OIF (-˝), Affected As Sight And Hearing Group
0
Radio Perception/Transmission (Radio Group) (10 Active Points); IAF (-1/2)

Notes: The descendant of modern cell phones and portable radios — a tiny unit no bigger than a nickel, with a sensitive microphone and voice-activated controls, capable of automatically linking up to the local wireless network to allow instant communication with anyone else on the planet (or in orbit). They need no maintenance because they’re cheap enough to be disposable. Price: 15 credits
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
1 Weapon Element: Handguns
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

Notes: OCV 9, Crack Shot
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

Notes: OCV 9 DCV 8, Elbows, knees, and powerful spin kicks.
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm

Notes: OCV 9 DCV 8
5 Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove

Notes: DCV 13! YIKES!
19 Total Martial Arts Cost
SKILLS
Cost  Name
0 AK: Trade lanes in Dragon empire 8-
0 Acting 8-
3 Breakfall 13-
3 Bureaucratics 13-
0 Climbing 8-
3 Combat Piloting 13-
0 Computer Programming 8-
3 Concealment 13-
3 Conversation 13-
0 Deduction 8-
3 Gambling 13-
3 Lockpicking 13-
3 Mechanics 13-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 PS: Choice (Everyman Skill) 11-
0 Paramedics 8-
3 Persuasion 13-
3 Security Systems 13-
3 Seduction 13-
0 Shadowing 8-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Trading 13-
1 TF: Personal-Use Spacecraft (0 Active Points)
6 +2 with any three maneuvers or a tight group of attacks
4 Penalty Skill Levels: +2 vs. OCV Penalties with Martial Maneuvers
3 Interrogation 13-
56 Total Skills Cost
PERKS
Cost  Name
3 Well-Connected
2
1) Contact (Contact has significant Contacts of his own) (3 Active Points) 11-
4
2) Favor (5 Active Points)
9 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
6 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
20 Hunted: Boss 11- (Mo Pow; Harshly Punish)
10 Reputation: will do a favor for a future favor: , 11-
10 Psychological Limitation: been there, done that” attitude, mod (Common; Moderate)
20 Psychological Limitation: hates sentient bugs swarms, very com, strong (Very Common; Strong)
5 Rivalry: Professional, other traders, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10 Psychological Limitation: Fear of eight legged bugs: (Common; Moderate)
75 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 34
Spent: 34
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 184

APPEARANCE
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Description:

BACKGROUND: Mason Forester was born in a trading family.   His parents instilled the concept of the favor.   If you do something nice for someone else,  they might pay you back.   It may take years,  but they might pay you back.  On the surface, they were ordinary traders,  dealing in hard to find items.   But it wasn’t until he was older that he realized they were also Pirates.    But they don’t kill unless they have no choice.   “An enemy today might be a client tomorrow” was their saying.    But Mason really wanted to be a pilot.   So he saved every credit he could.   Eventually he bought the ugliest shuttle he could afford.   He called it “The Rust Bucket ” and now he could go anywhere.  Flying around got him a lot of “trading” opportunities and many favors.  But he didn’t share his new fortune with “The Boss”.  Head of the Pirates guild. He became a hunted man and had to use several favors just to stay alive.   While he was on the run, he learned that the “bugs” got his parents.  He went to investigate and the bugs destroyed his ship.  Now he has to find other ways to do what he does best..

POWERS/TACTICS

PERSONALITY/MOTIVATION

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