Difference between revisions of "Newton 'Ace' Jaenke"

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Back to Have Rocketship Will Travel WIKI[https://wiki.rpg.net/index.php/Have_Rocketship_Will_Travel]
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Back to '''Have Rocketship Will Travel''' WIKI[https://wiki.rpg.net/index.php/Have_Rocketship_Will_Travel]
  
 
== Newton 'Ace' Jaenke ==
 
== Newton 'Ace' Jaenke ==
  
''Human Male Brash pilot''
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''Human Male Brash pilot'' (Image[https://www.pinterest.com/pin/759208449657897139/])
  
'''Attributes''': Agility d10, Smarts d6, Spirits d6, Strength d6, Vigor d6
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'''ATTRIBUTES'''
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*Agility d10
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*Smarts d6
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*Spirits d6  
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*Strength d6
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*Vigor d6
  
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)
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'''DERIVED TRAITS'''
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:'''Pace''' 6
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:'''Parry''' 5
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:'''Toughness''' 9 (4)
  
'''SKILLS''': Athletics d6, Drive d4, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Pilot d10, Repair d6, Shooting d10, Stealth d6
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'''Weapons'''
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*'''Laser Pistol''' - ''Shooting'' d10, Range 15/30/60, Damage 2d6, AP 2, ROF 1, Shots 50, Min Str d4; Notes: Cauterize (Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out), Overcharge (lasers can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the weapon must cool down for a full round before it can be fired again), No Recoil (lasers ignore the Recoil penalty).
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'''SKILLS''':  
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*Athletics d6
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*Drive d4
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*Common Knowledge d4
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*Electronics d4
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*Fighting d6
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*Notice d6
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*Persuasion d4
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*Pilot d10
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*Repair d6
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*Shooting d10
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*Stealth d8
  
 
'''Languages''': Earthlang (Native), Sem d6, V'Tori d6, TBD
 
'''Languages''': Earthlang (Native), Sem d6, V'Tori d6, TBD
  
'''EDGES''': Ace, Dodge, Marksmen, Quick
 
  
'''HINDRANCES''': Greedy (Minor), Loyalty (Minor), Overconfidence (Major)
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'''EDGES'''
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*Ace
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*Dodge
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*Marksmen
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*Quick
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'''HINDRANCES'''  
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*Greedy (Minor)
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*Loyalty (Minor)
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*Overconfidence (Major)
  
'''Gear''': Body Armor (torso, arms, legs; AP +4*, Str Min d4, Wt. 4, Cost 200), Laser Pistol (Range 15/30/60, Damage 2d6, AP 2, ROF 1, Shots 50, Min Str d4, Wt. 2, Cost 250), 2 MRE (Wt. 2, Cost 20), Standard Clothing (Wt. 4, Cost 20)
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*Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
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'''GEAR'''
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:Body Armor (torso, arms, legs; AP +4*, Str Min d4, Wt. 4, Cost 200, Notes: *reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm)  
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:Laser Pistol (Wt. 2, Cost 250)
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:2 MRE (Wt. 2, Cost 20)
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:Standard Clothing (Wt. 4, Cost 20)
  
 
Credits on hand: 10
 
Credits on hand: 10
  
''Raises: Fighting and Stealth +1 step, Repair and Shooting+1 step, Quick, (seasoned): Marksmen''
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''Advances: Fighting and Stealth +1 step, Repair and Shooting+1 step, Quick, (seasoned): Marksmen'', Electronics d4 and Stealth +1 step.

Latest revision as of 11:56, 20 August 2020

Back to Have Rocketship Will Travel WIKI[1]

Newton 'Ace' Jaenke[edit]

Human Male Brash pilot (Image[2])

ATTRIBUTES

  • Agility d10
  • Smarts d6
  • Spirits d6
  • Strength d6
  • Vigor d6

DERIVED TRAITS

Pace 6
Parry 5
Toughness 9 (4)


Weapons

  • Laser Pistol - Shooting d10, Range 15/30/60, Damage 2d6, AP 2, ROF 1, Shots 50, Min Str d4; Notes: Cauterize (Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out), Overcharge (lasers can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the weapon must cool down for a full round before it can be fired again), No Recoil (lasers ignore the Recoil penalty).


SKILLS:

  • Athletics d6
  • Drive d4
  • Common Knowledge d4
  • Electronics d4
  • Fighting d6
  • Notice d6
  • Persuasion d4
  • Pilot d10
  • Repair d6
  • Shooting d10
  • Stealth d8

Languages: Earthlang (Native), Sem d6, V'Tori d6, TBD


EDGES

  • Ace
  • Dodge
  • Marksmen
  • Quick


HINDRANCES

  • Greedy (Minor)
  • Loyalty (Minor)
  • Overconfidence (Major)


GEAR

Body Armor (torso, arms, legs; AP +4*, Str Min d4, Wt. 4, Cost 200, Notes: *reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm)
Laser Pistol (Wt. 2, Cost 250)
2 MRE (Wt. 2, Cost 20)
Standard Clothing (Wt. 4, Cost 20)

Credits on hand: 10


Advances: Fighting and Stealth +1 step, Repair and Shooting+1 step, Quick, (seasoned): Marksmen, Electronics d4 and Stealth +1 step.