Difference between revisions of "Newton 'Ace' Jaenke"

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(Newton 'Ace' Jaenke)
(Newton 'Ace' Jaenke)
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*Vigor d6
 
*Vigor d6
  
 +
'''DERIVED TRAITS'''
 
:'''Pace''' 6
 
:'''Pace''' 6
 
:'''Parry''' 5
 
:'''Parry''' 5

Revision as of 10:13, 23 July 2020

Back to Have Rocketship Will Travel WIKI[1]

Newton 'Ace' Jaenke

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
  • Fighting d6
  • Notice d6
  • Persuasion d4
  • Pilot d10
  • Repair d6
  • Shooting d10
  • Stealth d6

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), Laser Pistol (Wt. 2, Cost 250), 2 MRE (Wt. 2, Cost 20), Standard Clothing (Wt. 4, Cost 20)

*Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

Credits on hand: 10

Raises: Fighting and Stealth +1 step, Repair and Shooting+1 step, Quick, (seasoned): Marksmen