< Sabine Jones | The Crew | Fehman Carter >
Attributes | ||||||
ST | 18 | [0] | HP | 23/23 | [0] | |
---|---|---|---|---|---|---|
DX | 14 | [0] | Will | 13 | [0] | |
IQ | 11 | [20] | Per | 14 | [0] | |
HT | 14 | [10] | FP | 14/14 | [0] |
Basic Lift: 65 lbs Basic Speed: 7 [0], Basic Move: 7 [0] Damage: Thrust 1d+2, Swing 3d Defenses: Dodge 12-, Parry (Boxing) 11- Languages [2]: Galactic English (Native), Daevonic (Accented, Spoken Only) Reactions: +2 from Social Regard
Condtional: +2 from Sense of Duty (Brother Marines) when in dangerous situations if trait is known. -1 from Killjoy when lack of appreciation becomes obvious (up to -3), -4 from other Marines because of Reputation.
< Uziel Notes | Uziel Page | Uziel Equipment >
Skills | |||
Skill/TL (Specialty) | Level | Rel. Lvl | Cost |
---|---|---|---|
Area Knowledge (Empire of Man) | 12- | IQ+1 | [2] |
Armoury/12 (Body Armor) | 11- | IQ+0 | [2] |
Armoury/12 (Force Shields) | 11- | IQ+0 | [2] |
Armoury/12 (Small Arms) | 12- | IQ+1 | [4] |
Astrobatics | 13- | DX-1 | [2] |
Battlesuit/12 | 15- | DX+1 | [4] |
Beam Weapons/12 (Rifle) | 17- | DX+3 | [6] |
Body Sense | 14- | HT+0 | [4] |
Boxing | 15- | DX+1 | [4] |
Camouflage | 12- | IQ+1 | [2] |
Detect Lies | 12- | Per-2 | [1] |
Electronics Operation/12 (EW) | 12- | IQ+1 | [4] |
Electronics Operation/12 (Force Shields) | 11- | IQ-1 | [2] |
Fast-Draw (Ammo) | 12- | DX+1 | [1] |
Includes: +1 from Enhanced Time Sense, -3 from Ham-Fisted | |||
First Aid/11 (Human) | 11- | IQ+0 | [1] |
Forced Entry | 14- | DX+0 | [1] |
Free Fall | 13- | DX-1 | [1] |
Garrotte | 15- | DX+1 | [2] |
Gunner/11 (Cannon) | 16- | DX+2 | [4] |
Guns/11 (Grenade Launcher) | 16- | DX+2 | [2] |
Guns/11 (Rifle) | 19- | DX+5 | [16] |
History (Empire of Man/Late War Period) | 12- | IQ+1 | [4] |
You have an Optional Specialty with this Skill. | |||
Intimidation | 14- | Will+1 | [4] |
''Conditional: +1 when using Threats/Torture, -4 if Reputation works against you. | |||
Leadership | 10- | IQ-1 | [1] |
Mechanic/12 (Robotics) | 11- | IQ+0 | [2] |
Navigation/12 (Space) | 11- | IQ+0 | [2] |
Piloting/12 (High-Performance Spacecraft) | 13- | DX-1 | [1] |
Religious Ritual (Church of Man) | 11- | IQ+0 | [4] |
Savoir-Faire (Military) | 12- | IQ+1 | [2] |
Search | 14- | Per+0 | [2] |
Shiphandling/12 (Spaceship) | 9- | IQ-2 | [1] |
Soldier/12 | 12- | IQ+1 | [4] |
Spacer/11 | 12- | IQ+1 | [2] |
Stealth | 15- | DX+1 | [4] |
Strategy (Space) | 10- | IQ-1 | [2] |
Streetwise | 10- | IQ-1 | [1] |
Tactics | 12- | IQ+1 | [8] |
Theology (Church of Man) | 11- | IQ+0 | [4] |
Traps/11 | 10- | IQ-1 | [1] |
Template: Imperial Marine
You are an Imperial Marine. You were born in a creche on the world now called Shatter, but which was then called Procyon 4, some 237 years ago when the Great War was beginning to wind down because nobody had the manpower to continue fighting. Still, no one was willing to back down, least of all your people. The Imperial Marines, Hands of the Emperor himself. You saw the War from a distance at first, a child growing up in the creche and awaiting your chance to serve. They eventually started sending Marines in when they were only in their mid-20s, and you were one of the youngest. You earned your first Implants in a battle on an Androdyne Deathship. You've since forgotten more about war than most people ever knew; even when the Great Wars fell you drifted from Pocket State to Pocket State, doing what you could to prop up those states that the Marines felt were worthy. But, all things come to an end. You've been wandering for a while now and you can feel age starting to creep up. You make aging rolls every 4 years; your last set of aging rolls was last year. [109]
Ally (Preacher AI)
You have an AI that runs the computer implanted in your brain. He's very very old, a TL 12 Computer from the time before worth 100 points from IQ and Skills, but over the years he's inherited some interesting... Quirks. You didn't used to like him, but he's grown on you over the years. He's got a number of abilities that aren't possible to regulate with current tech., and constantly available. [6]
Cybernetic: Bionic Arm + Weapon Mount
One of your arms has been replaced with a Bionic Replacement with a built-in Weapon Mount into which you can put any weapon of your choosing. It takes about 5 seconds to mount or remove a weapon, and the weapon placed on the mount cannot weigh more than your Basic Lift. It doesn't actually use one of your hands, though! Your bionic arm is stronger than your other arm, with an effective ST of 20, and a DR of two. It's electrical and requires one man/hour of maintenance each weak. [7]
Cybernetic: Bioplastic Skin
Your skin has been replaced with a sheath of living smart bioplastic: it's thin and sensitive enough that it looks and behaves like normal skin, and even heals itself. But, this skin provides 15 DR vs. burning or piercing damage and DR 5 vs. other types of damage. You can, of course, wear other armor over this toughened skin but it doesn't provide any real protection from contact agents. [35]
Cybernetic: Body Reconstruction
Your body has been enhanced with potent Cybernetic enhancements, ranging from rewiring your nerves for enhanced reflexes to rebuilding your muscles with nanoassemblers. It's electrical and requires two man/hours of maintenance each weak. This gives you +4 ST, and +2 DX. [56]
Cybernetic: Computer Implant
You have a Tiny Computer (TL 12?, as it happens) implanted in your head. In addition to the bonus of having a computer on hand, with its own AI, its neural interface allows you to store your memories on the drives for later perusal. This gives you Photographic Memory. [7]
Cybernetic: Cognitive Enhancement
Your brain is laced with nanowires that have established new connections between different parts of the brain, drastically increasing the speed at which you can perceive the world. This gives you a +1 to all Active Defense rolls, +1 to Fast-Draw Skills, and +2 to Fright Checks. You never "freeze" in combat situations and get a +6 on all IQ rolls to make up or to recover from surprise or mental "stun". Your side gets +1 on Initiative rolls to avoid a surprise attack (+2 if you are the leader). You always act first before anyone not similarly enhanced, and are able to perceive things that happen too fast for most people to take notice of. You are never 'rushed' by anything, or at least not anything that wouldn't leave other folk entirely unable to act at all. This is Enhanced Time Sense (Electric -20%). [36]
Cybernetic: Filter Implant
You have a self-regenerating particle filtration system integrated into your lungs. This allows you to filter out ordinary contaminants such as dust, pollen, smoke or even tear gas and suffer no ill effects from such things. This is Filter Lungs. [5]
Cybernetic: Hive Implant
You had a Swarmbot Hive implanted into your body; this allows you to transport and recharge a swarm of micro- or nanobots within your own body. The Hive itself runs off a C-cell, which will have to be recharged occasionally. Your implant computer and radio allow you to control the swarm. [2]
Cybernetic: Intestinal Recycler
The human digestive system is imperfect; this system is an improvement that much more efficiently recycles wastes and keeps you active for longer on less. You only need 1/3rd as much food or water, effectively only one meal a day. This is Reduced Consumption 2. [4]
Cybernetic: Neural Intrface Jack
You have a socket at the base of your skull with a neural jack, allowing you to plug an optical cabal into it and connect to any device. There's a 10-yard cable built into the interface itself though it feels somewhat weird to pull it out. The communication is direct, unjammable and only requires the device in question have somewhere to plug in. This also, incidentally, controls your Implant Computer without further equipment. [9]
Cybernetic: Reinforced Skeleton
Your skeleton has been reinforced with carbon fibers, transforming your bones into structures with the strength of metal. Implants have taken over the function of bone marrow and produce blood cells and the entire process barely increases weight at all, nor do they show up on metal detectors, though your modifications can be detected via X-rays, or other scanning equipment. This gives you +5 HP, DR 20 on your Skull, and a general DR 10 against Crushing Damage. [59]
Cybernetic: Implant Radio
You have an implant communicator with a range of one mile, spliced into your auditory nerve. Roll IQ to operate your implant radio, -1 for each additional contact after the first. Others can try to easedrop on your communications band, but must win a Quick Contest against your IQ to do so. You can either speak normally or subvocalize to use your radio, and can listen to AM, FM, CB and other ordinary radio signals, or even use it to subscribe to local cell phone or net service providers. This is Telecommunications, but . [7]
Cybernetic: Thermal Imaging Eyes
Your eyes have been replaced with a pair of very advanced bionic eyes with tiny infrared imaging cameras, day/night telescopic optics, and a HUD. You have no penalty to fighting in the darkness if your target emits heat, and have +2 to Vision rolls to spot suc targets. You can follow a heat trail while tracking; add +3 to Tracking rolls. You can't discern color when using infrared, sudden flares of heat can be blinding, and your at -4 to distinguish between objects of the same shape/size. Your eyes have DR 2, are protected from irritants, allow you to see underwater, and have a +2 to any HT roll related to eye damage. You can ignore -1 in range penalties, -2 if you take an Aim manuever, or gain up to a +1 Accuracy bonus if you Aim for one round. All of this is electrical in nature, of course, and if you lose these eyes you're blind. [0]
Cybernetic: Implant Biomonitor
This implant monitors your vital signs: pulse, heartbeat, blood pressure, respiration, brainwaves, blood sugar, and alcohol levels as well as the overall condition of your cybernetics. It includes a small wrist display and can connect to a neural interface or computer implant. It gives a +2 bonus to any First Aid, Diagnosis or Physician roll on the cyborg, as long as the medic is able to see the display (such as by jacking into its port). Halve the bonus if the cyborg has to describe the results to the medic. [1]
Fearlessness 2
You're very old and grew up in a very nasty time; it's hard to really get to you. You have a +2 to your Will whenever you have to make a Fright Check or resist an Intimidation skill or a psionic power that causes fear. You also subtract -2 from all Intimidation rolls made against you. [4]
Fit
You receive +1 to all HT rolls, though this does not improve your HT attribute or HT-based skills. You recover FP at twice the normal rate. [5]
High TL (12)
Your personal TL is 12, higher than the campaigns level. This allows you to start without higher TL skills (without further preamble) and equipment (at x2 the normal cost). Everyone with this advantage, in Beyond All Horizons, is very old. You don't necessarily have innate access to such skills and equipment after play begins, but you know things that have been forgotten and could be able to parlay them into one or the other. [5]
Signature Gear (Imperial Battlegear)
While you've lost much in the past two hundred years, you've managed to keep onto the core of your Imperial Battlegear. [4]
Social Regard (Feared) 2
You're a Survivor of the Old Empire's Era. People who can boast such are either Revered or Feared. As you're an Imperial Marine, one of the former Servants of the Emperor, whose Legions turned entire worlds in Black Glass and executed trillions, you fall into the latter category. People tend to react to you as if you'd just successfully used the Intimidation skill, standing aside if they like you or fleeing to avoid a confrontation if they don't like you. Always deference, maybe even respect, but never friendly familiarity. You receive a +2 to Reaction Rolls. [10]
Perk: Style Familiarity (Imperial HtH)
You're not as skilled as you once were, but you still remember the special maneuvers and styles of Imperial Hand-to-Hand. You're familiar with the Style's Culture, might manage a Claim to Hospitality with an old school or instructor, can learn the Styles combat perks, cinematic skills and techniques. If fighting an opponent has studied one or more styles and you have Style Familiarity with all of them, you may reduce the defense penalty from his feints and Deceptive attacks by -1. [1]
Discipline of Faith (Asceticism)
You've never known the comforts of society, having grown up in denial of such comforts, instead living a life of self-denial and self-discipline. Marines often live in bleak, even austere settings and work at all times to transcend the need for all worldly possessions. The only items a Marine covets are his Battlegear; the sacraments he needs to defend holy Church and its fallen leader, the Emperor, who will surely return one day to lead his people out of darkness and into light. [-15]
Duty (Security Officer)
You've managed to acquire a job working for a pretty harmless seeming Starship Captain as his Security Officer and Bodyguard. This requires almost constant effort from you (15-), and can be quite dangerous at times, but you've dealt with worse. And it gets you off into space on your own terms. [-15]
Enemy (Fallen Marine)
Many Marines have lost their ways; some of your Brothers even believe you have. None that you know have fallen further than Tisiphon Del. Once your Superior Officer and closest confident, now Tisiphon serves as the head of the Death's Head Mercenary Company, selling her services for cash and living in contravention of everything that Imperial Service means. You've already faced her, once, and she bested you. There will, you are sure, be a second time. She's built in 600 points, and appears on a roll of (6-). [-10]
Fanaticism (Church of Man)
Most Marines once had a blind devotion to the Emperor and the Empire. This naturally spread to the Church, since Emperor and Church were one, or so you thought. But the Emperor died when the Homeworld was consumed by a self-replicating cannibal swarm (which was apparently programmed to build a bunch of autonomous kill vehicles which still plague that part of Space), and the Empire itself fell, but the Church lived on. It thrived, in fact. Some of your Brother Marines maintain their allegiance to a dead Empire, but you put your Faith in a higher power.
Ham-Fisted
Your cyberware is old; it's a wonder that it's worked as long as it has... Most it is fine, but the impulses that go from your brain to the fingers of your hands (both of them, including the artificial one) are getting a little off. You've had the problem appraised; the estimate was more than you could afford right now. For now, you have a -3 penalty to any DX-based roll to do fine work with Machinist or Mechanic or any of the skills listed for High Manual Dexterity (p. B59) and to Fast-Draw skill. [5]
Intolerance (Heretics)
There was a time when you were very conscious of everyone that wasn't both Human and a member of the Church of Man. These days, well, you've calmed down a bit. The Empire is gone, it killed itself, and you've spent more and more time around everything from Void Dancers to AI's. Plus, since you've fallen in with the Church, you've adopted a more Christian attitude. Turn the other cheek. The only thing you can't stand is heretics of any kind. Not atheists, note, but people with wrong beliefs.
No Sense of Humor
Your brainburn, back when you were first joining the Marines, went a bit deeper than most Marines. You've never gotten any jokes, since then, and tend to think that everyone is earnestly serious all the time. You never tell jokes yourself and are earnestly serious at all times. Others react to you at -2 in any situation where this trait becomes evident. [-10]
Reputation (Other Marines) -4
While Tisiphone has clearly lost the way, many Marines are similarly unsure about you. You have turned from the Emperor, they say, and dare the heresy that the Church can be anything away from his guiding hand. You associate with Freaks and Machines. You travel from world to world for your own glory, rather than to seek to bring about the rebirth of the Empire or in the pursuit of a Mission gifted to you by one of the Emperor's Clones. There are many many schisms among the Marines, though, and for now your Brothers only look at one another (for most Marines have this trait. Most have an Enemy such as yours as well). [-7]
Sense of Duty (Brother Marines)
You would lay your live down for a fellow Marine. Ultimately, even your Sister, Tisiphon Del. [-5]
Wealth (Poor)
You could have a lot more money if you sold your Imperial Battlegear. A lot more. But, you couldn't even think of such. And, in the end, it's not about money. [-15]
Quirk: By The Book
There's a book. You've read it. You know what's in it. You don't deviate from it, unless for good reason. There's another book too. You never deviate from that one. Preacher knows both books by heart, and can read passages if necessary. Roleplay it![-1]
Quirk: Congenial
Imperial Marines like to be around other people, not alone, as much as they like anything. [-1]
Quirk: Takes Charge in Combat
You're used to dealing with Outsiders, which means you're used to people who don't know the first thing about The Book or Killing People. You usually take charge in situations where people could get hurt, to ensure that its not your people doing the getting hurt. [-1]