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Boom Boom Harvey

13 STR (1, 20) (3) str roll 12-
13 DEX (3, 20) (9) CV 4, dx roll 12-
18 CON (2, 20) (16) con roll 13-
15 BOD (2, 20) (10)
13 INT (1, 20) (3) int/per roll 12-
13 EGO (2, 20) (6) ego roll 12-
23 PRE (1, 20) (16) pre roll 14-
10 COM (1/2, 20) (0)
 8 PD  (1, 8)[str/5] (5)
 8 ED  (1, 8)[con/5] (4)
 4 SPD (10, 4)[1+  dx/10] (17)
10 REC (2, 10)[str/5 + con/5] (6)
36 END (1/2, 50)[con*2] (0)
31 STUN(1, 50)[bod + str/2 + con/2] (0)
--- char pts
95
 Roll= 9+ stat/5    CV= dx/3

DISADS
20 Distinctive Feature: Normal Characteristics Maxima



--- disad pts


MOVEMENT
  6" Running (2, base 6", max 10")
  2" Swimming (1, base 2", max 5")
  2" Leaping (1, base 2", max 5")[run leap 1" forward & 1/2" up per 5 str]
--- move pts
0

PERKS/POWERS/TALENTS
0 +2 reputation with the residents of the Little Antica, game start system of Old Antica
1  Access: Supply/Weapons Storage area
3  Can fight while drunk (FRED p 64)
3  Contact: Local black market guy, has own skills/contacts
5  Contact: Trade Guild 11-
1  (2) Favors, TBA
3  Scholar
2  Wealth - gambling & smuggling
3  Well Connected
--- perk/pwr pts
21

SKILLS - (complementary skill made by 0, 1, or 2=+1, made by 3 or 4=+2)
*everyman, roll 9+ stat/5

+1 with PRE skill rolls (5)

 8 AK: Home World (0)*
11 AK: Local System (2)
14 AK: Local Bars/Brothels (5)
13 Acrobatics (dx), only to jump on/off vehicals (-1/2) (3)
14 Bribery (pr) (3)
12 Bugging (in) (3)
14 Bureaucracy (pr) (3)
 8 Climbing (dx) (0)*
12 Combat Driving (dx) (3)
 8 Computer Programming (in) (0)*
12 Concealment (in) (3)*
14 Conversation (pr) (3)
 8 Deduction (in) (0)*
12 Forgery (in) (3)
12 Gambling (in) (3)
12 KS: Black Market (2)
12 KS: Free Traders (2)
12 KS: Mercenary Groups (2)
12 KS: Military History (2)
12 KS: Trade Guild (2)
   Lang: Japanese, native, literate *
 8 Paramedic (in) (0)*
14 Persuasion (pr) (3)
11 PS: Accountant (2)*
14 PS: Mercenary (5)
12 Shadowing (in) (3)*
12 Stealth (dx) (3)*
14 Streetwise (pr) (3)
14 Tactics (in) (7)
14 Teamwork (dx) (7)
14 Trading (pr) (3)
   TF: Mecha, ground (2)
   TF: Small hover/flight vehicals (0)*
   WF: Common Melee
   WF: Small Arms
--- skills pts
91

GEAR
* Flightsuit: 6/6 Armor (OIF) (18 active, 12 real)
             LS: Self Contained Breathing, Low Pressure/Vaccuum, Radiation,
                 Extreme Heat, Extreme Cold (18 active, 12 real)
* Light Blaster: 1d6+1 RKA (OAF, 2 clips of 12 charges) (20 active, 10 real)
* Communicator: Radio Transmission/Perception (OIF) (10 active, 5 real)

EXP
7 exp earned 2/27/05
0 exp spent 1/2/05

START PTS
95 Char/Stats
91 Skills
21 Perks
---
207

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Tank Mecha

13 STR (1) (3) str roll 12-
18 DEX (3) (24) CV 6, dx roll 13-
10 CON (2) (0) con roll 11-
10 BOD (2) (0)
13 INT (1) (3) int/per roll 12-
10 EGO (2) (0) ego roll 11-
10 PRE (1) (0) pre roll 11-
10 COM (1/2) (0)
 8 PD  (1)[str/5] (4)
 8 ED  (1)[con/5] (6)
 4 SPD (10)[1+  dx/10] (12)
 6 REC (2)[str/5 + con/5] (0)
20 END (1/2)[con*2] (0)
30 STUN(1)[bod + str/2 + con/2] (6)
--- char pts
58
 Roll= 9+ stat/5    CV= dx/3

DISADS
15 Phys Lim: Only Sentient While Pilot Is Jacked In (freq, great)



--- disad pts


MOVEMENT
  6" Running (2, base 6", max 10")
 15" Tank Move (3 end) (30)  =>Total Run 21", Spd 4 => kph
  2" Swimming (1, base 2", max 5")
  2" Leaping (1, base 2", max 5")[run leap 1" forward & 1/2" up per 5 str]
--- move pts
30

PERKS/TALENTS
 3 Absolute Range Sense
 3 Bump of Direction
 1 Move with no penalty on slippery surfaces (FRED p 64)
--- perk pts
7

SKILLS - (complementary skill made by 0, 1, or 2=+1, made by 3 or 4=+2)

2 levels with ranged targeting (6)

12 AK: Local System (3)
14 AK: Local Terrain (5)
12 Navigation (in) (3)
13 Stealth (dx) (3)
12 Sys Ops (in) (3)
14 Tactics (in) (7)
15 Teamwork (dx) (7)
   WF: Small Arms (2)
   WF: Emplaced/Mounted Weapons
--- skill pts
41


POWERS
20 Armor 10rPD/10rED, OIF (-1/2)
13 Armor 5rPD/5rED, hardened (+1/4), OIF (-1/2)
14 End Reserve (70 end, 15 rec/turn), OIF bulky (-1)
50 Microwave Beam, 10d6 EB, penetrating (+1/2), line of sight (+1/2)
      1/2 end (+1/4) [5 end]
      burnout 14- (roll 15+ fries weapon)(-1/4), OAF (-1)
38 Artillery Shell, 3d6 RKA, AP (+1/2), megarange (+1/4), 1/2 end (+1/4)
      area of affect 1 hex (+1/2)
      burnout 14- (roll 15+ fries weapon)(-1/4), OAF (-1)
      beam (can't spread, always max dmg, puncture dmg hole) (-1/4)
      Extra Segment Time (target roll my phase, shot fired, shot hits end of
        next segment) (-1/2)  [6 end]
15 Sensor Suite: normal sight, night vision, IR, high range radio, OIF (-1/2)
12 Sensor Recon Drone (head sized): Clairsentience: normal sight, 
      night vision megarange (+1/4), OAF (-1)
--- power pts
162

EXP
8 exp earned 2/27/05
4 exp spent 2/20/05

START PTS
58 Char/Stats
38 Skills
 7 Perks
33 Armor
14 End Reserve
30 Movement
15 Sensor Suite
12 Sensor Recon Drone, megarange
50 Weapon, EB
38 Weapon, RKA artillery megarange
---
295