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<blockquote data-quote="Irishrelief" data-source="post: 7974500" data-attributes="member: 34093"><p><strong>Lt. Jace "Showdown" McIntyre</strong></p><p><em>A 30 year old nimble human helmsman who has something to prove.</em></p><p></p><p>If Jace hadn't grown up a navy brat he would have just been another belter. However his father's service kept him moving around. Jace was a shoo-in to join the academy and follow in his fathers footsteps as a fighter pilot. The Navy had other needs. Jace became a helmsman, but didn't really find his stride until his cadet cruise as a USFMC dropship pilot. His natural ability at the stick and his willingness to push the envelope earned him a distinction rating on his evaluation. This distinction landed Jace a two year tour in fleet. In the fleet Jace had to pilot large frigates which drove him to some decisions that stalled his fast track career. His determination to stick with the Navy rewarded him with three years back with the Marines as a drop pilot, where he returned to his prior form. But Jace still yearns for the cockpit of a fighter...</p><p></p><p><strong>STR</strong> 3 (2d6) <strong>AGI</strong> 12 (4d6) <strong>END</strong> 6 (3d6)</p><p><strong>LOG </strong>7 (3d6)<strong> INT</strong> 7 (3d6) <strong> WIL</strong> 4 (2d6)</p><p><strong>CHA</strong> 4 (2d6) <strong>LUC</strong> 6 (3d6) <strong>REP</strong> 9 (3d6)</p><p><strong>PSI</strong> 0 (0d6)</p><p></p><p><strong>MELEE DEFENSE </strong>18</p><p><strong>RANGED DEFENSE</strong> 14</p><p><strong>MENTAL DEFENSE</strong> 11</p><p><strong>VITAL DEFENSE</strong> 11</p><p></p><p><strong>HEALTH</strong> 18</p><p><strong>SOAK</strong> 4 (uniform); <strong>VULN</strong> none</p><p><strong>IMMUNE</strong> none</p><p></p><p><strong>INITIATIVE</strong> 4d6</p><p><strong>PERCEPTION</strong> 3d6</p><p><strong>SPEED </strong>6; <strong>CLIMB</strong> 6; <strong>JUMP</strong> 12'/3'; <strong>Zero-G </strong>4<strong></strong></p><p><strong>CARRY</strong> 90lb</p><p></p><p><strong>REACH</strong> 5'</p><p><strong>ACTIONS</strong> 2</p><p></p><p><strong>🅜<em> Martial arts</em></strong> 5d6 melee (1d6+2 blunt damage)</p><p><strong>🅡 <em>Phaser pistol </em></strong>5d6 ranged (2d6+3 heat damage; range 15; stun, beam, sidearm)</p><p></p><p><strong>Skills </strong>astronomy 1 (1d6), computers 2 (1d6), engineering 2 (1d6), gunnery 3 (2d6), hardy 1 (1d6), knives 1, law 1 (1d6), leadership 1 (1d6), linguistics 1 (1d6), martial arts 1 (1d6), medicine 1 (1d6), meteorology 1 (1d6), military trivia 1 (1d6), navigation 1 (1d6), piloting 6 (3d6), pistols 1 (1d6), reactions 1 (1d6), rifles 1 (1d6), sensors 1 (1d6), starship tactics 3 (2d6), survival 1 (1d6), tactics 1 (1d6), zero-g 1 (1d6)</p><p></p><p><strong>Gear</strong> planetary communicator, phaser pistol, emergency medpatch, USF uniform</p><p><strong>Requisition cap</strong> 4,500cr</p><p></p><p><strong>EXPLOITS</strong></p><p><strong></strong></p><p><strong>Explorers. </strong>Driven by an inquisitive, exploratory nature, Humans gain a number of XP equal to their grade every time they travel to a star system new to them. They can only gain this bonus once per week.</p><p></p><p><strong>Enduring. </strong>Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition.</p><p></p><p><strong>Petrolhead. </strong>You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it.<strong></strong></p><p><strong></strong></p><p><strong>Marine Corps (USFMC) Cadet Cruise. </strong>Your platoon doesn't have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.<strong></strong></p><p><strong></strong></p><p><strong>Evasive Flying. </strong>A ship which you pilot gains a DEFENSE bonus equal to your AGI attibute dice pool.<strong></strong></p><p><strong></strong></p><p><strong>Full Stop. </strong>As an action, you can bring a starship to an immediate stop without needing to decelerate. This causes 1d6 damage to the ship's superstructure.<strong></strong></p><p><strong></strong></p><p><strong>Wingover. </strong>To perform the maneuver, the pilot must make an AGI (piloting) check with a difficulty of 10 + the ship's current speed. If successful, the maneuver is performed and the ship takes 1 SS damage; if unsuccessful, the maneuver is not performed, and the ship takes 1d6 SS damage (although this cannot reduce it to below 1 SS).<strong></strong></p><p><strong></strong></p><p><strong>Aim. </strong>This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. All characters get either the Aim or Feint exploit for free.</p></blockquote><p></p>
[QUOTE="Irishrelief, post: 7974500, member: 34093"] [B]Lt. Jace "Showdown" McIntyre[/B] [I]A 30 year old nimble human helmsman who has something to prove.[/I] If Jace hadn't grown up a navy brat he would have just been another belter. However his father's service kept him moving around. Jace was a shoo-in to join the academy and follow in his fathers footsteps as a fighter pilot. The Navy had other needs. Jace became a helmsman, but didn't really find his stride until his cadet cruise as a USFMC dropship pilot. His natural ability at the stick and his willingness to push the envelope earned him a distinction rating on his evaluation. This distinction landed Jace a two year tour in fleet. In the fleet Jace had to pilot large frigates which drove him to some decisions that stalled his fast track career. His determination to stick with the Navy rewarded him with three years back with the Marines as a drop pilot, where he returned to his prior form. But Jace still yearns for the cockpit of a fighter... [B]STR[/B] 3 (2d6) [B]AGI[/B] 12 (4d6) [B]END[/B] 6 (3d6) [B]LOG [/B]7 (3d6)[B] INT[/B] 7 (3d6) [B] WIL[/B] 4 (2d6) [B]CHA[/B] 4 (2d6) [B]LUC[/B] 6 (3d6) [B]REP[/B] 9 (3d6) [B]PSI[/B] 0 (0d6) [B]MELEE DEFENSE [/B]18 [B]RANGED DEFENSE[/B] 14 [B]MENTAL DEFENSE[/B] 11 [B]VITAL DEFENSE[/B] 11 [B]HEALTH[/B] 18 [B]SOAK[/B] 4 (uniform); [B]VULN[/B] none [B]IMMUNE[/B] none [B]INITIATIVE[/B] 4d6 [B]PERCEPTION[/B] 3d6 [B]SPEED [/B]6; [B]CLIMB[/B] 6; [B]JUMP[/B] 12'/3'; [B]Zero-G [/B]4[B] CARRY[/B] 90lb [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Martial arts[/I][/B] 5d6 melee (1d6+2 blunt damage) [B]🅡 [I]Phaser pistol [/I][/B]5d6 ranged (2d6+3 heat damage; range 15; stun, beam, sidearm) [B]Skills [/B]astronomy 1 (1d6), computers 2 (1d6), engineering 2 (1d6), gunnery 3 (2d6), hardy 1 (1d6), knives 1, law 1 (1d6), leadership 1 (1d6), linguistics 1 (1d6), martial arts 1 (1d6), medicine 1 (1d6), meteorology 1 (1d6), military trivia 1 (1d6), navigation 1 (1d6), piloting 6 (3d6), pistols 1 (1d6), reactions 1 (1d6), rifles 1 (1d6), sensors 1 (1d6), starship tactics 3 (2d6), survival 1 (1d6), tactics 1 (1d6), zero-g 1 (1d6) [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform [B]Requisition cap[/B] 4,500cr [B]EXPLOITS Explorers. [/B]Driven by an inquisitive, exploratory nature, Humans gain a number of XP equal to their grade every time they travel to a star system new to them. They can only gain this bonus once per week. [B]Enduring. [/B]Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition. [B]Petrolhead. [/B]You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it.[B] Marine Corps (USFMC) Cadet Cruise. [/B]Your platoon doesn't have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.[B] Evasive Flying. [/B]A ship which you pilot gains a DEFENSE bonus equal to your AGI attibute dice pool.[B] Full Stop. [/B]As an action, you can bring a starship to an immediate stop without needing to decelerate. This causes 1d6 damage to the ship's superstructure.[B] Wingover. [/B]To perform the maneuver, the pilot must make an AGI (piloting) check with a difficulty of 10 + the ship's current speed. If successful, the maneuver is performed and the ship takes 1 SS damage; if unsuccessful, the maneuver is not performed, and the ship takes 1d6 SS damage (although this cannot reduce it to below 1 SS).[B] Aim. [/B]This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. All characters get either the Aim or Feint exploit for free. [/QUOTE]
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