Chitlins, Whiskey and Skirt
Level 1 Soldier
I.Q. 22, M.E. 17, M.A. 13, P.S. 12, P.P. 10, P.E. 10, P.B. 10, and Speed 35*.
S.D.C. 47; Hp 14; P.P.E. 2.
Bionics – Leg(2): 45 M.D.C.; Foot(2): 15 M.D.C.; Upper Arm: 35 M.D.C.; Forearm: 25 M.D.C.; Hand: 25 M.D.C.;
Hand (2 max; 3 if small): None
Wrist (1 max): None
__-Knuckles (1 each):_ Retractable Knuckle Blades – S.D.C. Damage: Adds 3d4 to hand-to-hand, plus P.S. damage bonus
Fingers (1 each): Laser Utility Finger (Index) – S.D.C. Damage: 1d6 or 3d6 per blast; Range: 50 ft; Rate of fire: Counts as 1 melee attack; 12 blasts before recharge; 30 min recharge
High Explosive Finger Joints (Pinky) – No movement, M.D. 2d4 to a 10ft area per joint; Range: Throw 100 ft; Rate of Fire: Melee; Paylod: 3 per finger; Cost: 1,000 per joint
Forearm (2 max):Retractable Vibro-Blade – Standard short sword, 2d4 M.D.
Shoulder/Upper Arm (1 weapon or 2 non-weapons): None
Leg (2 weapons and 1 sm/med compartment or 3-5 compartments and various features): Leg Ion Rods – 4d6 M.D., Rate of Fire: Aimed, burst or wild, Range: 2,000 ft, Payload: 10 blasts per standard E-clip
Combat Bonuses (H2H Expert): APM: 4, +2 Pull Punch; +2 Roll with Impact;
Saving Throws: +1 save versus psionics; +1 save versus insanity;
Movement: Can leap 5 feet high and 10 feet across, 20% more with a running start.
MOS Skills – Detect Ambush 53%, Detect Concealment 43%, Intelligence 55%, Land Navigation 59%, Prowl 43%, Tailing 58%, and Wilderness Survival 48%.
O.C.C. Skills – Climbing 58/48%, Language: (choose one) (+13%), Military Etiquette 53%, Radio: Basic 58%, Recognize Weapon Quality 43%, Running, Swimming 68%, Sign Language (military) 38%, W.P. Knife W.P. Energy Pistol, and W.P. Energy Rifle.
O.C.C. Related – Camouflage 33%, Concealment 28%, Find Contraband, Weapons, & Cybernetics 34%, General Repair & Maintenance 48%, and Optic Systems 43%.
Secondary – Basic Electronics 38%, Cook 43%, and Track and Trap Animals 28/38%.
W.P. Knife: +1 to parry, +1 to strike when thrown; W.P. Energy Pistol: +1 to strike; W.P. Energy Rifle: ;
Armor: LE-B1 Light Espionage Armor: 135 M.D.C., Cost: 20,000 credits
Weapon: Wilk’s 557 VFALR “Chameleon” – 24 frequencies
Weight: 6lbs, RoF: Standard, Effective Range: 2,000 ft, Cost: 36,000 credits
Mega-Damage: 2d6 M.D. per single shot or 6d6 per triple pulse burst
Payload: 51 single shots per standard long E-clip or 17 pulse shots
Bonus to Strike: +1 to strike on an aimed shot
High I.Q.: +8% to all skills.
High M.E.: +1 save versus psionic attacks, +1 save versus insanity.
Spectre was originally part of a scout/recon team in the Coalition Military in Nevada. A bandit ambush left him gravely wounded, but he was kept alive long enough to be treated and transformed into a partial cyborg. While he was recovering, he witnessed an extreme prejudice toward non-humans that didn’t exist in Nevada. After his treatment, he decided to abandon the Coalition and head West in search of a settlement similar to the one in Nevada. However, the Coalition did not take his departure lightly, and he was forced to escape under duress. After a year of searching, he finally found his way to a settlement in Arizona.