Marshal

A man who is getting to old for this.

Description:

Name: Marshal
Origin: Reinstantied
Faction: Argonauts
Gender: Male
Ego Age: 68
Morph: Fury
Apparent Age: 30’s
Credits: 11,535
Total Rez: 100
Spent Rez: 100
Unspent Rez:

Moxie: 3

@ REP: 40
G REP: 8
C REP: 0
R REP: 35
E REP: 0
I REP: 20
F REP: 5
X REP: 0

Stat Base Bonus Total
COG 15 5 20
COO 15 5 20
INT 15 15
REF 15 25 40
SAV 20 5 25
SOM 15 25 40
WIL 15 5 20

Lucidity: 40
Initiative: 11
Trauma: 8
Speed: 2(1)
Insanity: 80
Wound Rating: 12
Moxie: 3
Death: 90
Damage Bonus: 4
Durability: 60

Ego Traits: Allies, You have friends and they will back you up. You can call them up once per gaming session. They aren’t minions however and they will expect back from you and such. 30CP

Brave, +10 mod to all tests versus fear or intimidation 10CP

You’re That Guy!, you did something that alot of people saw. You got a youtube video maybe or you were in a video game or a movie. As often as once per session someone may recognize you and react favorably to you.

Enemy, Someone doesn’t like you. In fact he wants to hurt you. -10CP

Morph Traits: Zero G Nausea -10 to any action in any mircogravity environment. -10CP

Upgrades: (Eclipse Phase= EP, GateCrashers = GC)

EP 302 Adrenal Boost, Ignore 1 wound, + 10 to REF
EP 306 Anti-Glare, No penalties for glare
EP 300 Basic Bioware
EP 300 Basic Mesh insert
EP 303 Bioweave Armor, Armor 2/3 stacks with worn armor
EP 304 Circadian Regulation, need 2 hours of sleep, can stay awake for 44 hours no penalties (will need 4 hours of sleep after)
EP 300 Cortical Stack
EP 307 Cyber Claws, 6 inch wolverine style claws (yeah I know) 1d10 + 7, AP -2 can combine with eelware
EP 301 Direction Sense, advanced internal navigation, can retrace routes (doesn’t work in featureless environments like deep space) know how far you gone, pick a direction name it north and always know which way it is.
EP 301 Eidetic Memory, Perfect memory for anything you were paying attention to.
EP 304 Eelware, you generate electric shock, like a shock glove (page 204)
EP 301 Enhanced Hearing, Twice range of normal hearing, +20 to Perception test
EP 305 Enhanced Respiration, Comfty in .2 to 5 atmospheres, hold breath up to 10 minutes when active, 30 minutes when not
EP 301 Enhanced Smell, ID chemicals and individuals by scent, +20 to Perception and Kinesics
EP 301 Enhance Vision, see several dozen colors, x5 mag, +20 to Perception
EP 304 Endocrine Control, +30 against hunger, fear, or emotional manipulation. +20 to Deception, ignore 1 wound
EP 308 Harden Skeleton, +5 Dur, +5 SOM
GC 154 High G Adaption, + 5 Dur, +5 SOM, no negative modifiers from gs up to 2gs, all further modifiers -1g.
EP 307 Mnemonics Augmentations, Access recordings of experiences, takes concentration.
EP 308 Medichines, Repair injuries faster
EP 305 Muscles Augmentation, +5 SOM
EP 305 Neurachem, (lvl1) +1 speed
EP 306 Radiation Sense, Sense and determine source of any dangerous rads includes neutrons, charged particles, cosmic rays
EP 308 Reflex Boosters, Ref +10, Speed +1
EP 305 Temperature Tolerance, comfty in -30 C to 60C
EP 305 Toxin Filter, immune to ALL chemicals and biological toxins, everything from mary jane to nerve gas to spoiled pizza. You can breath smoke and drink salt water
EP 308 Oxygen Reserve, min oxygen tank lets you breath for 3 hours. In vacuum with no seal you get 5 minutes of action.

Gear:
Portable QE Com
Low Qbit Reservior
Chameleon Cloak
Covert Ops Tool
Dazzler
Fibereye
Mirco bug (2)
Traction pads
White noise machine
X ray emitter
Mircograv shoes
Specs
Grip tape
Solar recharger
Wireless energy transmitter
Fabber
Anon Account
Backup insurance (2 units paid up)
Repair Spray
Survival Belt
Smart clothes (2 sets)
Smart vac clothes (2 sets)
2nd skin
helmet
heavy armor
Wasp knife
rail rifle
heavy pistols (2)
light pistols

Active Skills:

Skill Name Apt Base Morph Training Other Total
Blades SOM 15 25 25 0 65
Climbing SOM 15 25 10 50
Clubs SOM 15 25 10 50
Demolitions COG 15 5 45 65
Fray REF 15 25 20 60
Freefall REF 15 25 4 44
Freerunning REF 15 25 30 70
Infiltration COO 15 5 55 75
Infosec COG 15 5 45 65
Investigation INT 15 5 40 60
Kinesics SAV 20 5 25 50
Kinetic Weapons COO 15 5 53 73
Network Auotmatist SAV 20 5 10 10 45
Network Scientists SAV 20 5 5 10 40
Pilot Ground Car REF 15 25 0 10 50
Perception INT 15 40 55
Programming COG 15 5 31 51
Protocol SAV 20 5 25 50
Research COG 15 5 25 45
Spray Weapons COO 15 5 25 45
Unarmed Combat SOM 15 25 20 60

Knowledge Skills:

Skill Name Apt Base Morph Training Other Total
Aca Archaeology COG 15 5 30 50
Aca Anthropology COG 15 5 30 50
Aca Poli Sci COG 15 5 15 35
Aca Sociology COG 15 5 15 35
Art Writing INT 15 25 40
Int Fantasy COG 15 5 25 45
Int Veteran Issues COG 15 5 25 45
Int Inner System Politics COG 15 5 25 45
Lan Hindi INT 15 35 50
Lan Mandarin INT 15 25 40
Pro Squad Tactics COG 15 5 25 45
Pro Writing COG 15 5 20 40
Bio:

Marshal was born in the old United States, when he was of age he joined the military. He found himself rotating in and out, getting an education and degrees in various Social Sciences. He was in active service (his 5th time back into the Marines) when the Fall happened, his unit was involved in heavy fighting and eventually the fall of Mt Kilimanjaro. His unit got out through emergency ego casting through a cobbled together system thanks to a Gunny who had an education in engineering.

Marshal traded the rights to his memories of that battle for lots and lots of cash. With that he bought his (surviving) squadmates out of hock and got himself a nice shiny new Fury. When he woke up he found his Commanding Officier, Captain Robertson waiting for him. The Captain had been MIA for 13 days before the final battle, assumed dead. Turns out he had ditched them for a nice cushy new job with a Mercenary Corps. He had a job offer. Marshal threw him down 3 flights and was promptly fined for murder. The Captain and Marshal remain at odds.

Marshal

Eclipse Phase: Breaking Light frigid