
EmissaryOfTheNorth |

Alright then.
@Peanuts: Sounds like a good start. As for your mutation, you seem to be a lucky mutie. I drew a 10, which means your mutation is purely cosmetic. You might look a little odd, but it's harmless.
@Emissary: You're good.
@Niles: The name is fine and the background sounds interesting.
Don't go so fast, Faceless, I spoke too early without having read Hell on Earth pdf... now I am a man with a purpose. I've gazed upon the void and it has gazed back, whispering me the next course of action...
I am new.I am Max Powers.
I'll be short, because I got a general draft that I like and would very much love to improvise the specifics when playing. Like, Maximilian was an Engineer subcontracted by the Army to work on a Ghost Rock project. Which project? I haven't decided yet, or maybe his memory fails and you have something cool to add.
Anyway, let's get this on.
Maximilian O'Connel, known as Max Powers by his close friends from the M.I.T., graduated with great honors 6 years before the G-Bombs dropped and worked with a shady company called GR Enterprises. The pay was good enough, so he didn't asked much and focused on his task and his task alone.
Sadly, Max fell victim to Ghost Rock poisoning mere months before the Shrooms Day, and even sadder enough he didn't stay dead.
The Army, who was the actual contractor of GR Enterprises, used his not so dead corpse for its Cyborg Program, transforming Max from a skinny guy to a full blown soldier.
And then the Waste came to be. Max didn't even get deployed, having been stored in stasis, and when he woke up six years ago the shock was quite unpleasant.
Since then Max Powers has roamed the Waste, riding his trusty Lucille and bringing justice upon the bad people that threathen the wastelanders.
He is Max Powers, cyborg of justice. Half man, half machine. Full badass.
Name: Maximilian O'Connel a.k.a. Max Powers
Race: Human. And Harrowed. And Cyborg (Light)
Current Bennies: 3/3
Current XP: 0
Rank: Novice
Current Wounds: 0
Toughness: 6(7) (50% to protect vs Headshot)
Parry: 6(-)
Pace: 6
Charisma: 0 (-2 if discovered as a Cyborg)
Agility: d8 (2)
Smarts: d6 (1)
Spirit: d6 (1)
Strength: d6 (0)
Vigor: d6 (1)
Drive: d8 (3)
Fighting: d8 (3)
Guns: d8 (3)
Notice: d6 (2)
Repair: d6 (2)
Science: d6 (2)
Harrowed: You are a Harrowed (Starting)
Cyborg: You are a Light Cyborg (From Harrowed)
Cybernetic Eyes(Telescopic): +2 to Notice, Shooting and Throwing rolls over 30ft (From Cyborg)
Weapon Mount: You have integrated inside your frame a weapon (NA XM-21) with which you are treated as if having the Quick Draw Edge. (From Cyborg)
Rich: You start with three times the starting money. (2 pts Hindrance)
Wheels: You have 5000$ to build a sweet ride. (2 pts Hindrance)
Expendable: Your cyborg was part of a decoy force meant to distract the
enemy and draw fire. Once combat starts, your can tries to draw as much
attention to itself as possible and never uses cover.
Heroic: Always help people in need, help deal with problems for little or no pay
Unnatural Appetite(Motor Oil): You need to consume at least a handful of Motor Oil each day or start accumulating fatigue.
Enemy(Nine Fingers): A driving raider, who was Ten Fingers last time he met Max Powers. Soon to be Eight Fingers, maybe less.
Backpack (30$)
3 Ounces of Ghost Rock (45$)
50' of Rope (25$)
Shovel(10$)
Repairing Tools (-)
ARMOR AND CLOTHING
Cold Weather Gear [+1 Armor, +1 to Fatigue Rolls vs Cold](200$)
Motorcycle Helmet [+3 armor, 50% chance to protect vs Headshots](250$)
WEAPONS
NA X-21 [2d8, 3, AP2, 35/70/140, 30 shots, Mounted, 3RB](200$)
NA Sidearm [2d6, 1, AP1, 12/24/48, 15 shots, 3RB, +1 to Shooting under 30ft](100$)
9mm Suppresor(100$)
9mm Holster(30$)
AMMUNITION
3x5.56 Clips [30 bullets each](100$)
3x9mm Clips [15 Bullets each](150$)
VEHICLE
Lucille(Dirt Bike) [15/32, 8(2), 1 Crew] (2000$)
+Sidecar [-1 to Drive] (1000$)
+Sidecar Weapon Mount [NA X-21](450$)
+Supercharger [+2/4 Acc/TS, +5 Miles per Gallon] (800$)
+Ram Plate [+1d6 Damage on Ram, -1d6 Damage Taken] (250$)
+Heavy Duty Shocks [+1 to avoid Vehicle Fatigue] (200$)
+25 Gallons of Spook Juice (500$)
MONEY: 60$
*EXP 5:
*EXP 10:
*EXP 15:
*EXP 20:
*EXP 25:
*EXP 30:
Only thing left to say is... is anybody radical enough to be Max's sidecar riding friend?

Peanuts |

Yay! I think I'm gonna give him fine pale green scales over ~3/4s of his body, a spikey head-crest and a lizard tongue :)
So I present, Richie Jean
Race: Chosen (AKA Mutant)
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Faith d8, Fighting d4, Healing d6, Notice d8+2, Persuasion d4, Stealth d4, Streetwise d4, Survival d8
Pace: 6, Parry: 4, Toughness: 5, Charisma: 0(-2 with 'Norms')
Gear: Bowie Knife 2d4+1
Improvised Armor (Torso) +2 armor
Backpack, Canteen, Compass, Rope (20 feet), Drill, Shovel, Mess Kit
Total Weight: 28.5lbs (-1 to agility while carrying pack)
Special Abilities:
• Lyin' Eyes (Minor): Lies just don’t come naturally to this brainer That sounds good,but often causes problems when dealing with more nefarious types Subtract 4 from any Persuasion rolls where lies—even little white ones—must be told
•All Thumbs: -2 Repair; Break devices on skill die roll of 1
•Heroic: Never says no to a person in need
•Arcane Background (Doomsayer)
Arcane Skill: Faith (Spirit)
Power Points: 10
Starting Powers: blind, EMP, environmental protection
Backlash: Should a Doomsayer roll a 1 on her Faith roll, she is Shaken. On a critical failure, she gains a random mutation and does not get her extra card draw (see below).
Any Sufficiently Advanced Science: Doomsayers may not use Edges that require Arcane Background (Miracles), but they can take the Wizard Edge, substituting their Faith for the Spellcasting requirement (see Savage Worlds).
Mutations: Doomsayers begin the game with one random mutation (see page 95). Whenever a Doomsayer draws a mutation in play, she picks an extra card and takes the best result.
Recharge: A Doomsayer who steps through a ghost storm (page 65) regains 1d6 Power Points or 2d6 if they get a raise on the Vigor roll.
• Rad Resistant: Your brainer could eat rads for breakfast. He gains +4 on Vigor rolls to resist Fatigue from radiation. Rad Resistant provides no benefit versus targeted or damaging effects.
•Alertness: Very perceptive; +2 Notice
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2015 by Pinnacle Entertainment Group. All rights reserved.
Just need to look at equipment now.
EDIT: EQuipment added.

'Calamity' Jane |

Meet Calamity Jane (WhtKnt's submission).
Race: Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d6, Notice d6+2, Repair d6, Shooting d8, Stealth d6, Streetwise d4
Pace: 6, Parry: 5, Toughness: 5, Charisma: 0
Gear: Ruger Thunderhawk (.357) d8 (2d6+2, 12/24/48), Knife, Bowie d6 (Str+d4+1), Knife, Bowie (Thrown) d4-2 (Str+d4+1, 3/6/12), Unarmed Strike d6 (Str), Boiled Leather Pants (+1), (10x) Ammo (.357) AP, Canteen
Special Abilities:
•Bad Luck: -1 Bennies at start of each game session
•Wanted (Public Nuisance): Sought by authorities for crime
•Alertness: Very perceptive; +2 Notice
•Danger Sense: Notice roll at -2 to sense an imminent surprise
Personal Details: "Calamity" Jane, 'course that ain't her real name, gets her colorful moniker 'cause she's an accident lookin' for a place to happen. Bad luck seems to follow her wherever she goes and trouble invariably finds her. She comes to town, an' most folks start packin'. Leastaways, the smart ones.
Born Jane Cotton, she was the child of a redskin and a white man. Not really accepted in either world, she took to wanderin' at the young age of 17 and ain't looked back since. She's been branded a public nuisance in more towns across the west than taletellers have stories.
It's said that the only reason she's lived this long is because o' her 'sixth sense', some kind of alarm that goes off in her head when danger is afoot. Armed with that, a fast draw, and eyes that would shame an eagle, she makes her way across the wasted west.
Description: Jane stands only 5 feet, 2 inches and weighs 118 lbs. soakin' wet. She's not unattractive, but she's no schoolmarm, neither. Her hair is as black as tar and her eyes are the blue of a summer sky. Her well-tanned skin shows more'n her share of scars, and she's seldom seen woithout a smoke in her mouth (she rolls 'em herself). Dresses is fer saloon girls; this gal wears skin-tight leathers and cotton shirts.

The Faceless GM |

Alright, so it looks like we're getting some good submissions in. I think I'm going to get things starts with (drum roll please)
WhtKnt's Calamity Jane
Peanut's Richie Jean
EmissaryoftheNorth's Max Powers
GM Niles's Nilus Romerus
Feel free to post in discussion when you're ready and I'll get gameplay going soon, though it may be tomorrow, since I have an in-person game tonight.