| Race |
T 17 (5) | Parry: 7 (-2 to be hit if aware of attack) | Notice D6 |
About Jethro Tull Maxton
Jethro Tull Maxton
Novice Juicer
Jethro was born and raised in a small community just south of CS El Dorado’s borders. The area was heavily forested and full of danger but the community of 200 or so survived through cunning, strength and planning. A day after he turned 20 his personal world ended. He went out with a hunting party, traveling a half day away for prey. After a few days of that, with their carts full they headed back and found the area wrecked. Something had physically desecrated the area, some alien influence. The hunting party went mad, from the miasma and the discovery of the rest of the community, sacrificed to create this hell on earth. Jethro came back to himself a few days later. He had somehow survived and travelled quite a few miles. It was the year 108 and after a week or two more travel he found himself in the wreckage of a place called Newton. There, intending to find and destroy whatever befell his home, he underwent the Juicing process. As a fresh Juicer he returned home and tracked the demon worshiping cultists down and took care of all of them. His revenge sated, he began looking for purpose and following stories, ended up at Castle Refuge with a large number of odd people.
Attributes: Agility D10, Smarts D6, Spirit D6, Str D12, Vigor D12
Skills: Athletics D8. Common Knowledge D4, Fighting D10, Notice D6, Persuasion D4, Shooting D10, Stealth D6, Survival D4
Size 0
Pace: 14, D8 run die
Toughness: 17 (5) (2+half vigor+ Brawny+1 +armor)
Hindrances: Ugly (minor), Driven (minor)-protect innocents and nature.
Edges: Quick, Fleet footed, Brawny, Alertness, Acrobat, Woodsman.
Combat gear: Juicer Assassin medium Plate Armor, NG56 light ion pistol, JA 9 Variable laser rifle, Vibro short sword.
Other gear: NG-52 survival pack, Infrared distancing binoculars, 500 credits
Notes and abilities:
Super endurance: +2 Vigor die type, only need half amount of sleep and +2 on all fatigue rolls
Super reflexes: +2 Agility die type and the Quick edge.
Uncanny Reflexes: -2 to be hit if aware of attack, +2 on evasion rolls
Quick: When dealt a 5 or lower may discard and draw again.
Super speed: Double pace, Fleet footed edge added to Pace already.
Super Strength: +2 Str die type, Brawny edge.
Brawny: Toughness +1, reduced carrying penalties.
Alertness: +2 to notice rolls.
Acrobat: Free reroll involving tumbling, balance and grappling.
Woodsman: +2 survival, stealth rolls in the wilds.
Notes:
Vibro short sword Str+d8, AP4, Mega
NG 56 light ion pistol 1-3d8 10/20/40
JA9 variable laser rifle 4d6 30/60/120 Integrated scope, night vision, Heavy Beam, ignores laser resistance.