Character Creation Main Thread.   Posted by Character Creation.Group: 0
Character Creation
Thu 18 Oct 2012
at 08:50
Character Creation Main Thread
Edit: I am slowly moving everything for character creation over to this Wiki: http://megaversal-background-g...round_Generator_Wiki
 Just navigate to the Rifts character creation pages. Anything you don't see done should still be accessible here, but I am slowly moving it over.

This thread holds links to all of the information you will need for character creation. You will need a copy of Rifts Unlimited Edition (or the older Rifts Book, although the newer book is a great investment) - which will guide you through the steps of character creation. The character creation for this game uses the standard rules, including limited selections for Secondary skills, etc. But I have rewritten the CS OCCs and RCCs to a certain degree. They now universally use a MOS system. In general the power level of the various OCCs has been retained, although some specific OCCs did receive some editing to bring them in line with the rest, and not be overpowered or over-preferred.

I have also included a background generation system that should be very helpful in creating unique individuals. Many tables do not require you to roll on them, but include optional number ranges anyway. If you don't know, or don't care, you could conceivably roll your entire character randomly, and then see how it developed. But one thing to remember is that the tables are written intentionally vague. An orphan and the son of a rich industrial baron might have the same childhood events, but not have anything resembling the same background, or even the same event, even though their situations are analogous.

Table of Contents:
Part 1: Race and the Eight Attributes
Choose from:
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=4&#2">Humans</a>
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=4&#3">Psi-Stalkers</a>
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=4&#4">Psi-Hounds</a>

Part 2a: Choose OCC. This is a preliminary choice and can be modified freely until the character is approved. Don't choose M.O.S. until you have completed Stage 3 training.

Army
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#2">Infantry Soldier</a>
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#3">Combat Pilot</a>
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#4">Military Specialist</a>
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#5">Technical Specialist</a>
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#7">Psi-Hound Soldier</a>
  • <a href="http://www.rpol.net/display.cgi?gi=53168&ti=9&#6">Psi-Trooper</a>

Navy
  • Navy Sailor (not used in this game)
  • Naval Infantry (not used in this game)
  • Combat Pilot (not used in this game)
  • Military Specialist (not used in this game)
  • Technical Specialist (not used in this game)
  • Psi-Hound Naval Infantry (not used in this game)
  • Naval Psi-Trooper (not used in this game)


Part 2b: Motivations, Personality and Description: Go <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&z=2&date=1350935950#2">here</a>.

Part 3: Character Background Tables
Background generation is handled through 4 background stages. For each stage you will choose from the options in the stage before (or from the <a href=http://www.rpol.net/display.cgi?gi=53168&ti=8&z=1&date=1350935704#1>background origin</a> in Stage 1). Roll 1d4+1. This is the number of stage 3 or 4 paths you may take until you must <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#21">enlist</a> or attend the <a href="http://www.rpol.net/display.cgi?gi=53168&ti=20&#22">Chi-town Military Sciences University</a> or <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#23">Coalition Academy of Advanced Military Training</a>. Psychics may attend <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#24">P.R.P. Military Psychic Training</a> instead.
  • Background Origin: (roll for Social Status and Stage 1 options; choose a Stage 1 option from the list.)
  • Stage 1: (Roll event and then choose Stage 2 Option)
  • Stage 2: (Roll event, gain background skills, and then choose Stage 3 or 4 option)
  • Adult Life Path 1-5: Stage 3 or 4 option (and choose next path until entering training).
  • Military Training: <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#21">Enlist</a> or attend the <a href="http://www.rpol.net/display.cgi?gi=53168&ti=20&#22">Chi-town Military Sciences University</a> or <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#23">Coalition Academy of Advanced Military Training</a>. Psychics may attend <a href="http://rpol.net/display.cgi?gi=53168&ti=20&#24">P.R.P. Military Psychic Training</a> instead.


Part 4: Military Life Events
    Roll on the Tour of Duty Table.
Years of service: To determine years of service decide what type of military character you will be playing or roll on the following table. (There is a <a href="http://rpol.net/display.cgi?gi=53168&ti=18">limited number of NCO spots</a>, please check in with the GM before choosing this option):

Roll 1d100
    01-50% New Recruit: Old Chicago is the proving ground for many green troops (officers and enlisted alike), especially those from the CS State of Chi-Town.  Don't roll on the Tour of Duty Table. This is your first assignment.
    51-90% Been Around: Served for a couple of years, may or may not have seen combat, roll 1d3 to determine Years of Service and roll on the Tour of Duty Table for each year.
    91-00% Experienced: The grizzled, experienced, veterans who have seen action and proven their mettle (or at least their knack for survival).  Roll 1d3+2 to determine Years of Service and roll on the Tour of Duty Table for each year. These soldiers tend to be NCOs, Warrant Officers, or Line Officers. If a NCO, add 2 ranks to the starting rank of your M.O.S. Warrant Officers and Officers do not get this benefit. This is only available with GM permission.

For each year of military service after training, roll 1d100 to determine what your character's primary duty assignment for that year.
    01-25% = <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#8">Garrison Duty</a>
    26-50% = <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#8">Occupation/Police Action</a>
    51-75% = <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#9">Long Range Patrol</a> (somewhere other than a full on war zone - to include a rear echelon deployment to a war zone, or the outskirts of a warzone).
    76-00% = <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#10">Combat Zone</a> (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star - everything else is one of the other results)

If required to by the sub-tables of Tour of Duty, you may also roll on the following Life Events Sub-Table as well. This represents civilian encounters and represents your time off.
   Life Events Sub-Table
    01-30%:    <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#3">Big Problems, Big Rewards</a>
    31-60%:    <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#4">Friends and Enemies</a>
    61-90%:    <a href="http://www.rpol.net/display.cgi?gi=53168&ti=8&#5">Romantic Involvement</a>
    91-00%:    Nothing Happened (+300 XP)

Part 5: Total Experience from each year as you roll it, and apply it to your character. Stage 1 & 2 paths get the experience listed in each table, plus 300 XP. Stage 3, 4, and Tour of Duty life paths get 800 experience in addition to what the table results offer. This will determine when you get benefits like extra skills, increased bonuses, extra psychic powers, and what level they are at start of game. Level up your character as you gain enough experience to. Use the experience charts for your character listed in <a href=link to a message in this game thread</a>.

Part 6: Finalize OCC choice and choose your MOS from the choices in your Stage 3 training and adjust final year count.

Part 7: Skills, their choosing, and Skill Percentages
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=11&#1">Choosing Skills</a>
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=11&#2">Skill Reference List</a>
<a href="http://www.rpol.net/display.cgi?gi=53168&ti=11&z=3&date=1350554235#3">New Skills and expanded descriptions</a>

Part 8: Fill out personnel record - This is an in-character version of your character sheet. It lists the schools, medals, and punishments you have managed to obtain by this point. Only OCC, OCC related, and MOS skills count towards schools and training courses. Secondary skills represent skill you learned on your own, as a hobby or interest.

Part 9: Post your completed Personnel Record to your sheet, as well as your completed character sheet. Once this is done, then edit in the description of your character, including portrait, description, and a sense of who your character is. Also make sure to PM the GM, so it can all be approved BEFORE you post in public. Ranks are listed at the end of this thread.

Part 10: Once approved, fill in your current loadout in the <a href="http://www.rpol.net/display.cgi?gi=53168&ti=26&#1">equipment thread</a>, post your personnel record in that <a href="http://www.rpol.net/display.cgi?gi=53168&ti=17&#bottom">thread</a>, and get with the GM for your introduction.

Addendum: You are free to form whatever story links you want with whomever in the game, including PCs and NPCs, but you have to ask their permission first (or mine, if you're involving an NPC). Also the links have to have happened at the same time (although the events rolled could be completely different), and the commonality of the situation must make sense.

This message was last edited by the GM at 08:43, Tue 20 Aug 2013.

Character Creation
Mon 22 Oct 2012
at 23:41
Ranks of the Coalition Military
Army Ranks
O-10 General of the Army
O-10 General
O-9  Lieutenant General
O-8  Major General
O-7  Brigadier General
O-6  Colonel
O-5  Lieutenant Colonel
O-4  Major
O-3  Captain
O-2  1st Lieutenant
O-1  2nd Lieutenant

WO-5: Chief Warrant Officer
WO-4: Warrant Officer First Class
WO-3: Warrant Officer Second Class
WO-2: Warrant Officer Third Class
WO-1: Warrant Officer

E-9  Command Sergeant Major
E-9  Sergeant Major
E-8  Master Sergeant
E-7  Sergeant 1st Class
E-6  Staff Sergeant
E-5  Sergeant
E-4  Corporal
E-4  Specialist (Ranks below Corporal, but above all Privates)
E-3  Private First Class
E-2  Private
E-1  Private



O-10 Fleet Admiral
O-10 Admiral
O-9  Vice Admiral
O-8  Rear Admiral
O-7  Commodore
O-6  Captain
O-5  Commander
O-4  Lieutenant Commander
O-3  Lieutenant
O-2  Lieutenant (Junior Grade)
O-1  Ensign

WO-5: Chief Warrant Officer
WO-4: Warrant Officer First Class
WO-3: Warrant Officer Second Class
WO-2: Warrant Officer Third Class
WO-1: Warrant Officer

E-9  Master Chief Petty Officer
E-8  Senior Chief Petty Officer
E-7  Chief Petty Officer
E-6  Petty Officer First Class
E-5  Petty Officer Second Class
E-4  Petty Officer Third Class
E-4  Specialist (Ranks below all Petty Officers, but above all Seamen)
E-3  Seaman
E-2  Seaman Apprentice
E-1  Seaman Recruit



Naval Infantry Ranks
O-10 General of the Army
O-10 General
O-9  Lieutenant General
O-8  Major General
O-7  Brigadier General
O-6  Colonel
O-5  Lieutenant Colonel
O-4  Major
O-3  Captain
O-2  1st Lieutenant
O-1  2nd Lieutenant

WO-5: Chief Warrant Officer
WO-4: Warrant Officer First Class
WO-3: Warrant Officer Second Class
WO-2: Warrant Officer Third Class
WO-1: Warrant Officer

E-9  Master Gunnery Sergeant
E-8  Master Sergeant
E-7  Gunnery Sergeant
E-6  Staff Sergeant
E-5  Sergeant
E-4  Corporal
E-4  Specialist (Ranks below Corporal, but above all Privates)
E-3  Private First Class
E-2  Private
E-1  Private

This message was last edited by the GM at 02:47, Sat 22 Dec 2012.

Character Creation
Wed 12 Dec 2012
at 10:08
Character Creation Worksheet
Character Creation Worksheet
<b>Player Name</b>:
<b>IM Contact</b>:         (Google, Yahoo IM, and MSN are all fine)
<b>Character Name</b>:              (You can roll for the rest before you finalize this choice - and we can always change it)

<b>Part 1</b>: Choose Race.
As part of this choice, you'll also roll your attributes.
<u>What percentage did you roll</u>: _________% (Ignore if you chose not to use the quick roll tables; not recommended)
<u>Which of the two available Atttribute Tables did you choose</u>: __________________
I.Q. 1Dx+xx
M.E. 1Dx+xx
M.A. 1Dx+xx
P.S. 1Dx+xx
P.P. 1Dx+xx
P.E. 1Dx+xx
P.B. 1Dx+xx
Spd. 1Dx+xx

<b>Part 2a</b>: Choose OCC. This is a preliminary choice and can be modified freely until the character is approved. Don't choose M.O.S. until you have completed Stage 3 training.
<u>O.C.C.</u>: ____________________________
<u>M.O.S.</u>: ____________________________

<b>Part 2a</b>:
<u>Disposition:</u>:
<u>Sentiments toward Non-Humans:</u>:
<u>Height:</u>:
<u>Weight:</u>:
<u>Hair:</u>:
<u>Skin/Complexion:</u>:

<b>Part 3 & 4</b>: Character Background Tables and Life Path
<u>Racial Ethnicity</u>:  ________________________
[list][*] <u>Background Origin</u>: Territory of Origin
[*] <u>Social Status</u>:  ________________________
[*] <u>Are your Parents alive and do you know them?</u>:  ________________________
[*] <u>What has happened to them?</u>:  ________________________
[*] <u>How Many Siblings do you have?</u>:
[*] <u>Describe them</u>:
[*] <u>Stage 1</u>: (Path)
Event:
Next Path options:
XP: 300+
Age: 10
Wealth and Poverty:
[*] <u>Stage 2</u>: (Path)
Event:
Next Path options:
XP: 300+
Age: 16
Wealth and Poverty:
[*] <u>Adult Life Path 1</u>:  (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Adult Life Path 2</u>:  (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Adult Life Path 3</u>:  (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Adult Life Path 4</u>:  (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Adult Life Path 5</u>:  (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Military Training</u>:   (Path)
Event: _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Tour of Duty</u>:   (Path)
Event(s): _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Tour of Duty</u>:   (Path)
Event(s): _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Tour of Duty</u>:   (Path)
Event(s): _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[*] <u>Tour of Duty</u>:   (Path)
Event(s): _______________
Next Path options: ______________
XP: 800+
Age: 16+
Wealth and Poverty:
[/list]<u>Background Skills</u>: List your background skills here, including native language, basic math and many others.
Language (Native) 88% + 1% per level of experience
Mathematics: Basic 72% + 3% per level of experience
________________________
________________________

Part 5: Total Experience: _______________________

Part 7: Select/Finalize your skill choices from O.C.C., M.O.S., Related, Secondary, and Background skills.

Part 8: Fill out personnel record
<b><u>Personnel Record</b></u>
<b>Name</b>: Last name (in CAPS), First name, Middle name
<b>Service Branch</b>: Coalition Army, Coalition Navy, Coalition Nautical Service (choose those that apply, if more then one applies the former service branches are placed in parenthesis)
<b>Service Number</b>: TBD
<b>Pay Grade</b>:
<b>Pay Rate</b>: /month
<b>Rank</b>:
<b>Date of Birth</b>: roll 1d12 for month, roll 1d30 for day and take your age minus 104 for year of birth. Starting Date is June 1, 104
<b>Primary Specialty</b>: List your OCC and MOS here
<b>Military Education</b>: List military training school you have attended
<b>Decorations, Medals, Badges, Citations, and Campaign</b>: List awards you received during your background rolls, the GM may add more.
<b>Disciplinary data and court martial record</b>: List any disciplinary action you have received since entering the Coalition military.

Part 9: Post your completed Personnel Record to your sheet, as well as your completed character sheet. Once this is done, then edit in the description of your character, including portrait, description, and a sense of who your character is. Also make sure to PM the GM, so it can all be approved BEFORE you post in public. Ranks are listed at the end of this thread.

Part 10: Once approved, fill in your current loadout in the equipment thread, post your personnel record in that thread, and get with the GM for your introduction.

PASTE THIS INTO YOUR DESCRIPTION

<u><b>Rank Your Name</b></u>

<hr><b>Age</b>:
<b>Height</b>:
<b>Weight</b>:
<b>MA</b>:
<b>PB</b>:
<b>Eyes</b>:
<b>Hair</b>:
<b>Racial Ethnicity</b>:
<b>Siblings</b>:
<b>Parents</b>:
<b>Social Status</b>:

<hr><b>Disposition:</b>:

<hr><b>Background</b>:

This message was last edited by the GM at 19:07, Wed 09 Jan 2013.

Character Creation
Wed 12 Dec 2012
at 10:08
Character Creation Walkthrough: CS Grunt
Given how complex the process is, a walthrough example is warranted. In this example, we will create an Infantryman.

After being accepted in the game, I go to the <a href=link to a message in this game Creation Main Thread</a> to begin looking at my options. I know what I want to make, but that's about it.
First, I choose my race, Human in this case. I notice that I have a chance at being psychic. I make a roll to determine this.
20:16, Today: CS Grunt rolled 71 using 1d100. Psionics Chance.
Since I failed to be psychic, I am going to skip the mutie table as well. Bah, real humans don't need psychic powers, only muties!

Next I need to determine my attributes. I can roll on the tables or just roll 3d6 for all my attributes. These tables look pretty nifty, so I'll start there.
20:19, Today: CS Grunt rolled 41 using 1d100. Which Attribute set?
41 gives me physically strong. But wait! The GM also told me that if I want to, I can flip the two numbers and see if I like that result better. Hmm, 14 huh? Strong Willed. So Strong of body or strong of mind? I'm a grunt. I want to be strong of body. I have my NCOs and my training to make me strong of mind! So I roll the attributes as they are listed in table.

I.Q. 1D4+10 = 11
M.E. 1D4+1O = 13
M.A. 1D6+10 = 11
P.S. 1D6+19 = 25
P.P. 1D4+12 = 14
P.E. 1D6+15 = 17
P.B. 1D6+12 = 17
Spd. 1D6+11 = 13

Man I am a sexy beast! Strong too! Alright, back to it. Back to the <a href=link to a message in this game Creation Main Thread</a>. I need to choose my O.C.C. - Well that's easy! Infantry soldier all the way! I make a note of the entrance requirements, which are amazingly easy. I'm a warm bodied human with a will to fight for my species and my country! I don't need to choose my M.O.S. right now - that will come later.

Next comes the background generation. I've been looking over this stuff, and it does look interesting. So let's get started. I don't have any specific ideas for name or ethnic origin, so I'll roll it.
20:31, Today: CS Grunt rolled 15 using 1d100. Determine Racial Ethnicity.
So I'm Polish, Slovak, Russian, Czech, Serbian, Croatian. Okay, so now I look online for Polish last names. Bernard. I like it. Fred Bernard.


I roll that I am from Free Quebec. Okay, so I'm a frenchie. Bernard works well in french too. So next I need to figure out my social status.

Non-Citizen: ‘Burbie – You grew up in the ‘burbs surrounding one of the megacities. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time. You spent your Childhood Life in the 'Burbs. You are illiterate.

Okay, so that's why I want to be in the military. It's the only way out of the hellhole that is Old Bones. I mean I could be from the Burbs of Free Quebec City, but where's the fun in that! Alright, Childhood Life on the Street.
11: Tried and sentenced for a crime as an adult, branding you a convict. You have a record and must choose Street Adolescence or Adolescent Apprenticeship (2) in Stage 2. A second offense will likely result in your early forced enlistment in the military. Add 350 XP.

Base XP (300) + XP From Event (350) = 650 XP for Stage 1

Wow, what could have I have done? Hmm, that pretty much limits it to cybersnatching and murder. Probably murder, but not out of hate, but self defense. I was part of some gang, and I killed a rival gang banger when they attacked us as part of an initiation. Just my luck he was the son of some officer slumming it. So I don't know if I went for the work release program or got back on the street with my "friends." So I'll just give it a 50/50 chance. One d100 later, and I know I am going to that work release program.


Adolescent Apprenticeship

Some places give considerable emphasis on vocational training along with traditional knowledge-based education. The most common form is the apprenticeship, where a child works alongside a knowledgeable tradesman for several hours each day.

Skills from background: Speak Native Language(s) (+5%). In addition choose two skills from the following list: Any electrical, mechanical, piloting, or technical skill that may be chosen as a secondary skill. You also get one Domestic skill of choice. You get a bonus of +10% to all of these skills.
For my domestic skill, I'll choose Wardrobe and Grooming. I'm too pretty to dress poorly! For the other two I'll choose Basic Electronics and Automtive Mechanics. I worked for an Operator in Old Bones.

91-00% Lucky break. Your skill comes to the attention of the local government officials.
You may attend the Coalition Academy of Advanced Military Training or Chi-town Military Sciences University in Stage 3. Add 300 XP.

Base XP (300) + XP From Event (300) = 600 XP + XP from Stage 1 (650) = 1250 XP for Stage 2

Well, now that's a change in fortune. Hmm, so I guess I began working on the vehicle of some official and got him to like me. Nice of him to put in a good word for me. With my record I need it. My guy doesn't seem like the University type, so it's to the Academy for me!

01-10% Your first life-fire exercise could not have gone more wrong!
You lose your hearing. You get basic cybernetic hearing replacements. You are also -1d2 from P.P. due to inner ear problems. Add 600 XP
Whoa! Talk about bad luck! Ok, so I get basic cybernetic hearing. Well at least the military takes care of the own!
-1 to PP, and I have basic cybernetic hearing. The GM said I could have the Headjack implant as part of it too! Nice. That will help a lot. Hmm, so what MOS? I guess I'll go with Armor Crew.

Base XP (800) + XP From Event (600) = 1400 XP + 1250 XP = 2650 XP

Uh oh. I've got a skill here I already had chosen from background! After talking with the GM, he said I could choose a new skill from the background list. I will go with Pilot Hover Cycle instead. After all, I worked on them, so why not be able to drive/fly it. Yay, crisis averted!


On the plus side I'm now level 2! I only needed 1950 XP. As I'm a fresh recruit, I don't get any Tours of Duty. The extra experience would have been nice, but I've seen the combat action table, and that is just brutal! And besides, I'll get all kinds of experience in game. So now it's time to put together my character sheet. First I'm going to choose what I need out of the OCC skills. I get Robot Combat Basic and Pilot Robots and Power Armor from Armor MOS. I get it so that I can be an effective gunner on the Company's Skull Walker, or step in as a TMAS (ground SAMAS) operator if needed. So I'll grab RPA Elite Training for the TMAS with my OCC skill of choice. MOS skills are pretty straightforward. No choices, just add those to the sheet. I'll work on my combat bonuses for hand to hand and power armor later. I will go ahead and add all of my attribute bonuses from skills however. I also record my background skills from my Old Bones (Free Quebec) origin and my childhood and adolescense. It's here that I see that I have a chance to know a third language. From the options I decide to roll on the chance to know Euro. After all, my family background is polish, so there's a chance they still spoke Euro. On a 35% chance, I roll a 41. Darn, no third language for me, but I decide my character DOES know a few choice cuss words. I'll look up some polish profanity later on, and use that every once in a while in character. It adds a nice touch.

Now I need to get my Related and Secondary skill choices for first level. Looking over the skill list I see Juicer Lore. Now I'm from Free Quebec. Specifically I'm from Old Bones. There are juicer wannabe gangs and actual juicer gangs there. I should know about Juicers. But I decide it's more of a background skill than something I got training or reinforcement from the army. So I'll add that to my secondary skill list. I see something else I was trained on while training to come here. Demon and Monster Lore. Of course right now it's at its most basic level of knowledge, but I've seen some nasty things in my youth too. Military Fortifications, Damage Control & Disaster Response, Excavation & Rescue, Demolitions, and Demolitions: Disposal all seem like a good set of skills I could really get some use out of in Old Chicago. Old ruined buildings, friendly troops and scientists getting trapped by rubble - and who better to save them than my awesome manliness. Good looking, strong, AND useful. Yup, I'm getting a good idea of how I'll roleplay this character! The ladies will be ALL over me! Hmm. I've got one Related skill left. I guess I'll use it to get Pilot Jet Packs. Clearing rubble, I may get issued one to help get me around, and hey it's fun! And besides, what woman doesn't want her good looking strong man savior to fly in and hoist her up in his arms, and fly her to safety!

For Secondary skills, I'll grab a few necessities. Now these represent either my background, hobbies or how I spent my personal time. Pistols aren't really offered to infantry, but I think I should be able to use my sidearm as something other than a bludgeon. I practiced shooting Handguns on my time off, getting qualified for them even though it wasn't required. I don't get the certificates for it, but I'm good to go. Same deal with First Aid, and hey, if I work it right, I might save some beautiful woman and she'll fall in love with me. And how could she not? I mean come on!?! Gambling and Barter both seem near and dear to my youth, so I'll grab those too. Well that's everything for level one! Level two is rather anti-climatic, but hey, an increase in bonuses and an across the board increase in skills isn't all bad.

Now I need to work on my personnel record. Going to that link I begin by rolling and figuring my ID number. Free Quebec is easy. I'm a non-psychic human male, so that's easy, and I have no mutations or psychic powers. Can't mess with perfection! I roll my date of birth and get May 16. I need to figure up my age. Stage 1 & 2 get me to 16. I look at the Academy table and see that it has a 2 year training time. Makes sense, there was a lot there to learn. Normal Enlistment is only one year. The University paths are all four or more years, depending on MOS. So I'm 18. Subtract that from 104 and I was born in 86 PA. then I roll 8d16 (FYI, the die roller will roll wierd things like that, just put it in manual box to the right). That gives me some numbers, which I punch in and get the correct ID number, and record that on my personnel record.

Running down the form, I input Infantry and Armored Vehicle Crewman for speciality. My paygrade (listed with my MOS) is E-2. I look that up on the rank chart and get Private. Next it's time to figure up my schools. This is basically the process of comparing my OCC, MOS, and related skills with the list determining what fits. I would get the Monster Identification Course except that I don't have the Intelligence skill. Maybe I can get that later in game. Then I can get that certification! There's nothing which fits my excavation & rescue skill, but the GM creates a new one for me; two actually. He decides that the normal one you get for Disaster response and damage control doesn't fit the army environment, so he comes up with "Disaster Preparedness First Response Training Course" and "Search and Rescue, Advanced" for me to add instead. As it turns out I have airborne training thanks to my Jet Pack skill. So in addition to being an armored vehicle crewman, I'm also rated for commando operations. SWEET! I can't add First Aid Training. Bummer. Same for the Hovercycle certifications. Because I got that cybernetic hearing implant, I had to undergo Cybernetics Integration Training. That's tech speak for a LOT of counseling and learning how to hear again. But thanks to the highly advanced medical technology of these Coalition States, I was back up and in training in no time! Hoo rah! I do make a note of it. The live fire accident wasn't my fault. Someone else got the shaft on that, not me, thankfully.

My sheet, with all the bonuses and figures on it still looks like this:

<b>Character Name</b>: Fredrick "Fabio" Bernard

<b>Rank</b>: E-2 Private

<b>Race</b>: Human

<b>OCC</b>: C.S. Army Infantry Soldier

<b>MOS</b>: Armor Crew

<b>Level</b>: 2

<b>Experience</b>: 2650        <b>Next Level</b>: 3901

<b>Attributes</b>
<b>IQ:</b> 11       <b>Bonus</b>: N/A
<b>ME:</b> 13       <b>Bonus</b>: N/A
<b>MA:</b> 11       <b>Bonus</b>: N/A
<b>PS:</b> 28       <b>Bonus</b>: +13 damage on physical SDC attacks
25+1 (General Athletics) + 2 (Body Building) = 28
<b>PP:</b> 13       <b>Bonus</b>: N/A
14 - 1 (event) = 13
<b>PE:</b> 18       <b>Bonus</b>: +6% vs Coma/Death, +2 vs magic/poison
17 + 1 (Running) = 18
<b>PB:</b> 17       <b>Bonus</b>: 35% Charm/Impress
<b>Speed:</b> 30
13 + 1d6 (4; General Athletics) + 4d4 (13; running) = 30
   Running (SPD*20):
       Swimming (PS*5):
<b>HP</b>: PE+2d6 (7) = 25
<b>SDC</b>: 4d6+15 (15+15=30; Base) + 1d8 (6; General Athletics) + 10 (Body Building) + 1d6 (1; Running) = 47

<b>Perception</B>: +1 (Demolitions Training)

<b>Background skills</b>
Language: English 93+1=94% <small><red>+1% per level of experience</red></small>
Language: French 93+1=94% <small><red>+1% per level of experience</red></small>
Basic Math 72+3=75% <small><red>+3% per level of experience</red></small>
Basic Electronics 30+5=35% <small><red>+5% per level of experience</red></small>
Pilot Hovercycles, Skycycles & Rocket Bikes 50+5=55% <small><red>+5% per level of experience</red></small>
Wardrobe and Grooming 50+4=54% <small><red>+4% per level of experience</red></small>

<b>OCC Skills</b>
Body Building
General Athletics
Military Etiquette 50+5=55% <small><red>+5% per level of experience</red></small>
Radio: Basic 55+5=60% <small><red>+5% per level of experience</red></small>
Running
Climbing 45%/35+5=50/40% <small><red>+5% per level of experience</red></small>
Sensory Equipment 45+5=50% <small><red>+5% per level of experience</red></small>
Weapon Systems 55+5=60% <small><red>+5% per level of experience</red></small>
HTH Expert
WP Rifle +1 to strike <small><red>+1 to strike at levels 3, 5, 7, 9, 11, and 13</red></small>
WP E-Rifle +1 to strike <small><red>+1 to strike at levels 4, 6, 8, 10, 12, and 14</red></small>
WP Spear +1 to strike and parry <small><red>+1 to strike and parry at levels 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14</red></small> Maximum throwing range: 150 feet
Pilot: RPA Elite: TMAS

<b>MOS Skills</b> Armor Crew MOS
Automotive Mechanics 50+5=55% <small><red>+5% per level of experience</red></small>
Combat Driving - +2 Dodge and roll, +10% to survive Crash, -2 to strike and Aimed/Called shot from moving vehicles as opposed to wild.
Field Armorer and Munitions Expert 60+5=65% <small><red>+5% per level of experience</red></small>
Pilot Robots and Power Armor 56+3=59% <small><red>+3% per level of experience</red></small>
Pilot Trucks 55+4=59% <small><red>+4% per level of experience</red></small>
Pilot Tanks & APCs 77+4=81% <small><red>+4% per level of experience</red></small>
Robot Combat (Basic)
Vehicle Armorer 35+5=40% <small><red>+5% per level of experience</red></small>
WP Heavy MD Weapons +1 to strike <small><red>+1 to Strike at levels 4, 7, 10, and 13</red></small>

<b>OCC Related Skills</b>
Military Fortifications 45+5=50% <small><red>+5% per level of experience</red></small>
Demon and Monster Lore 30+5=35% <small><red>+5% per level of experience</red></small>
Damage Control and Disaster Response 35+5=40% <small><red>+5% per level of experience</red></small>
Excavation & Rescue 30+5=35% <small><red>+5% per level of experience</red></small>
Demolitions 60+5=65% <small><red>+5% per level of experience</red></small>
Demolitions: Disposal 60+5=65% <small><red>+5% per level of experience</red></small>
Pilot Jet Packs 42+4=46% <small><red>+4% per level of experience</red></small>

<b>Secondary Skills</b>
W.P. Handguns +1 to strike <small><red>+1 to strike at levels 4, 6, 8, 10, 12, and 14</red></small>
First Aid 45+5=50% <small><red>+5% per level of experience</red></small>
Lore: Juicers 30+5=35% <small><red>+5% per level of experience</red></small>
Gambling 30+5=35% <small><red>+5% per level of experience</red></small>
Barter 30+4=34% <small><red>+4% per level of experience</red></small>

<b>Weapon Proficiencies</b>
(put all WPs here, no matter if from OCC, MOS, Related, or Secondary skill choices; leave them in their proper sections as well)

<u><b>H2H Combat:</b></u>
<b>Attacks</b>: 4
<b>Initiative</b>: +0
<b>Strike</b>:
<b>Parry</b>: +3 +1 (General Athletics)
<b>Dodge</b>: +3 +1 (General Athletics)
<b>Roll with Impact</b>: +2 +1 (General Athletics)
<b>Pull punch</b>: +2
<b>Crit</b>: Natural 20

• <b>Hand to Hand Techniques Known</b>:
    Punch (1D4 damage),
    Kick attack (1D6 damage),

<b><u>Robot Combat: Basic/Elite</b></u>:
<b>Type</b>: TMAS
<b>Attacks</b>: +1 <small><red>+1 Attacks at levels 3, 5, 10, and 15</red></small>
<b>Initiative</b>: +1
<b>Strike HtH</b>: +3
<b>Ranged Strike</b>: +2
<b>Parry</b>: +2
<b>Dodge, ground</b>: +2
<b>Roll</b>: +2
<b>Disarm</b>: +3
<b>Pull punch</b>: +3
<b>Punch</b>:
<b>Stomp Attack</b>:
<b>Kick</b>:
<b>Jump Kick</b>:
<b>Body Block/Ram</b>:
<b>Crit</b>: (Same as Pilot's hand to hand skill)

<b><u>Robot Combat: Basic</b></u>: ANY
<b>Type</b>: Basic (any robot or power armor)
<b>Attacks</b>: +1
<b>Initiative</b>:
<b>Strike HtH</b>: +1
<b>Ranged Strike</b>:
<b>Parry</b>: +1
<b>Dodge, ground</b>: +1
<b>Roll</b>: +1
<b>Crit</b>: (Same as Pilot's hand to hand skill)

<hr><b><u>Personnel Record</b></u>
<b>Name</b>: Last name (in CAPS), First name, Middle name
<b>Service Branch</b>: Coalition Army
<b>Service Number</b>: FQ10-516-086-0A11-199F
<b>Pay Grade</b>: E-2
<b>Rank</b>: Private
<b>Date of Birth</b>: May 16, 86 PA
<b>Primary Specialty</b>: Infantry; Armored Vehicle Crewman
<b>Military Education</b>:
Basic Training, Army (Army; Free Quebec)
Cybernetics Integration Training (Army; Free Quebec)
Field Weapons/Armor Support and Maintenance Program (Army; Free Quebec)
Armor Support and Maintenance Training Course (Army; Free Quebec)
Power Armour Training, Advanced (TMAS) (Army; Free Quebec)
Power Armour and Robot Training Course, Basic (Army; Free Quebec)
Power Armour and Robot Gunnery Training Course, Basic (Army; Free Quebec)
Tracked Vehicle Maneuvering and Combat Course, Basic (Army; Free Quebec)
Heavy Wheeled Vehicle Maneuvering Course, Basic (Army; Free Quebec)
Ground Vehicle Combat Manuevering, Advanced (Army; Free Quebec)
Airborne Assault Course (Army; Free Quebec)
Demolitions Course, Basic (Army; Free Quebec)
Commando Demolitions Course, Advanced (Army; Free Quebec)
Heavy and Emplaced Weapons I Training Course (Army; Free Quebec)
Search and Rescue, Advanced (Army; Free Quebec)
Disaster Preparedness First Response Training Course (Army; Free Quebec)

<b>Decorations, Medals, Badges, Citations, and Campaign</b>: N/A
<b>Disciplinary data and court martial record</b>: N/A
<b>Supplimentary data</b>: Soldier Frederick Benard has cybernetic hearing from a live fire accident during training. it was determined that Soldier Benard was not at fault, and he was cleared of all charges. The cybernetic is the standard CSCB-0998 Model cybernetic hearing plant, with headjack interface.


Cleaning it up a little, it looks like this:

    Character Name: Fredrick "Fabio" Bernard

    Rank: E-2 Private

    Race: Human

    OCC: C.S. Army Infantry Soldier

    MOS: Armor Crew

    Level: 2

    Experience: 2650        Next Level: 3901

    Attributes
    IQ: 11
    ME: 13
    MA: 11
    PS: 28       Bonus: +13 damage on physical SDC attacks
    PP: 13
    PE: 18       Bonus: +6% vs Coma/Death, +2 vs magic/poison
    PB: 17       Bonus: 35% Charm/Impress
    Speed: 30
       Running (SPD*20): 600 meters per minute
    HP: 25
    SDC: 47

    Perception: +1

    Cybernetics:
    Universal headjack & ear implant with Sound filtration system: Sounds are muffled to protect the character from deafening or disorienting levels of sound such as gunfire, explosions, heavy machinery, and painful sound waves.

    Background skills
    Language: English 94% +1% per level of experience
    Language: French 94% +1% per level of experience
    Basic Math 75% +3% per level of experience
    Basic Electronics 35% +5% per level of experience
    Pilot Hovercycles, Skycycles & Rocket Bikes 55% +5% per level of experience
    Wardrobe and Grooming 54% +4% per level of experience

    OCC Skills
    Body Building
    General Athletics
    Military Etiquette 55% +5% per level of experience
    Radio: Basic 60% +5% per level of experience
    Running
    Climbing 50/40% +5% per level of experience
    Sensory Equipment 50% +5% per level of experience
    Weapon Systems 60% +5% per level of experience
    HTH Expert
    WP Rifle +1 to strike
    WP E-Rifle +1 to strike
    WP Spear +1 to strike and parry; Maximum throwing range: 150 feet
    Pilot: RPA Elite: TMAS

    MOS Skills Armor Crew MOS
    Automotive Mechanics 55% +5% per level of experience
    Combat Driving - +2 Dodge and roll, +10% to survive Crash, -2 to strike and Aimed/Called shot from moving vehicles as opposed to wild.
    Field Armorer and Munitions Expert 65% +5% per level of experience
    Pilot Robots and Power Armor 56+3=59% +3% per level of experience
    Pilot Trucks 59% +4% per level of experience
    Pilot Tanks & APCs 81% +4% per level of experience
    Robot Combat (Basic)
    Vehicle Armorer 40% +5% per level of experience
    WP Heavy MD Weapons +1 to strike

    OCC Related Skills
    Military Fortifications 50% +5% per level of experience
    Demon and Monster Lore 35% +5% per level of experience
    Damage Control and Disaster Response 40% +5% per level of experience
    Excavation & Rescue 35% +5% per level of experience
    Demolitions 65% +5% per level of experience
    Demolitions: Disposal 65% +5% per level of experience
    Pilot Jet Packs 46% +4% per level of experience

    Secondary Skills
    W.P. Handguns +1 to strike
    First Aid 50% +5% per level of experience
    Lore: Juicers 35% +5% per level of experience
    Gambling 35% +5% per level of experience
    Barter 34% +4% per level of experience

    Weapon Proficiencies
    WP Rifle +1 to strike +1 to strike at levels 3, 5, 7, 9, 11, and 13
    WP E-Rifle +1 to strike +1 to strike at levels 4, 6, 8, 10, 12, and 14
    WP Spear +1 to strike and parry +1 to strike and parry at levels 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14 Maximum throwing range: 150 feet
    WP Heavy MD Weapons +1 to strike +1 to Strike at levels 4, 7, 10, and 13
    W.P. Handguns +1 to strike +1 to strike at levels 4, 6, 8, 10, 12, and 14

    H2H Combat:
    Attacks: 4
    Initiative: +0
    Strike:
    Parry: +4
    Dodge: +4
    Roll with Impact: +3
    Pull punch: +2
    Crit: Natural 20

    Hand to Hand Techniques Known:
        Punch (1D4 damage),
        Kick attack (1D6 damage),

    Robot Combat: Basic/Elite:
    Type: TMAS
    Attacks: 5 +1 Attacks at levels 3, 5, 10, and 15
    Initiative: +1
    Strike HtH: +3
    Ranged Strike: +2
    Parry: +6
    Dodge, ground: +6
    Roll: +5
    Disarm: +3
    Pull punch: +4
    Punch:
    Stomp Attack:
    Kick:
    Jump Kick:
    Body Block/Ram:
    Crit: (Same as Pilot's hand to hand skill)

    Robot Combat: Basic: ANY
    Type: Basic (any robot or power armor)
    Attacks: 5
    Initiative:
    Strike HtH: +1
    Ranged Strike:
    Parry: +5
    Dodge, ground: +5
    Roll: +4
    Crit: (Same as Pilot's hand to hand skill)


    Personnel Record
    Name: Last name (in CAPS), First name, Middle name
    Service Branch: Coalition Army
    Service Number: FQ10-516-086-0A11-199F
    Pay Grade: E-2
    Rank: Private
    Date of Birth: May 16, 86 PA
    Primary Specialty: Infantry; Armored Vehicle Crewman
    Military Education:
    Basic Training, Army (Army; Free Quebec)
    Cybernetics Integration Training (Army; Free Quebec)
    Field Weapons/Armor Support and Maintenance Program (Army; Free Quebec)
    Armor Support and Maintenance Training Course (Army; Free Quebec)
    Power Armour Training, Advanced (TMAS) (Army; Free Quebec)
    Power Armour and Robot Training Course, Basic (Army; Free Quebec)
    Power Armour and Robot Gunnery Training Course, Basic (Army; Free Quebec)
    Tracked Vehicle Maneuvering and Combat Course, Basic (Army; Free Quebec)
    Heavy Wheeled Vehicle Maneuvering Course, Basic (Army; Free Quebec)
    Ground Vehicle Combat Manuevering, Advanced (Army; Free Quebec)
    Airborne Assault Course (Army; Free Quebec)
    Demolitions Course, Basic (Army; Free Quebec)
    Commando Demolitions Course, Advanced (Army; Free Quebec)
    Heavy and Emplaced Weapons I Training Course (Army; Free Quebec)
    Search and Rescue, Advanced (Army; Free Quebec)
    Disaster Preparedness First Response Training Course (Army; Free Quebec)

    Decorations, Medals, Badges, Citations, and Campaign: N/A
    Disciplinary data and court martial record: N/A
    Supplimentary data: Soldier Frederick Benard has cybernetic hearing from a live fire accident during training. it was determined that Soldier Benard was not at fault, and he was cleared of all charges. The cybernetic is the standard CSCB-0998 Model cybernetic hearing plant, with headjack interface.

Man, I am a bad ass. I'm no commando, but I can help them out! So now it's time to write up my background. Hmm, alright, here goes.

This message was last edited by the GM at 18:10, Fri 24 May 2013.

Character Creation
Wed 12 Dec 2012
at 10:40
Character Creation Walkthrough: CS Grunt Background
"Yo Fabio, get your ass over here and hold this differential!"

It was a common enough call. After all, he was strong enough to lift the small transmissions, always had been. Of course now he was working in the motor pool on the Mark V he would be shipping out on soon, not in some operator's shop in Old Bones. "Man, this is nothing like working on the latest Iron Heart Automotive Gargoyle utility vehicle, you know? That was about the biggest thing we saw in the shop back in Old Bones," he mentions as they work.

The other mechanic, also a vehicle crewman grunts as he tightens a bolt with the impact wrench. "Your old man's shop?."

"Oh hell no. That bastard could barely hold a job, much less a wrench. Nah, it was an uncle, one of my mom's brothers. After I got out of juvie hall, I was remanded to his custody, not my folks. Saw them often enough, but I grew up in that shop."

"Juvie hall? What'd you do boost cars?"

Benard laughs ruefully. "Man I wish. Nah, when I was a kid my old man was just as much absent as he was later, so I ran with a bunch of thugs. Bone Thugs is what we called ourselves, 'cause we were thugs from Old Bones. I was the youngest, kind of a mascot. Some ass hat juicer wannabe came around hassling us. Tried killing me as some sort of initiation. I got lucky and turned his own pistol in on him, blew off his leg. Bastard was using a laser pistol to kill a kid! Well once I had him down, I dragged his ass out to the street so people could see me. Yelled about what he'd done and shot his head clean off. I was pissed really. I was always a strong kid, but he was heavy as hell. Now I could toss him around like he was nothing."

"Usually no one cares about that shit, but this one turns out had a pops who half gave a shit. I got tried as an adult for the heinous nature of the crime. Served my time, and got early parole to my uncle's shop because I was able to prove I had learned from the incident. I learned to control my damn temper. Had I just left him there, hawked the gun, and left, I'd never have been on trial. he'd have bled out, and no one would care. But I made a spectacle of it."

The impact gun stopped. "Bloody hell man. That sounds like self defense to me."

"Yeah, that's what I thought too, but as it turns out dragging him out into the street and railing on about the wrongs he'd done and then killing him makes it premeditated. Go figure. It's just as well though. Got me off the street. Never would have made it anywhere if hadn't been for my Uncle Ren. Hard ass, but one hell of a teacher. By the time I was 15 I was one of his best mechanics. I ended up working on the personal hover cycle fleet of Major Alex Warnke. Turns out I was so good he was willing to give me the recommendation I needed to get into the Quebec Academy of Advanced Military Training ."

A few more bolts went in, and his companion comes out from under the vehicle. "That's where you had the live fire accident right?"

"Accident my ass, pure negligence more like. At least they figured out who it was. I always said that guy was going to get someone killed. I didn't think it was going to be me. He managed to overcharge our energy canisters. His discharged fine. Mine exploded. If I hadn't been wearing my helmet I'd be dead, not talking about it. Armor held off the heat just fine, but the sound of it exploding burst my ear drums straight out."

"Damn dude, that is some tough luck."

"It ain't all bad. I had two good dates from the nurses that treated me, and even got some hospital bed tail. And they gave me the headjack and sound suppression implants too. So I get my hearing back, almost better than before, and I don't have to worry about loud noises hurting my cybernetic ear drums. Win-win. Mostly I'm happy I didn't get burnt up. Don't want to mess up this face. That would be a tragedy for women everywhere!"

"Yeah yeah. Alright, help me with this wheel, Fabio." The name had been given to him because of how vain he was, and how he thought he was a gift for all women to enjoy. Supposedly he was some sort of pre-rifts icon, which worked well to describe Benard. Benard rolled the massive wheel over and into place while his partner put the lift into place and raised it to the proper level. Then the two of them threaded the thirty lug nuts that held it in place and began the criss cross pattern of locking them in place. Ten minutes later they dropped the wheel lift, removed it, and then lowered the jack holding the wheel and vehicle up.

"Alright, one down, seven to go," Benard added cheerfully.

"This shit would go so much quicker if they'd give us a proper shop with a lift for these behemoths."

"And what would we have to complain about then?" Benard added with a laugh.

This message was last edited by the GM at 18:11, Fri 24 May 2013.

Character Creation
Sun 23 Dec 2012
at 22:59
Character Creation Walkthrough: CS Grunt Gear
Alright, that's done and now that my character is approved, I just need to pick my gear. Luckily all I need to know is my billet. Despite my training, where they need me is as an infantryman. We're going out to a search and rescue operation, and they need qualified boots on the ground, and that's me.

Looking over my kit, I notice the loadout. I need to choose a pistol, and choose the CM-57P 5.7mm Automatic Pistol. The round is the same as that used in the CM-S90, so I know it's got punch. It's less damage than the C-18, but it's one I know how to use, and it gives me some ballistic punch for use against enemy mages. My drill instructor always harped on about it. We'd get tons of push-ups if everyone wasn't carrying one ballistic and one energy option. Most folks carried a ballistic sidearm. Though I've fired one of those battle rifles. Those things are bad ass.

moving on to the rest of the kit, I detail what kind of ammo I'm carrying. I also add a demolitions multitool to my belt kit. I also grab a roll of duct tape, because you just never know when you'll need some. Some rope, a laser scalpel, and some basic explosive cord go into my assault pack. The detcord can be used for a variety of things, including setting off other explosives. It's one of those multi-purpose tools you just don't leave home without. I add a tool kit and a laser torch to my field pack. Looking at the pouch layouts, I see that two pistol magazines take the place of 1 rifle magazine. So I move my two pistol magazines from my assault pack to my field pack's rear pouch, and move one of the rifle magazines to my assault pack. I'm more likely to go through rifle ammo than I am pistol ammo. And the pack will be in the Mark V I'll be riding in, so it's not like I can't get it.


CA-1 Body Armor:
Weight: 18 pounds (8.1 kg).
MDC by Location:
    Helmet: 50/50 MDC
    Arm (L): 35/35 MDC
    Arm (R): 35/35 MDC
    Legs (L): 50/50 MDC
    Legs (R): 50/50 MDC
    Main Body: 80/80 M.D.C.
    -10% to skills like Acrobatics, Climbing, Prowl, Swimming, and other skills that require high mobility.
Load Bearing Harness:
Chest/Shoulder Straps
    Shoulder Pistol Holster
      CM-57P 5.7mm Automatic Pistol (loaded with SLAP Ammo)
    Ammo Pouch: 2 Pistol Magazines (1/1 SLAP Ammo; 1/1 regular ammo)
Utility Belt
    Gas Mask/Filter Pouch, waterproof: Contains custom fitted Gas-Mask and replaceable filters, in case helmet is not nearby or is damaged. (L)
    First Aid Kit Pouch, waterproof: CS First Aid Kit, including RMK (M)
    Grenade Pouch: Frag Grenade 1/1 (S)
    Grenade Pouch: Frag Grenade 1/1 (S)
    Flare Pouch, waterproof: 3 Signal Flares (1 Orange, 1 Blue, 1 Green) (S)
    Small Multi-Purpose Pouch: demolitions Mult-tool (Merc Ops p. 114)
    Medium Multi-Purpose Pouch: 1 Roll of Duct Tape
    Large Magazine Pouch: 2/2 rifle magazines or e-clips, and has one empty slot for a rifle magazine or two pistol magazines - for holding empty clips; also has weapon cleaning kit built into the pouch as well, behind the magazine pouches; must be removed from the belt to access it.
    Locking Sheath, Small of Back
      1 Combat/Survival Knife: 2d4 S.D.C.; includes compass in the hollow hilt (which contains a few survival items, line, hooks, etc)
    Locking Boot Sheath, Right
      1 Vibro-Bayonet (1d6 M.D., +1 when attached to a rifle)
Assault Pack (light)
A smaller back pack that does not reduce an soldier's effectiveness in combat. It is used to carry short term supplies and mission specific gear
Left pouch
    2 days of meal bars and 1 (red, green, or blue) smoke grenade
Rear pouch (middle)
    5 meter coil of rope suitable for climbing
    1 laser scalpel with energy pack
    1 20-ft pack of detcord (Merc Ops p.114)
Right pouch
    2x rifle e-clips

Standard Field Backpack (heavy)
Inside
    Two-Person Tent: Folded, it's the size of a paperback book. Unfolded, it can sleep two people comfortably. Offers protection against the cold and rain; insulates and keeps people inside relatively warm at temperatures up to -40 degrees Fahrenheit (-40 Centigrade). The tent has a water collection system to help the user(s) survive in desert climates as well. The tent collects all moisture that evaporates from the occupants, basically increasing any water supplies the user carries by 20%; with the tent, eight days of water will last ten days.
    A sleeping bag.
    Flashlight with a concealed pocket knife and 6 batteries (each battery has a life of 48 hours of continuous use).
    Compass/inertial mapper; lets you know how far you've traveled and in which direction(s): + 10% to Land Navigation rolls. The compass has a mirror finish on one side and can use the sun to signal others or send Morse-code messages.
    C.S. Data-Comm communications unit. Will link to body armor’s build in Data-Comm Suite, or may be used with a wireless earbud and microphone.
    Mini-First-Aid Kit (1): A roll of gauze, 48 adhesive bandages (different sizes), roll of medical tape, pair of small scissors, pocket knife, and a tube of protein healing salve.
    Hunting and Fishing Kit: Wires, fishing line and several hooks and pulleys, useful for both fishing and setting snares for small game.
    Saw-Wires (3): A serrated, ultra-hard wire with two ring handles, able to cut though wood, stone and even S.D.C. metals. Does most of the chores of an axe, but with less time and effort.
    Fire Starter (1): A pocket cigarette lighter and a flint striker with 6 extra flints (good for starting hundreds of fires).
    Survival Knife, a small hatchet, and a wooden cross. Four signal flares.
    30 feet of lightweight climbing cord, a pair of climbing gloves, four ceramic spikes and a small mallet.
    Bar of soap and a washcloth.
    Canteen and a food rations bag.
    30 days of vitamins (to suppliment the meal bars when away from base)
Top pouch (covers opening for pack)
    4 days of meal bars (each good for a meal's worth of calories)
Rear pouch
    2x rifle e-clips, 4x 5.7mm SLAP pistol magazines
Sides: The following can be strapped to the side (one item per side) of the back pack. It will take three actions to take the pack off and pull items off/out of it. A fellow soldier could also take gear off/out of the pack.
    1 laser cutting torch
    1 Tool kit (right)
Note: Due to its size and bulkiness reduce speed by half, and -3 to dodge for all normal humans not in exoskeleton armor.

Weapon with sling
C-12 (with Bayonet)

Duty Bag: Suit of CA-JS1 Utility Armored Coverall (for light duty - armored fatigues), Heavy Rain Suit, Woolen Winter Jacket, Woolen Cap, Several Pairs of Gloves, Multiblade Pocket Knife, Personal Grooming Kit, Polarized goggles or polarized sunglasses, 3 Fatigue Uniforms, 1 Dress Uniform, Set of PT clothes, Waterproof Armored Combat Boots (part of leg MDC), Running Shoes, canteen, two medium sacks, and a large rucksack (to carry everything).

Pay Rate:


So I'll paste this into my gear loadout post.


<u><b>CA-1 Body Armor</b></u>:
<b>Weight</b>: 18 pounds (8.1 kg).
<b>MDC by Location</b>:
[list]Helmet: 50/50 MDC
Arm (L): 35/35 MDC
Arm (R): 35/35 MDC
Legs (L): 50/50 MDC
Legs (R): 50/50 MDC
Main Body: 80/80 M.D.C.
-10% to skills like Acrobatics, Climbing, Prowl, Swimming, and other skills that require high mobility.
[/list]<u><Green>Load Bearing Harness</Green></u>:
<u><Green>Chest/Shoulder Straps</Green></u>
[list]<Red><u>Shoulder Pistol Holster</u></Red>
[list]CM-57P 5.7mm Automatic Pistol (loaded with SLAP Ammo)
[/list]<Red><u>Ammo Pouch</u></Red>: 2 Pistol Magazines (1/1 SLAP Ammo; 1/1 regular ammo)
[/list]<u><Green>Utility Belt</Green></u>
[list]<Red><u>Gas Mask/Filter Pouch, waterproof</u></Red>: Contains custom fitted Gas-Mask and replaceable filters, in case helmet is not nearby or is damaged. (L)
<Red><u>First Aid Kit Pouch, waterproof</u></Red>: CS First Aid Kit, including RMK (M)
<u><Red>Grenade Pouch</Red></u>: Frag Grenade 1/1 (S)
<u><Red>Grenade Pouch</Red></u>: Frag Grenade 1/1 (S)
<u><Red>Flare Pouch, waterproof</Red></u>: 3 Signal Flares (1 Orange, 1 Blue, 1 Green) (S)
<u>Small Multi-Purpose Pouch</u>: demolitions Mult-tool (Merc Ops p. 114)
<u>Medium Multi-Purpose Pouch</u>: 1 Roll of Duct Tape
<Red><u>Large Magazine Pouch</u></Red>: 2/2 rifle magazines or e-clips, and has one empty slot for a rifle magazine or two pistol magazines - for holding empty clips; also has weapon cleaning kit built into the pouch as well, behind the magazine pouches; must be removed from the belt to access it.
<Red><u>Locking Sheath, Small of Back</u></Red>
[list]1 Combat/Survival Knife: 2d4 S.D.C.; includes compass in the hollow hilt (which contains a few survival items, line, hooks, etc)
[/list]<u>Locking Boot Sheath, Right</u>
[list]1 Vibro-Bayonet (1d6 M.D., +1 when attached to a rifle)
[/list][/list]<Green><u><b>Assault Pack (light)</b></u></Green>
A smaller back pack that does not reduce an soldier's effectiveness in combat. It is used to carry short term supplies and mission specific gear
Left pouch
[list]2 days of meal bars and 1 (red, green, or blue) smoke grenade
[/list]Rear pouch (middle)
[list]5 meter coil of rope suitable for climbing
1 laser scalpel with energy pack
1 20-ft pack of detcord (Merc Ops p.114)
[/list]Right pouch
[list]2x rifle e-clips
[/list]
<Green><u><b>Standard Field Backpack (heavy)</b></u></Green>
<u><Red>Inside</Red></u>
[list]Two-Person Tent: Folded, it's the size of a paperback book. Unfolded, it can sleep two people comfortably. Offers protection against the cold and rain; insulates and keeps people inside relatively warm at temperatures up to -40 degrees Fahrenheit (-40 Centigrade). The tent has a water collection system to help the user(s) survive in desert climates as well. The tent collects all moisture that evaporates from the occupants, basically increasing any water supplies the user carries by 20%; with the tent, eight days of water will last ten days.
A sleeping bag.
Flashlight with a concealed pocket knife and 6 batteries (each battery has a life of 48 hours of continuous use).
Compass/inertial mapper; lets you know how far you've traveled and in which direction(s): + 10% to Land Navigation rolls. The compass has a mirror finish on one side and can use the sun to signal others or send Morse-code messages.
C.S. Data-Comm communications unit. Will link to body armor’s build in Data-Comm Suite, or may be used with a wireless earbud and microphone.
Mini-First-Aid Kit (1): A roll of gauze, 48 adhesive bandages (different sizes), roll of medical tape, pair of small scissors, pocket knife, and a tube of protein healing salve.
Hunting and Fishing Kit: Wires, fishing line and several hooks and pulleys, useful for both fishing and setting snares for small game.
Saw-Wires (3): A serrated, ultra-hard wire with two ring handles, able to cut though wood, stone and even S.D.C. metals. Does most of the chores of an axe, but with less time and effort.
Fire Starter (1): A pocket cigarette lighter and a flint striker with 6 extra flints (good for starting hundreds of fires).
Survival Knife, a small hatchet, and a wooden cross. Four signal flares.
30 feet of lightweight climbing cord, a pair of climbing gloves, four ceramic spikes and a small mallet.
Bar of soap and a washcloth.
Canteen and a food rations bag.
30 days of vitamins (to suppliment the meal bars when away from base)
[/list]<u>Top pouch</u> (covers opening for pack)
[list]4 days of meal bars (each good for a meal's worth of calories)
[/list]<u>Rear pouch</u>
[list]2x rifle e-clips, 4x 5.7mm SLAP pistol magazines
[/list]<u>Sides</u>: The following can be strapped to the side (one item per side) of the back pack. It will take three actions to take the pack off and pull items off/out of it. A fellow soldier could also take gear off/out of the pack.
[list]1 laser cutting torch
1 Tool kit (right)
[/list]Note: Due to its size and bulkiness reduce speed by half, and -3 to dodge for all normal humans not in exoskeleton armor.

<Green><b>Weapon with sling</b></Green>
C-12 (with Bayonet)

<Green><b>Duty Bag</b></Green>: Suit of CA-JS1 Utility Armored Coverall (for light duty - armored fatigues), Heavy Rain Suit, Woolen Winter Jacket, Woolen Cap, Several Pairs of Gloves, Multiblade Pocket Knife, Personal Grooming Kit, Polarized goggles or polarized sunglasses, 3 Fatigue Uniforms, 1 Dress Uniform, Set of PT clothes, Waterproof Armored Combat Boots (part of leg MDC), Running Shoes, canteen, two medium sacks, and a large rucksack (to carry everything).

<Green><b>Pay Rate</b></Green>: