Generic Hammer Empire Trooper

Highly trained and highly motivated, Hammer Empire troopers are people who joined Hammer Empire for their own reasons. Some are escaping their past, some are looking to further their own personal agenda. The Hammer Empire are often branded as terrorists whose ranks are made up of the dregs of human society. Anyone who faces off with the Hammer quickly learns otherwise.   Qualifications for even Hammer Empire troopers are stringent. This is to weed out the very personality types they are accused of taking on as members. This, combined with a rigorous training regimen, produces highly skilled mercenaries who can think on their feet in combat when necessary.   Under most situations, Hammer Empire troopers operate in squads of five to ten members, all depending on the mission objective.
Children

Generic Hammer Empire Trooper

DEX
4
STR
3
BODY
4
INT
4
WILL
4
MIND
4
INFL
4
AURA
3
SPIRIT
3
Initiative
16
Hero Points
20

POWERS

(* Linked Powers)

BONUSES AND LIMITATIONS

SKILLS

(* Linked Skills)
SkillAP rating
Acrobatics6
Detective (police procedure, clue analysis)3
Martial Artist5
Military Science (demolition)4
Thief ( stealth, security systems)5
Vehicles (air, land, water)4
Weaponry (firearms, heavy, melee )5

ADVANTAGES

Lightning Reflexes

DRAWBACKS

OCCUPATION AND WEALTH

Hammer Empire Mercenary
: Wealth 5 ( Approx. Annual Income : $40,000)

EQUIPMENT

  • Hammer Empire Combat Armor [ BODY(Hardened Defenses) 6, Flame Immunity: 3, Radio Communications: 5, Skin Armor: 3, Limitation: skin armor vs piercing and edged only]

  • Combat knife [Body 6, Ev: 3 ( 4 w/ STR, 5 w/Martial Artist )] x2

  • Multi-Rifle [ Body 4, Projectile Weapons: 4 (standard rounds; Misc Bonus: Can declare knockback due to special non-lethal rounds), Ammo: 15 ( projectile weapons ), Energy Blast ( sonic burst ): 6, Energy Blast (taser burst): 7, R#:3 ( If reliability number met, weapon out of charge ) ]

  • Communication Earbud [Body: 1, Radio Communication: 10, Mind Blank: 4, R#2, Misc: Mind Blank represents the APs of encryption to prevent eavesdropping]

  • Sonic Rifle [ Body 4, Sonic Beam: 6, Vibe: 6]

  • Medkit [ Medicine ( First Aid ): 5 ]

  • Criminal Science Investigation kit [ EV: 5, Limitation: User must have Detective: Clue Analysis, Misc: EV adds to AP of user’s Detective Clue Analysis ]

  • Mini-Tablet


 

SUBPLOTS

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
The individual has agility equivalent to one who practices athletic abilities beyond what is required for daily living. Example: police officers, fire fighters, dancers, etc.

 
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.

 
BODY (Body)
The individual is conditioned to withstand moderate damage without great pain. They may withstand blunt attacks as a prizefighter or a martial artist.

 
INT (Intelligence)
This individual is the equivalent of a particularly bright high school student.

 
WILL (Willpower)
The person has a focused will and can summon the courage to save victims from hazardous situations such burning buildings. They might naively risk his life for stories or glory.

 
MIND (Mind)
This person's mind is conditioned to withstand stressful conditions similar to those faced by police officers, firemen and doctors.

 
INFL (Influence)
This person has the ability to hold and draw the attention of a small audience.

 
AURA (Aura)
This individual possesses an aura equivalent to a very amiable person, such as an actor or a priest.

 
SPIRIT (Spirit)
The person's Spirit is equivalent to that of an individual who can weather an assault on his or her core beliefs.

 
WEALTH
This person can afford to spend up to $800 per week

 
 

 

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