| CITIZEN SOLDIER | |||||||||
| various | |||||||||
| Cost |
Characteristic |
Value | Roll | Notes | |||||
| 0 | STR | 10 | 11- | Lift: 100kg; 2d6; [1] |
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| 3 | DEX | 11 | 11- | OCV: 4 DCV: 4 | |||||
| 0 | CON | 10 | 11- | ||||||
| 0 | BODY | 10 | 11- | ||||||
| 3 | INT | 13 | 12- | PER Roll 12- | |||||
| 2 | EGO | 11 | 11- | ECV: 4 | |||||
| 0 | PRE | 10 | 11- | PRE Attack: 2d6 | |||||
| 0 | COM | 10 | 11- | ||||||
| 2 | PD | 4 | Total: 17 PD (7 rPD) | ||||||
| 2 | ED | 4 | Total: 17 ED (7 rED) | ||||||
| 9 | SPD | 3 | Total: 0 MD (0 rMD) | ||||||
| 0 | REC | 4 | Phases: 4, 8, 12 | ||||||
| 0 | END | 20 | Running: 4" / 8" | ||||||
| 0 | STUN | 20 | Swimming: 6" / 12" | ||||||
|
Cost |
Powers |
END |
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| 13 | AAR-Mounted Device: Multipower, 60-point reserve, (60 Active Points); Limited Power (Requires a Full Phase to Switch Slots) Power loses about a fourth of its effectiveness (-1/4); all slots Independent (-2), OAF (-1), Real Weapon (-1/4) | ||||||||
| 1u | 1) Bayonet: Hand-To-Hand Attack +2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) | 0 | |||||||
| 1u | 2) Ink Torpedo: Change Environment 16" radius, -6 to Normal Sight PER Rolls, -4 : OCV, Multiple Combat Effects (60 Active Points); Independent (-2), 2 clips of 1 Charge (-1 1/2), OAF (-1), Explosion (-1/4), Real Weapon (-1/4) | 0 | |||||||
| 1u | 3) Net Torpedo: Entangle 6d6, 6 DEF (60 Active Points); Independent (-2), 2 clips of 1 Charge (-1 1/2), OAF (-1), Cannot Form Barriers (-1/4), Real Weapon (-1/4) | 0 | |||||||
| 1u | 4) Torpedo: Killing Attack - Ranged 2d6, Line Of Sight (+1/2), Explosion (+1/2) (60 Active Points); Independent (-2), 2 clips of 1 Charge (-1 1/2), OAF (-1), Extra Time (Extra Segment, -1/2), Real Weapon (-1/4) | 0 | |||||||
| 12 | Atlantean Assault Rifle: Multipower, 45-point reserve, all slots 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) (56 Active Points); all slots Independent (-2), OAF (-1), Limited Power (Selection of Charges, Including Order of Appearance, Must Be Done Prior to Adventure) Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4) | 0 | |||||||
| 1u | 1) Ink Bullet: (Total: 43 Active Cost, 9 Real Cost) Change Environment 4" radius (8" Line; +0), -5 to Normal Sight PER Rolls (23 Active Points); Independent (-2), OAF (-1), Limited Power (Selection of Charges, Including Order of Appearance, Must Be Done Prior to Adventure) Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4) (Real Cost: 5) plus Killing Attack - Ranged 1d6+1 (20 Active Points); Independent (-2), OAF (-1), Limited Power (Selection of Charges, Including Order of Appearance, Must Be Done Prior to Adventure) Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4) (Real Cost: 4) | 0 | |||||||
| 1u | 2) Standard Bullets: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+1/4) (44 Active Points); Independent (-2), OAF (-1), Limited Power (Selection of Charges, Including Order of Appearance, Must Be Done Prior to Adventure) Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4) | 0 | |||||||
| 1u | 3) Teflon-Coated Bullets: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); Independent (-2), OAF (-1), Limited Power (Selection of Charges, Including Order of Appearance, Must Be Done Prior to Adventure) Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4) | 0 | |||||||
| 6 | Tactical Armor Concussive Buffering: +6 PD | 0 | |||||||
| 6 | Tactical Armor Insulation: +6 ED | 0 | |||||||
| 6 | Tactical Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) | 0 | |||||||
| 3 | Tactical Helmet Radio: High Range Radio Perception (Radio Group) (12 Active Points); Independent (-2), Sense Affected As Hearing [very common Sense] (-1/2), IIF (-1/4) | 0 | |||||||
| 11 | Water is My Element: (Total: 11 Active Cost, 11 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) (Real Cost: 8) plus Environmental Movement (no penalties in Water) (Real Cost: 3) | 0 | |||||||
|
Cost |
Skills | ||||||||
|
10 |
+1 Overall | ||||||||
|
5 |
+1 with Ranged Combat | ||||||||
|
4 |
Area Knowledge: Atlantis 13- | ||||||||
|
1 |
Area Knowledge: Lemuria 8- | ||||||||
|
1 |
Electronics 8- | ||||||||
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0 |
Everyman Skills | ||||||||
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Acting 8- | ||||||||
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Area Knowledge: (hometown), Atlantis 11- | ||||||||
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Climbing 8- | ||||||||
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Computer Programming 8- | ||||||||
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Concealment 8- | ||||||||
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Deduction 8- | ||||||||
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Language Skill: Atlantean (idiomatic) | ||||||||
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Paramedics 8- | ||||||||
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Persuasion 8- | ||||||||
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Professional Skill: (profession) 11- | ||||||||
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Shadowing 8- | ||||||||
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Stealth 8- | ||||||||
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Transportation Familiarity: Submarines | ||||||||
|
1 |
Mechanics 8- | ||||||||
|
16 |
Military Package (Cost: 16) | ||||||||
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Combat Piloting 8- | ||||||||
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Demolitions 8- | ||||||||
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Knowledge Skill: Citizen Soldier Customs and History 11- | ||||||||
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Knowledge Skill: Underwater Warfare 11- | ||||||||
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Navigation (Marine) 12- | ||||||||
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Professional Skill: Member of the Military 11- | ||||||||
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Penalty Skill Levels: +2 vs. Autofire modifiers with Atlantean Assault Rifle | ||||||||
|
|
Social Limitation: Part Time Soldier , Full Time Worker | ||||||||
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Stealth 11- | ||||||||
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Swimming +2" | ||||||||
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Systems Operation 12- | ||||||||
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Tactics 8- | ||||||||
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Weapon Familiarity: Small Arms, Blades, Shoulder-Fired Weapons, Vehicle Weapons | ||||||||
|
2 |
Navigation (Marine) 12- | ||||||||
|
5 |
Teamwork 12- | ||||||||
| 200+ | Disadvantages | ||||||||
|
10 |
Distinctive Features: Atlantean | ||||||||
|
15 |
Hunted: Knights of the Stone 8- | ||||||||
|
10 |
Physical Limitation: Uncomfortable in Open Air | ||||||||
| 0 | Experience Points | ||||||||
| Characteristics Cost | 21 | Base Points | 97 | ||||||
| Powers Cost | 64 | Disadvantages | 35 | ||||||
| Talents Cost | 0 | Experience Points | 0 | ||||||
| Perks Cost | 0 | Total Points | 132 | ||||||
| Martial Arts Cost | 0 | ||||||||
| Skills Cost | 47 | ||||||||
| Total Cost | 132 | ||||||||
| Concept | Agent | Hair Colour | various | ||||||
| Nationality | Atlantean | Eye Colour | various | ||||||
| Place of Birth | various, Atlantean | Height | various | ||||||
| Date of Birth | various | Weight | various | ||||||
| Background | |||||||||
|
After the First Atlantean-Lemurian War, the Senate realized that their idyllic world was not untouchable by outsiders. They adopted a mandatory service rule. All Atlanteans, upon their 17th birthday, must enlist with the Citizen Soldier force. Not only does this provide a defense force for the Republic, but it also provides training for a large reserve. Roughly 75% of Atlanteans leave after their four year term of service is complete. Another 24% leave after two terms of service. The remainders form the core of officers and senior NCOs that maintain the training and direction of the Citizen Soldiery. |
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| Personality | |||||||||
| The personalities of Citizen Soldiers are as widely varying as the population of the Republic of Atlantis as a whole. Still, most are willing to risk injury to protect their way of life. | |||||||||
| Quote | |||||||||
| "Let's wrap this up and head back home. We've got families and jobs that are waiting." | |||||||||
| Powers | |||||||||
|
The equipment of the Atlantean Citizen Soldier nearly matches that of the Lemurian Knights of the Stone. However, they lack the dedicated training. The major advantage that Atlantean troops have are the significantly better communications and tandem tactical training. |
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| Appearance | |||||||||
|
Citizen Soldiers wear coveralls bearing a blue and gray seaweed camouflage pattern. Their helmets, packs, and weapons are of molded plastic housings that allow easy hydrodynamic movement in calm or turbulent seas. |
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