A man of action and conscience
Human male Worker, Zone Alpha
Noble, Inquisitive, Daring, Heroic
DC: 5, MV: 6, Perc: 27%, Size: Med, Hgt: 6’4”, Wgt: 220 lbs I Bonus: 3
Actions:3 General, 1 Exo, 1 Move, 1 Skill, 2 Celerity, 1 offhand – Pistol
Non-Combat Skills: 7 Multi-Weapon Overload 3 Net Smarts 3 Communication Systems 3 Literacy 3 Mathematics 3 Puzzle Solving 1 Running 3 Swimming 3 Athletics 3 Body Building 3 Gymnastics 3 Public Speaking 6 Optimize Weapons 6 Scavenge Materials 6 Computer Systems 6 Programming 6 Hacking 8 Electronics 6 Mechanics 6 Science 9 Weapon Engineering 6 Armor Engineering 6 Nano Engineering 6 Field Engineering 2 Exo Engineering 6 Paramedic 8 Fetish 4 Mystic Rejuvenation
Combat Skills: 6 Unarmed 6 Pistol 6 Blunt 8 Rifle 8 Cannon 7 Ranged Mounted Weapons 3 Expert Defend Disarm 8 Adrenalize (DC) 9 Armor 9 Shield Defend 6 Aim 6 Squad Command 7 Demolitions 6 Foreign Environment Combat 6 Expert Move: Pistol Combination
Spells: 8 Aspect of Metal 2 Lightning Static Shield Tempest 6 Metallic Carapace Mystic Weaponry Slice and Dice 7 Knit Flesh Telepathy Empower Sustain Portal
Implants: Quantum Acceleration lvl 3 (1 Action)
Armor: Firebat Power Armor (AC: 43 RF: 9)
Equipment: Ancient Security Keycom Large Armored Field Backpack (Pocket Dimension lvl 4) Multi-Tool Sustain Elixr Lvl 4 Rifle K-Clip (22/24) Lvl 4 Personal Celerity Field Lvl 6 Goggles lvl 4 optics Flash Light®(lvl 1 E-Cell®) / Grapple Belt (lvl 6) Battle Harness (4 slots) Inter-D Pocket Bag Lvl 1 (Lvl 1 E-cell)
Researched EMP Shielding for items (1 per lvl) @ 100 chips per lvl Zombie Repulsion (+1DR/lvl prototype, +4DR lvl 6 multiweapon) Personal PR Field (1 PR per lvl, 1 slot per 1,4,7,10 lvl) @250/lvl
Demolitions: Magnetic Mine Lvl 9 Magnetic Mine Lvl 9 Proximity Mine Lvl 9
Weapons: Medium Multi-Club * Lvl 2, 1)
Phlebus 138 grew up dreaming of joining the homo-secorps. Catching bad guys and preserving the status-quo seemed like the best job in the world. That is, until he witnessed a group of Secorps robots beat a man to death while cheerfully telling him tomorrow was going to be sunny and everything was going to be alright. Ever since, he's had a nagging sense of 'wrong-ness' that not even the drugs can completely dispel. Perhaps, it's his natural curiousity that has started him wondering if there is another way. His exploration off the 'net' has put him in contact with a Deacon who seems like-minded. Perhaps the Deacon has guidance on how to put things right. If not, Phlebus will just have to take matters into his own hands… once the drugs wear off.
The drugs wore off and shit got real. Phlebus became a bloodied veteran of countless zombie encounters. Blood piled upon blood. The only end in sight was the vastness of space but the Necromancer stands in the way. Three strikes and your out.