Sarge  
BIOSIGNS
Val Char Base Points Total Roll Notes
20 STR 10 10 20/30 13- / 15- HTH Damage 4d6/6d6 END [2]
15 DEX 10 15 15/20 12- / 13- OCV 5/7 DCV 5/7
23 CON 10 12 23 14-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
30 PRE 10 10 30 15- PRE Attack: 6d6
16 COM 10 3 16 12-
5 PD 4 1 5 5 PD (0 rPD)
5 ED 3 1 5 5 ED (0 rED)
4 SPD 2.5 15 4/5 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12
7 REC 7 0 7
32 END 32 0 32
30 STUN 30 0 30
8" Running 6 4 8"/12"
2" Swimming 2 0 2"
4"/2" Leaping 4 0 4"/10" 85 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 8"/12" [16"/24" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"/10"
V. Leap (2") 2"/5"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 0"
Weight:  220 lbs
Description:
Sarge is a stern looking white man with an atheletic vigor and energy that hides his real age somewhere in his mid fourties behind a veneer of mid thirties youthfulness. He likes to stay ready for trouble so he wears his combat gear sans helmet even when not "working" unless it would be entirely inapporpriate, and throws a high-collared trench / duster over it to lend some softening grace. When he must dress in normal clothes he tends toward atheletic cut short sleeved tennis shirts and casual khaki slacks. Even when he doesn't wear boots he favors shoes that are as boot-like as possible or at least are pretty rugged. He still wears his dogtags and keeps his strawberry blonde hair in a rakish military cut.
BAGGAGE
Cost  Disadvantage
10 DNPC: Bob and Linda McCarthy (parents) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
5 Distinctive Features: Tuber (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
25 Hunted: Various Mega-Corps Sec Forces 8- (Mo Pow, NCI, Group, Kill)
0 Normal Characteristic Maxima
10 Psychological Limitation: Meticulous Planner; Reacts Poorly To Unplanned Situations (Common, Moderate)
15 Psychological Limitation: Mission Accomplishment (Common, Strong)
10 Reputation: Anal Retentive Control Freak, 14- (Known Only To A Small Group)
10 Reputation: Prior Military, 14- (Known Only To A Small Group)
10 Rivalry: Professional (Runners That Wing Missions; Rival is As Powerful; Rival is a Group; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Soc. Lim.: Prior Military Mentality (Frequently, Minor, Not Limiting In Some Cultures)
100 Total Disadvantages Cost

 Sarge  
MOVES
OCV: 5/7 DCV: 5/7
Combat Skill Levels:
+1 Overall
+1 with Commando Training
+1 with Handguns
+2 with Sparhawk Caseless Autopistol
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Aikido Throw 1/2 +0 +1 4d6 / 6d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 6d6 / 8d6 Strike
Bust Loose 1/2 +0 +0 35 STR / 45 STR vs. Grabs
Kung Fu Block 1/2 +2 +2 Block, Abort
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
CYA
Type Amount Notes
Physical Defense 5 Current BODY:
Res. Phys. Defense 0 (12)
Energy Defense 5 Current END:
Res. Energy Defense 0 (32)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

 Sarge  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Tuber Package
10   1)   Impressive:  +10 PRE
10   2)   Immune to Disease:  LS (Immunity: All terrestrial diseases and biowarfare agents) 0
1   3)   Durable:  +1 ED
9   4)   Durable:  +7 CON (14 Active Points); No Figured Characteristics (-1/2)
30 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
10 +1 Overall
3 +1 with Climbing, Stealth, and Paramedics
3 +1 with Commando Training
3 +1 with Handguns
3 CK: San-San (INT-based) 13-
3 Climbing 12- (13-)
3 Combat Driving 12- (13-)
3 KS: Red Legion History And Traditions (INT-based) 13-
2 KS: The Runner World 11-
2 Language: Spanish (fluent conversation)
2 Navigation (Land) 13-
3 PS: Mission Planning And Logistics (INT-based) 13-
3 PS: Runner (INT-based) 13-
3 Paramedics 13-
3 Stealth 12- (13-)
3 Survival 13-
3 Systems Operation 13-
2 TF: Parachuting, Advanced, Parachuting, Basic, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
7 WF: Small Arms, Bows, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Shoulder-Fired Weapons
67 Total Skills Cost
PERKS
Cost  Name
1 Pension: Money: Well Off
6 Equipment Points: 92
4 Follower/Contact Points: 14
5 Fringe Benefit: Improved Equipment Availability Military equipment
6 Fringe Benefit: Master Sergeant, Membership (Red Legion Security)
3 Reputation: Red Legion Security Veteran (A large group) 14-, +1/+1d6
25 Total Perks Cost
TALENTS
Cost  Name
3 Resistance (3 points)
3 Total Talents Cost
FIGHTING SKILLS
Cost  Maneuver
Martial Arts: Commando Training
3
1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 6d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 8d6 Strike
4
3) Bust Loose: 1/2 Phase, +0 OCV, +0 DCV, 35 STR / 45 STR vs. Grabs
4
4) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
15 Total Fighting Skills Cost

 Sarge  
RESOURCES
Equipment Pool (92/92)
  *  Secure Comms Scanner / Transmitter Unit:  Radio Perception/Transmission (Radio Group), +8 to PER Roll, Concealed (-8 with Radio Perception/Transmission PER Rolls), Discriminatory (31 Active Points); OAF Durable (-1)
Notes: Real Cost: 15 points
0
SpecTec IX-III-L Auger Suit
Notes: REAL COST: 75 points
  *  AugerStrength :  +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
Notes: Real Cost: 7 points
  *  AugerArmor:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)
Notes: Real Cost: 20 points
0
  *  AugerDexterity:  +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
Notes: Real Cost: 7 points
  *  AugerSpeed:  +1 SPD (10 Active Points); OIF (-1/2)
Notes: Real Cost: 7 points
  *  AugerRunning:  Running +4" (8"/12" total), Reduced Endurance (0 END; +1/2) (12 Active Points); OIF (-1/2)
Notes: Real Cost: 8 points
  *  AugerLeap:  Leaping +4" (4"/10" forward, 2"/5" upward) (Accurate), Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2)
Notes: Real Cost: 8 points
  *  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
0
Auger Suit Optics Multipower
Notes: Real Cost: 4 points
          Multipower, 5-point reserve, (5 Active Points); all slots OAF (-1)
  *  Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0
  *  Nightvision (5 Active Points); OAF (-1) 0
Sparhawk Caseless Autopistol
Notes: REAL COST: 13 points
  *  Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) [7]
  *  +2 with Sparhawk Caseless Autopistol
  *  Penalty Skill Levels: +2 vs. Range Modifier with a single attack
Contact Pool (14/14)
  *  Old Military Buddies:  Contact: Old Military Buddies (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
  *  Contact: Dutch Chuck (Gunrunner) (Contact has useful Skills or resources) 8-
Vehicles (10/10)
  *  Street Bike Vehicles & Bases

 Sarge  
BI-OPS
APPEARANCE
Height: 6' 0" Hair: Brown
Weight: 220 lbs Eyes: Brown
Sarge is a stern looking white man with an atheletic vigor and energy that hides his real age somewhere in his mid fourties behind a veneer of mid thirties youthfulness. He likes to stay ready for trouble so he wears his combat gear sans helmet even when not "working" unless it would be entirely inapporpriate, and throws a high-collared trench / duster over it to lend some softening grace. When he must dress in normal clothes he tends toward atheletic cut short sleeved tennis shirts and casual khaki slacks. Even when he doesn't wear boots he favors shoes that are as boot-like as possible or at least are pretty rugged. He still wears his dogtags and keeps his strawberry blonde hair in a rakish military cut.
PSYCH EVAL
Sarge is a no nonsense planner with an analytical mind and a very structured perspective. He sees things in very clear cut lines and can be inflexible once his mind is made up about something or has arrived at a particular expectation. Some have called him hidebound, others have gone so far as to call him retentive. Ruthless is another word that crops up from time to time, and uncomprimising isn't an unfair description either.

Deep down Tom has a real frustration that he hit a glass ceiling in the Legion; he was determined to make it a lifetime occupation and make General. At some level he's proving to both himself and the world that his controlled strategic approach is often more valid than the by-the-seat-of-the-pants short term gain long term loss approach so many take. Patience and planning pay off. The last four years of Running have, he feels, demonstrated his ability to bring a structured approach to an often chaotic reality and be successful. In the back of his mind he's often mulled on the prospect of rejoining the Legion and resuming his career once Hallorhan retires (it can't be too long, the old buzzard is pushing 70 already), but time will tell.
SOUND BITE
"Dammit, just stick to the plan!"
PIZZAZ
Sarge has a well rounded education in the finer points of tactical armed conflict resolution and is broadly capable in the field. He can take on and be successful at many tasks and is always a good man to have on board. However, his lack of specialization also means that there is always someone more capable, better suited, or more experienced at any particular specific task. This is why Sarge works so well in a leadership position because he has a broad vision, is comfortable with delegating specific tasks to experts, and is also comfortable stepping up to fill in when necessary.

In combat Sarge wears a suit of light power armor that he bought out from the Legion on retirement and maintains with regular mechanical upkeep and repair. He is broadly capable with guns and will carry either a pistol or assault rifle as the situation demands (lately he's been favoring a Sparhawk Caseless Autopistol due to it's impressive accuracy).

Sarge's mild genetic advantages also grant him a powerful air of command, immunity to disease, and a very impressive tolerance for pain.
M.O.
TUBER SCRAPPER / FACILITATOR

 Sarge  
ORIGIN
Tom McCarthy was pracitically born into the Red Legion. His older father Bob was a Master Sergeant with over 30 years in, and his mother Linda was a fresh faced administrative assitant at the regional offices who caught his fancy. Bob exercised options in the company health plan to give Tom a genetic boost pre-conception (he needed in vitro assistance for a dwindled sperm count anyway, so why not), and Tom was born mildly enhanced.

Growing up in the Legions Anaheim San-San creche, Tom was always a magnetic personality and a leader amongst his fellow millitary brats. Not only did he receive a pretty good eduction in the sort of practical skills stressed by the Legion-funded school system he was also marked as an ideal future recruit into the Legion. And so he was; he entered the legion at 18 and quickly flew up the ranks, getting accepted into the Elites after just four years in and making Master Sergeant after only 12 years beating his father's mark by over half a decade. He was dubbed with the call sign "Rodin" due to his penchant for brooding over plans, but he never liked the name and prefered the more formal "Rank and Last Name" form of address (which further highlighted his hidebound retentiveness).

However Tom eventually had a career-stalling collision with one of the Legion's inner circle, General Hallorhan, a maneuver warfare afficianado and something of a maverick. Tom ended up, along with many others, assigned to Hallorhan for some really hairy work in the Southern American Economic Free Trade Zone crushing redneck guerrilla uprisings that threatened various corporate assets in the area. The rednecks were motivated and canny, and refused to engage in meaningful toe to toe conflicts, forcing the Legion to play whack-a-mole insurgent games. Tom was in charge of the mission's most elite strike team, responsible for hunting down and eliminating the redneck's leadership, a task he approached with his usual hyper-detailed planning and a methodical, relentless but not hurried pace. Tom's plan was to orchestrate a situation in which all or at least most of the redneck leadership would have to meet face to face with each other, and then strike to wipe them out in one fell swoop. Hallorhan on the other hand wanted immediate results and prefered that the leaders be singled out and whacked individually; less elegant but immediately fulfilling. Tom's opinion was that this sort of tactic would only send the rest of the leadership to more paranoid security measures and seclusion making it an approach of diminishing returns.

Ultimately, Hallorhan removed Tom from command of the unit and dropped him from the contract with a bad mark on his fitness report. It's arguable whose approach would have worked better, but nevertheless the damage to Tom's career had been done and six years later when he rounded the horn on twenty years in he still hadn't made Lieutenant. Tired of going nowhere and frustrated by the unfairness of it Tom took early retirement at twenty years in service and sought greener pastures in the private sector.

As a Runner, Tom has thus far been very successful. His meticulous attention to detail and ability to execute plans and stay focused on objectives made him popular with Fixers from the word go. However, Tom was not happy doing pick up work or running with people he didn't trust so he quickly teamed up with the well established Runner team known as LIBRA, and soon became their defacto combat leader thanks to his deep experience in that area. He works exclusively with this team, and is very happy with the arrangement.
Character created with Hero Designer (version 2007121308)