Exalted: Sergeant Jack Rackham

   Here we have a Dualistic Exalted character for White Wolf’s Exalted game system – in this case, an earthly interloper in creation (or in whatever other universe the group had gotten into this week).

Sergeant Jack Rackham

   Jack grew up wanting to be in the military. He wasn’t “officer material” – but, unlike most of the population of the 2030’s, a military career suited him perfectly. It gave him a welcome outlet for his bursts of violence, a chance to play with high-powered weapons, and a certain degree of respect.

   Being assigned as a guard at the Torridon hyperspace research facility didn’t really suit him at first – until he discovered that the intention was to open interstellar portals and send expeditions to explore alien worlds. That promised all kinds of fun.

   Regardless of their intentions, what the scientists actually did was overload the local structure of space, blow a hole in the universe, and dump several of their best scientists – and Jack, who’d been on guard duty at the time – into Creation, where they fell in with Zareth Eleris and accidently infused him with dimensional energies as well.

   Behind them, their home universe (perhaps under the direction of the Dimensional Auditors or some inter-dimensional entity) recoiled from the point of disruption, spinning time back some twenty years. On their return to it (and Zareth’s arrival), the Dualistic Exalted found themselves fitted into roles as fourteen-year-olds – and charged with regulating the dimensional contact points to prevent such disruption in the future.

   Jack found that annoying because he couldn’t buy beer and people kept trying to keep him from laying his hand on any weapons. Eventually he found that he could reach out into the inter-dimensional void for beer and weapons, which was pretty much all it took to make him content with the situation.

  • Caste: Dualistic Warrior (Earth)
  • Nature: Berserker (Regain willpower whenever his outbursts of violence help solve a problem)
  • Virtues: None
  • Willpower: 5

Physical

Str

2 (4) (6)

Dex

6

Sta

5 (6)

Social

Chr

3

Man

2

App

2

Mental

Per

4

Int

1

Wit

4

 

Dawn

 

Zenith

 

Twilight

 

Archery

 

Endurance

1

Craft

2

Brawl*

4

Performance

 

Investigation

 

Martial Arts

 

Presence

 

Lore

 

Melee*

3

Resistance

2

Medicine

 

Thrown

2

Survival

3

Occult

 
           

Night

 

Eclipse

 

Earthly

 

Athletics

1

Bureaucracy

 

Academics

 

Awareness

 

Linguistics

 

Computer

 

Dodge*

4

Ride

 

Drive*

3

Larceny

 

Sail

 

Engineering

 

Stealth

1

Socialize

 

Firearms**

5

  •  
    • *Master Skill. Rolls are made with +2 Bonus Dice.
    • **Heart Skill. Add (Essence) Automatic Successes.
    • Specialities: Small Arms 3, Karatends/Fighting Gauntlets 3, Heavy Weapons 3, Tanks 1.
      • Note that Dualistic Exalted may apply up to three Specialities to a given roll.
  • Focus: 2
  • Essence: 2 (No active essence pool, and thus no committed motes).
  • Merits: (0 Base)
    • Hulking (A.K.A. “Large”, 3): +1 Str, +1 Sta, and +1 “-0” health level. Obvious football-player build.
    • Sturdy (3): +1 Str, +1 “-2” health level, Lethal Soak at half of Stamina.
    • Full Military Kit (2): He’s so obsessed with the military that he has his own kit, as well as the officially-issued one.
    • Karatends (1): A modern version of the fighting gauntlet using kevlar and high-density plastic plates. +2L OR +3B damage, +2 defense, allows brawlers to block lethal damage).
  • Backgrounds: (5 Base)
    • Experience -2: Military Special Forces Training
    • Resources -1: Intimidates people into giving him small items.
    • Allies -2: He can always find some thugs to help him wreck things somehow.
  • Flaws: Derangement (violent, reckless maniac, -4), Disturbing (-2 dice on non-intimidation social rolls, -3), and Diminished Attribute (-1 Social Attribute Point, -3).
  • Freebie Points: 21 + 14 + 10 Flaws. Spent on Abilities 22, Merits 9, Specialities 10, and Attributes 4

   Prodigies:

   Initial Hyperstrength Prodigy:

  • You may reduce the effective mass of up to (10 x Str) tons of material in your grasp to negligible levels and, incidently, ignore leverage and wind resistance while doing so. Masses up to twice that great can be reduced to the point where you can – just barely – heave them into the air or drag them along.
  • You may dampen incoming physical attacks, gaining +4B/+2L innate Soak against them. Sadly, this does not affect energy-based attacks.
  • You gain a +2 bonus to your effective strength in other situations.

   Inherent Exalted Abilities:

  • May sense energies alien to either creation or earth, such as magic and radiation for Earth/Creation.
  • Immune to infection, drugs, radiation, toxins, and diseases unless the agent in question is administered in both worlds. Heals at twice the normal rate.

   Character Advancement (48 XP):

  • Athletics to 2 (2).
  • Stealth to 2 (2).
  • Martial Arts (6) as per “Claws”; may inflict lethal damage in “unarmed” hand-to-hand combat and parry weapon strikes while unarmed.
  • Toughness (8) +2 Strength, +1 Stamina, gains one -1 and two -2 health levels, may soak all damage with his full stamina.
  • Lucky 5 (10).
  • Learned Prodigy (20): Military Supplies: May simply produce large quantities of military gear (and beer) without apparent source – including things like satchel charges, anti-tank missile launchers, and so on.

   Current Combat Information:

  • Usual Armor: Soaks all attacks with 7/7 dice (Stamina, thanks to Toughness merit) + 4/2 (Hyperstrength Prodigy, although not versus energy-based attacks) +0/3 (Sturdy) + 5/3 (Tailored Kevlar) = 16/15 (15 versus Aggravated damage as well).
  • Current Health Levels: 3x -0, 5x -1, 7x -2, 2x -4, Incapacitated, and “Dead” (roll Stamina + Focus to make a successful Worldjump to survive).
  • Weapons Skills: Usually 14 dice, +2 automatic successes, with small arms and heavy weapons. Usually 15d while brawling.

   Jack was pretty simple to have around. He tended to sit around fiddling with his weapons and gear (and drinking beer) until there was a chance to do some scouting, somebody needed a guard, or a fight broke out. Then he either waded in with his fists – if his opponents were unarmed – or got out a weapon big enough to be a creditable threat to whatever-it-was. He did tend to go on about the general superiority of all things military to anything civilian – including how much better MRE-style rations were better than any local delicacy (most of the rest of the characters found reasons to doubt it). Sergeant Jack cheerily shot monsters, energy-beings, undead, humans, and exalted as required. If whatever-it-was turned out to be immune to his various weapons for some reason, it was a matter for the scientific types.

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3 Responses

  1. […] Sergeant Jack Rackham: A dimensional wanderer from modern earth with superhuman strength. […]

  2. […] Sergeant Jack Rackham: A dimensional wanderer from modern earth with superhuman strength. […]

  3. […] Sergeant Jack Rackham: A dimensional wanderer from modern earth with superhuman strength. […]

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