Traveller: Thaer of Tomorrow
Edward F. Longacre the Third
Traveller, Politician, Explosives Expert
Strength: 9 ( + 1)
Dexterity: 7 ( 0 )
Endurance: 8 ( 0 )
Intellect: 5 ( – 1)
Education: 10 ( + 1)
Social: 12 ( + 2)
Athletics (Strength): 0
Gun Combat (Slug Pistols): 0
Melee (Unarmed): 1
Tactics (Military): 1
Bullet Proof Vest, Flak/Cloth, 6 arm, -4 dmg from own explosives, concealed
Grenade Launcher, Plastic 3d6 dmg, 2d6 radius, BCHARGE 2d6 (ignore half armor), 1d6 radius
Pocket Nuke 10d6 dmg, 6d6 radius, 1d6 x 10 rad dmg
Army; Support (Commissioned): Rank 1
Merchant; Broker: Rank 0
Nobility; Administrator: Rank 2
Drifter; Wanderer: Rank 2
Tactical Advantage: Free action minor skill check, Admin, Advocate, Diplomat, Investigate, Leadership, Persuade, or Tactics, or give your standard action to an willing ally you can instantaneously communicate with.
The Nuclear Negotiation: Roll Advocate (SOC) + 1 > 12. All enemies take no action for their next turns except movement towards or away from user (Edward chooses). First enemy to take an action, Edward rolls Explosives (EDU) + 1 vs. the Target’s choice of Survival/Athletics/Explosives (END/DEX/EDU). Ignores normal rules of line of fire.
Hit: Roll 1d6 for explosive type. 5-6, BCHARGE. 2-4, Plastic. 1, Pocket Nuke.