Position: Explosives expert
Demeanor: Maxwell can appear a bit rude at times, mostly due to his curious figures of speech and swears. Normally quite friendly, but can give off a bit of an attitude towards people he dislikes.
Nature: Maxwell has a short temper and can struggle to keep it at times; despite this, he can be trustworthy assuming one does not talk back to him. He may be full of bark, but rarely bite. During missions you can count on him to get his job done, if given the time to do it.
Description: A strong jaw with a scraggly beard. Has a clearly broken nose and a Mohawk cut. Round brown eyes, thick eyebrows. Is a bit plump from the stomach area, but visibly buff otherwise.
You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.
- Physical Health: 7
- Mental Health: 7
- Physical Defense: 6
- Mental Defense: 4
- Perception: 4
- Agility: 3
- Strength: 5
- Persuasion: 1
- Intimidation: 2
- Bluff: 1
- Melee: 3 +2
- Ranged: 4 +1
- Survival: 2
- Engineering: 3
You have twelve points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Explosive Expertise: 6. Maxwell's experience in the field of explosions allows him to use charges and other explosives more efficiently and accurately than most people could. +6 to rolls when disarming or using explosives.
- Dirty Fightin': 2. Maxwell's ruffian youth has taught him how to fight unfairly. Be it a pocketful of sand or a blow below the belt, he can use unfair methods to turn the tide of combat. +2 to Melee rolls while using unfair methods, improvised weapons or wrestling moves.
- Spot The Cracks: 4. Maxwell is capable of spotting unevencies, flaws or weak spots in structures etc. +4 to Perception and Engineering rolls while searching for or evaluating weak spots.
List everything your character carries on their person here. Be reasonable.
- Heavy leather jacket
- A cardigan
- Heavy duty boots
- Thick leather gloves
- A blackjack
- A pair of SPC brass knuckles
- A lighter
- A trading card of himself
- A brass and mahogany blunderbuss, nicknamed Betsy (+1 to Ranged, also see description)
- Smith & Wesson model 10 revolver
- A flask of gunpowder
- A pouch of lead ammo for the blunderbuss
- A knife
And everything that they keep in their room at Site 19. Anything that's not listed here or in the section above will be difficult for the character to retrieve.
- Spare clothing
- Spare pair of boots
- Rugby flag
- A battery-operated radio
- Bomb defusal kit and lead-lined gloves
- A trading card of someone else
- A trading card of SCP-682
- A trading card of the Evil Coffee Machine
After the Zhyr incident, Maxwell is also storing:
- Zhyr's gun
- and his mask, as well as the drug injection system
- Olga's broken gun, which has been returned to its rightful owner
- Major's spacegun
- A few documents, swiped from the Major's corpse
- Heavy plate armor
- Tower shield
- Sword Still In The Stone - A greatsword, full with the stone it was stuck in.
- A futuristic grenade launcher, inoperable
- A futuristuc gravity hammer, also inoperable but useable for bludgeoning
List what your character's life has been like, from birth until 1954. The more, the better. Be sure that all of your character's skills (especially specialty skills) are explained. Higher skills need more justification.
Maxwell was born to a poor family in 1923. His mother had left the family shortly after he was born, leaving behind his single father and older brother.
From a young age, Maxwell has worked on his father's demolition company. As soon as he was able to lift a sledgehammer, he got work. Ever since that youthful age, he had been causing trouble all around London, hanging around a group of ruffians and getting frequently into brawls. Around this time he began to take part in illegal fighting rings, gaining his infamously brutal wrestling and fighting style. Eventually he settled down, and began to work more seriously at demolition; he began to take great pride in the way he handled explosives. He was in his twenties around that time, and had been smoking cigars for a good seven years. Hard work required hard fun, and he frequented bars to engage in merry celebrations - or to just pick fights.
Maxwell's father had a contact who supplied his company with outdated or otherwise surplus - and not entirely legal - explosives and occasionally explosive weaponry. Maxwell became familiar with some of these, namely with charges and the odd grenade. He even familiarized with a grenade launcher at one point in his life. When Maxwell was thirty, his father died doing what he loved; blowing something up. Maxwell inherited the company, and soon began to expand overseas; his skill and precision became well known. More recently, his brother started drinking again and set the company in jeopardy. Maxwell then sold the company onwards to the Foundation, who made it into one of their front companies: Sterling Company 'Plosives.
Eventually, he was contacted by the Foundation, who were looking for a specialist to help them on their cause. When two men in black arrived on his doorstep offering him the chance to "help save the world", he saw that he had no other choice, leaving his father's company to his brother and setting off with the men.
Maxwell finds snails a delicacy and is a rather jolly drunk. He also has a small ritual of naming bombs before detonating them. He is somewhat superstitious, believing in bad omens and such things. He highly resents people who don't take their job seriously. He can often be found reading a magazine and smoking a cigar or lifting weights at the gym. He is a survivor of the T A N K S Q U A D and the Nuke Train. He was the Warrior. He took a direct nuclear breath from Godzilla and still stood to fire a freezerocket at it.
- Maxwell, having practised in the Arena, now knows how to defuse a nuclear bomb.
How much XP your character currently has: 11
19 XP in total spent on ability score upgrades. (+1 Pdef, +1 Ranged)6 XP spent on an antique blunderbuss.
- Another 6 XP spent on an upgrade. Can now shoot explosive, fused shots. Upon missing with one against an Agility roll, the defender is forced to roll Pdef instead. If the Pdef roll lands a hit, the damage inlicted will be halved, rounded upwards from 0.5. NOTE: Maxwell's Explosive Expertise speciality does not count towards these attacks.
- Another 8 XP spent on an All-Purpose Scope. Can now hit if the Ranged roll is tied with the DC, dealing 1 damage.
- A blunderbuss of some description
- Body armour, perhaps some riot cop gear or the sort
- Something actually explosive
Upgrade Betsy to shoot something maybe?