Zackary Wright

Player: Klurg

Position: Meatshield

Demeanor: Zack would give off a menacing appearance because of his size and strength, if it weren't for that relaxed look on him most of the time. He seems fairly chill, like someone you could hang out with or talk to. His way of talking doesn't help, as he speaks with a soft southern accent.

Nature: Zack mostly in his own little thought bubble most of the time. While he is as chill as he seems, it's somewhat due to his lack of motivation. He'd rather be relaxing, reading a book, playing a game, or something else over work. However, he does his job with no complaints and does it effectively, as it is what keeps him fed and paid.

Description: Zackary is a large muscle mass of a human being. He's 6'03, weighing somewhere in the 200s place. Zack's got multiple scars from his time in the military. He's got brown hair, green eyes, and a palish complexion.

Stats:

Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

Health
  • Physical Health: 16
  • Mental Health: 13
  • Strength: 3
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness:
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm:
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 1
    • Perception
    • Insight
    • Logic
  • Education:
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties

You have eight 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.

  • Unstoppable Force: 1. You can't be a good guardian if you're unconscious, and Zack's a damn good guardian. Zackary's physical KO threshold is increased by one damage category to 10 points of damage and he is not subject to instant death conditions or attacks.
  • Hearty: 1. A career of military life leaves one either permanently crippled or quite durable. For the purposes of determining HP, resilience is a strength and resilience skill.
  • Throwdown Showdown: 2. Zack's big, muscly, and has an iron grip. If Zack wins a grapple check against an enemy, he can either pin them to prevent them from attacking and gaining a +2 to maintaining the grapple on checks after the first, or on his next turn, he can autohit his grapple victim with an unarmed strike (light melee damage) with a +2 damage bonus, but upon being hit by this, the enemy immediately gets a free roll to try and break out of the grapple with a +2 bonus to the attempt, and even if it doesn't get free, it can't move but can still attack as normal, as long as its target is within range.
  • Defender's Clause: 1. Hey guess who's back! Zack has had many close calls, learned from each, and adapted so that he can avoid such events. When Zack's defense roll is equal to the attack roll or DC of an attack or effect, he negates the damage/effect as if he won the roll. (This ability does nothing in events/runs where defender's clause is still a thing)
  • Supressive Fire: 2. Sometimes the best course of action isn't to focus on damage, but to help your allies hit more often. With his heavy weapon, Zackary can lay down suppressive fire on one enemy. This enemy suffers a -2 to attack and defense rolls while suppressed, and is stuck where it is. It can attempt to move and end the suppressed effect, but this triggers an attack of opportunity from Zackary, with a +2 to attack and damage. After this ability is used, the heavy weapon cannot be used again unless Zackary spends a turn reloading it.

Gear:

  • M60 Machine Gun (heavy) (affected by psi-7 improved weaponry)
  • 9mm pistol (light)
  • Swiss army knife
  • Combat Knife (light)
  • Brass Knuckles (light)
  • ASP Baton (medium)
  • Waterskin
  • Rations/food container

Possessions:

  • Trophies for various sports
  • Pictures of home
  • Miscellaneous books

Personal History:

Zackary's birthdate is January 9th 1954, born and raised in Spartanburg, SC, and the first of four children. Zack's father was a veteran of the world war, and his mother a civilian who knew the father as a childhood friend. The father had an acrobatic build, and, the mother had a strong and hearty body. Zack got the best of these genes, as he grew older, he became more athletic and fit. While Zackary struggled with his studies, he did great at physical education and sports. This strong build and aptitude for physical activity made him a prime candidate for army recruiters.
Zack grudgingly obliged eventually, especially considering that he may be eventually forcefully drafted for the Vietnam War. During the beginning of his time in the military, Zack had no problem with the physical training, but struggled adapting to the rigid military life. He barely squeaked through, though he never truly got used to it. A couple of years after basic training, Zack was assigned to the Vietnam Conflict, as expected. During this conflict, Zackary excelled in taking the frontline, laying down heavy suppressive fire to support his squad slowly advance and overtake the enemy. Eventually, the war ended and he was withdrawn and brought back to the US.
At first Zack was thrilled to be out of there, especially since his contract now let him leave. Then a realization hit him. How will he make money now if he decides to leave the military, especially considering how bad his grades were? Once Zack made his way back to his original base to get his paperwork cleared to go back on duty, his commander came up to him, and offered Zack an option. He could be transferred to the 'military installation' of Area 51 as a guard, and they'd explain everything there. Zack's commander set up a meeting for him with the foundation executives in charge of the place. After explaining the terms and conditions of his job, along with the amnestics and how he'd have to preserve the secrecy of what the Foundation does, Zack accepted, and began working for the foundation as a guard and task force agent.

Miscellaneous:

  • MTF: Psi-7

Loot

  • Improved Weaponry: Befitting their role as the decommissioning squad, Psi-7 operatives may be provided with advanced weapons and combat training that gives them just a little bit of edge over other agents. The agents gets one Light or Normal melee weapon or one Light, Normal, or Heavy ranged weapon that uses different damage dice than a regular weapon of that type. 2d2 for Light weapons, 2d3 for Normal, and 2d5 for Heavy.

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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