Karl Fairbourne

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Karl Fairbourne
Karl Fairbourne
Rank SQD.gif Squaddie
Nationality GERmini.png
Attributes
Agility d8
Smarts d4
Spirit d6
Strength d6
Vigor d8
Derived Stats
Pace 6
Parry 5
Toughness 17 (+8 Armor)
Charisma -1
Combat Stats
Bennies 4
Wounds 2
Wild Die 1d4
Kills 3
Live Captures 0



Edges

Quick Draw: May automatically draw weapon as a free action
Luck: +1 benny per session
Great Luck: Additional +1 benny per session
...Ain't gonna happen again +2 toughness
Brawny +1 toughness, 8xSTR carrying

Hindrances

Heroic (Major): The character is a true hero and always helps those in need
Loyal (Minor): The hero tries to never betray or disappoint his friends
Habit - Smoking (Minor): Charisma -1

Skills

Shooting AGI d10
Fighting AGI d6
Stealth AGI d8
Notice SMA d6
Healing SMA d6
Guts SPI d6


Gear

Type Armor Weight Cost Notes
Mk19 Power Armor +8 25 1500 Full body coverage. +1 to Strength rolls, +20 lbs carrying capacity, Environmentally sealed.
Radio and Headset - 1 - -
Type Range Damage RoF Cost Weight Shots Min Str. Notes
SCAR-H (Mk 17 Mod 1) 24/48/96 2d8+1 3 600 7 20 d6 (Auto) AP 2, Auto, -1 Penalty to soak rolls (7.62)
Advanced Trauma Kit - - - 500 10 - - Minimum Smarts d8 or Minimum Healing d10. Adequate supplies for Heal checks. Gives character the Heal power with 9 power points. This power uses a character's Healing skill, not an Arcane skill. It also functions as a normal Med-Kit.
SCAR-H Magazine - - - 20 2 20 - 20 rounds of 7.62
SCAR-H Magazine - - - 20 2 20 - 20 rounds of 7.62
SCAR-H Magazine - - - 20 2 20 - 20 rounds of 7.62
AN/PVS 28 NVG’s - - - 900 2 - - Passive mode eliminates penalties for dim or low light. Active negates penalties for no light but may be detectable.
Mk 4 Scope - - - 150 1.5 - - +2 to shooting rolls longer then short range as long as you don't move the same round as you fire it. (Used with: M4, SCAR-H, M82)

ENCUMBRANCE: 52.5 / 68 lbs

Experience

Total Experience: 15 (Squaddie)

Background

Karl Fairbourne, 35, is a German immigrant to America. After being conscripted into the Bundeswehr Karl found that he took very well to the military lifestyle, and his impressive accuracy and unswerving loyalty lead his commanding officer to recommend him for transfer into the KSK.

Karl gladly accepted, and was deployed in multiple classified counter-terrorism and intelligence gathering operations around the world. He became an accomplished marksman, becoming a designated marksman in the unit within a year.

After an incident Afghanistan where he assaulted his squad leader for firing on what he believed were unarmed civilians, he was stripped of his rank and, if not for his spotless service record, would likely have been imprisoned. As it was, he was given a bad conduct discharge and sent on his way. Having nothing to go back to in his home country, he moved on to try and live the American Dream.

After hearing about the Alien invasion and seeing recruitment advertisements for X-Com, Karl felt he had to do something. He had settled down and started a family, but his sense of duty to his new people overrode any wish to just hide and wait for it all to blow over. After a long discussion, his wife consented to let him go, on the promise that he come back alive.