Name: Jack Cunning
Ancestry: Human / XP: 0 / XP Spent: 25 / Hero Points: 3
Attributes
Might: 3D+2 / Brawl: 4D+2, Stamina: 4D+2 (Swimming 6D+2)
Agility: 3D+1 / Boating: 3D+2, Dodge: 3D+2, Longarm: 4D+1, Pistol: 3D+2, Throw: 4D+1
Wit: 3D / Search: 3D+1
Charm: 2D+1 / Intimidate: 2D+2
Defenses: Block: 14 / Dodge: 11 / Parry: 11 / Soak: 18 (Light Duty Vest)
Assault Rifle: Attk: 4D+1 / D: 6D / R: Far
Grenade Launcher: Attk: 4D+1 / D: 6D / R: Far / Special: Area
Heavy Pistol: Attk: 3D+2 / D: 5D / R: Near
Combat Knife: Attk: 3D+2 / D: 4D+2 / R: Thrown
Frag Grenades: Attk: 4D+1 / D: 6D / R: Thrown / Special: Area
Gear: Pack, Canteen, Rations, Nightvision Goggles, Rope, SCUBA Gear, Radio
Traits
Human: Extra Effort (1/day): Once per day, add a second Wild Die to a check of your choice. This second dice may also explode.
Perks: Signature Weapon (Assault Rifle)
Complications: Obsessive
Notes
- Jack Cunning is a human living in an alternate southeastern peninsular region that borders the vast Atlantropa Ocean that divides the Union from Europa and dividing the two continents is the nearly sunken remains of the ancient continent of Atlantis. What truly brought down Isla Atlantis, none can say, but Jack has seen what now haunts the ruins crawl up on lands near his hometown of Jupiter Bay and it's fallen to him to put a stop to it.
- While he bears no physical scars with his encounter with deep beings, mutants, and other creatures that have stirred from Atlantis and the Devil's Triangle, Jack suffers from the Complications of Obsessed and Quirk that drives his actions. This typically penalizes Charm checks that requires him to smooth talk, such as local authorities around Jupiter Bay. He is seen as a nutcase.
- Lives out of an old ship refueling depot that was decommissioned by the Union Navy after the Great War. His only companions include a shaggy gray cat named 'Lucifer' and a conspiracy theorist radio host named Orlando de Vere who uses the old radio room in the upper floor of the only slightly condemned depot.

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