Captain Horatio Lennox

Aspects

 * Defining Aspect: Super Soldier - Gen 1
 * Character Aspects
 * Never Outclassed. (Sometimes Outgunned.)
 * All is fair in ... whatever we're doing.
 * I didn't get these metals from a vending machine.
 * Columbo Soldier

Advantages/Equipment

 * 5 &curren; Power Attack (Ranged)
 * 1 &curren; Long Range (T3 range)
 * 1 &curren; Penetrating
 * 1 &curren; Precise Strike
 * 2 &curren; Repetitive
 * &curren; (Super Power Attack)
 * &curren; Super Soldier
 * 2 &curren; Super-Human
 * 2 &curren; Unyealding Fortitude
 * 1 &curren; Hard Style
 * 1 &curren; Fearless
 * &curren; Quick Draw
 * 2 &curren; Master Tactician
 * 2 &curren; Great Captain
 * &curren; Inspired Leadership

Aspects

 * Super Soldier Gen One
 * Selected to be part of The Program. Horatio was one of the first enhanced soldiers. Stronger, faster and more agile.


 * Never Outclassed (Sometimes Outgunned)
 * Always in control and always confident. Confidence can get you into trouble.


 * All is fair in whatever we are doing
 * There are only 2 rules in war. Finish the mission successfully and get out safe. Other than that who cares how it gets done.


 * I didn't get these medals in a vending machine
 * Although not all about rank, Horatio is proud of what he has accomplished and when push come to shove he will use his superior background and experience to influence decisions


 * Colombo Soldier
 * There is something going on and Horatio is going to find out. Mind if I ask you a few questions.


 * Deceptively Strong (strength)
 * Horatio looks in good shape but not like a body builder. The enhancements provided by The Program make him freakishly strong.


 * Modified Pistol "Speak to me Shakespeare" (Agility)
 * Horatio's inheritance in nothing special, unless in his hands


 * Think on your feet (Reasoning)
 * One thing you learn in the Corp - whatever can go wrong will go wrong.


 * The Corp provides (Resources)
 * Horatio does not lead an extravagant lifestyle. He has all he needs.


 * Play by my rules (Empathy)
 * You want it live you play by my rules.

Powers

 * Power Attack (Ranged)
 * You are capable of performing some kind of unnatural melee attack, be it a touch that rots the flesh or the ability to summon a sword made of solid fire. You may select this Power multiple times, each time selecting a different type of melee attack. Regardless of the type of attack, the mechanics remain largely the same. Once the Power is activated you may roll to hit your target as a simple action melee attack made with your Strength or Agility (your choice). The target may defend with whatever Ability is most reasonable. Generally Agility will be used to dodge physical or energy weapons, Endurance will be used to defend against Powers that affectively break down the body, and Willpower resists attacks against the mind.


 * +1 (Long Range): Your attack’s range rating is increased by +3.
 * +1 (Penetrating): When attacking a target that would normally be immune to this Power, such as a fire-based Ranged Power Attack used against a creature with Resistance (Immunity) to fire, the target is considered to have an Armor Rating of 5 instead of complete immunity.
 * +1 (Precise Strike): You gain a +1 bonus on attack rolls with this Power.
 * +2 (Repetitive): Once activated you may use this Power as many times as you desire for the duration of the scene. Activation is a free action, but any attacks are treated as normal attacks with a ranged weapon, and as such, are generally a simple action. Any choices you must make upon using this Power when activated persist until it is activated again.
 * Super Soldier
 * Combining physical augmentation with the best training the military can provide; the Super Soldier is built to excel in warfare. Be it through magic, super science, or other means, the Super Soldier far exceeds even the most glorious of unmodified warriors. How the Super Soldier underwent the change from normal man to god of the battlefield should be an important part of your character. It should help define who he is, and should be tied to one or more of his Character Aspects.

Special: If you are using the “Single Set” stress rules (SoF pg. 250), taking a Minor Consequence reduces the amount of stress suffered by 4 instead of 2. If using Thresholds, add +2 to your Threshold rating.
 * Super Human (2 AP): You gain 2 Ability Ranks you may place into any non-Physical Ability or Abilities.
 * Unyielding Fortitude (2AP): You have a talent for shrugging off afflictions that could kill a normal person. You gain a +2 bonus on all rolls to heal, resist poisons, disease, or resist other similar afflictions. In addition, the number of stress boxes you have for your Minor Consequence are increased by 2.

Expert

 * Hard Style
 * You are trained in a style of martial arts that emphasizes hard strikes, blocks and direct counters. Your fists and feet gain a Weapon Rating of +2. Action Heroes may take this Advantage twice, while Mythic Heroes or higher power levels can take it up to three times.


 * Fearless
 * You gain a +2 bonus on Willpower rolls to defend against fear.


 * Quick draw
 * You take no penalty for drawing a weapon as a supplemental action. Instead it is a free action so you do not suffer a -1 penalty on your primary action.


 * Master tactician
 * Any time you generate Spin on an attack roll in a conflict, you may attempt to perform a Maneuver as a free action.

Heroic

 * Great Captain
 * When serving as the captain of a ship, the ship gains a +1 bonus on all Abilities.


 * Inspiring Leadership
 * You have a gift for getting your friends back on their feet, dusting them off, and putting them back in the fight. You are a natural leader and an inspiration to those around you.
 * Spend a Fate Point. You are granted a number of Fate Points equal to your Persuasion to freely distribute to any PC or NPC allies who can hear your commands or words of encouragement. This is a free action, and these extra Fate Points must be spent during this scene or be wasted. Your allies may not later give these Fate Points away, or trade them using other Advantages.

Equipment

 * Heavy pistol (Shakespeare) – Thumbprint Recognition
 * WR/ExR +4
 * Range 2
 * TL 4
 * Notes/Aspects – Small. These weapons are small enough to be hidden on the body and works well in close quarters combat. You might invoke this Aspect for a bonus on initiative rolls or attempts to hide the item. However, their small size and light weight mean they don’t fare well when defending against larger weapons.

invoked at close range a more damaging attack, or compelled a range of a few zones for a lessened effect.
 * Heavy Shotgun
 * WR/ExR +5
 * Range 2
 * TL 3
 * Notes
 * Aspects - Large, Shotgun(P). Weapons with the Shotgun Aspect fire a blast of pellets, or some other projectiles, in a cone shaped pattern. This Aspect may be


 * Kevlar vest
 * AR +1
 * TL 4
 * Notes/Aspects – Has 3 stress boxes*, Bullet Resistant. *When all of your armor stress boxes have been checked, the armor gains the Damaged Consequence until it is repaired. If it is not Damaged the stress clears at the end of the scene. See pg. 267 for more on repairing armor.


 * Grenades
 * (2)Incendiary Grenade
 * ExR +4, Area 1, Complexity 4, TL 4
 * Targets who suffer stress, and the zone attacked, are On Fire.
 * (2)Stun Grenade
 * ExR +1, Area 1, Complexity 3, TL 2
 * Targets in the zone, who suffer stress, are Stunned.
 * (2)Smoke Grenade
 * ExR None, Area 1, Complexity 3, TL 3
 * Fills zone with smoke, granting the Smokey Aspect.
 * Ready bag
 * Light source
 * Knife
 * Med kit
 * Rope
 * Lighter
 * Cigars
 * Night vision goggles
 * Black op camouflage
 * Trail Rations
 * Portable computer

"I guess that makes you an only child now"
Horatio Lennox was born into a military family. No one could remember a time when a Lennox clild did not join the Corp. His father was a ship Captain who retired with honor. His mother raised 3 boys who would follow in their fathers footsteps. His older brothers were born 2 years apart. There was a pretty big gap between Horatio and his brothers, 10 years. His father joked he was deployed on a longer than usual mission between him and his next older brother. They joined the Corp as quickly as they could and distinguished themselves quickly. Horatio could not wait to join them. On one sunny day a soldier appeared at the door of their home with the news. During an all out attack on earths defenses his brothers had been killed. Those 9 words would be the last his father would say to him.

Ready to Serve
When he finally was old enough Horatio joined the Corp. Anxious to prove himself he outperformed his fellow enlistees physically and mentally. This made him standout. His blind faith in the Corp and promise made him a prime candidate for the "program". He was a approached to become part of a special branch of the Corp. They would make him even better, a super soldier. The "program" was brutal but he emerged a "better" man. With all the enhancements he rose quickly to Captain, carrying out orders to the letter without question. Until.....

Questions
Sometimes you are asked to do horrible things in war but it is war after all. Horatio will not talk about this mission to this day but it made him question everything. Why were they fighting this war? What really happened to his brothers? What did they do to him? What did his father know? This last question he would never know. Shortly after he resigned his commission his father died. Leaving him 2 things he cherished his custom made pistol and a book of plays - Shakespeare. These two items were all he had left and he would get to now them well.

"They keep pulling me back in"
He continued his search for answers but they did not come easy. Until he was called by General Halleck. He was getting volunteered back into the Corp. at first he resisted but then he thought - what better way to find answers then from the inside.