Brian “Osprey” Malory
British SAS/Urban Assault
Classes: Soldier 4/Faceman 1/Sniper 1
Nationality: English
Age: 26
Height: 6’
Weight:165 lbs.
Eyes: Blue
Hair: Blond (Brown naturally)
Abilities:
Str: 10 (+0)
Dex: 18 (+4)
Con: 14 (+2)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 12 (+1)
Vitality/Wounds: 48/14 (Max 1st level, rolled thereafter)
Saving Throws:
Fort: +7
Ref: +6
Will: +2
Defense: 17
Damage Reduction: 1/-
Initiative: +8
BAB: +5
Ranged: +9
Melee: +5
Attacks:
NATO 9x19mm Service Pistol +8 (+10 within 30 ft, +9 within 50 feet). 1d10 damage (+1 within 30 ft.) Range: 30 ft. Error 1, Threat 20. Equipped with silencer, -4 to listen checks tracking by muzzle blast.
Dragunov SVS (match grade and accurized) +10 (Within 300ft: +11, +13 Aimed, +14 Braced, +16 Aimed and Braced. Outside 300ft: +10, +12 Aimed, +13 Braced, +15 Aimed and Braced minus every even range increment penalty. -4 to Spot and Listen. Threat: 18-20)
Armor Proficiency: (Light, Medium, Heavy)
Weapon Group Proficiency: (Hurled, Melee, Handgun, Rifle, Tactical)
Accurate
Damage Reduction: DR 1/-
+2 department bonus to Spot and Hide checks
+2 department bonus to readied attacks
Point Blank Shot
Precise Shot
Far Shot
Lay Down Fire
Marksman
Precise
Reposition
Skills: Bonus (Ranks) Department Modifiers Included
Spot 12 (
Survival 6 (6)
Balance 6 (2)
Demolitions 4 (3)
Disguise 5 (4)
Hide 14 (
Survey 8 (
Search: 3 (1)
Languages:
English
German
Mandarin
Arabic
Spanish
Personal Gear:
Package 1 Gear:
Military Sea Bag
1 set plain cloths
1 set camouflage fatigues
All-weather lighter
Cell-phone
Chemical light sticks
5 days of field rations
Digging tool
NATO 9x19mm service pistol, laser sight
100 bullets
2 tactical radios
Silencer (9mm)
Silencer and Flash Suppressor (SVS)
Bipod
40 Rounds AP rifle ammo
scope
starlight lenses
Mission gear: QuickMine
Brian Malory came from an affluent family in northern England, and felt it was his civic duty to put in some time in the service. Unusually smart, the Royal Marines offered to pay for his University education, where Brian earned a B.A. in International Relations (accounts for the large number of languages spoken) before joining the Royal Marines. Three years later, he applied for, and was accepted into the SAS, and after extensive training has served with them the last two years, under the command of Andrew Stewart. Brian was called in when Stewart went rogue, given a crash coarse in espionage and assigned to the team, where he is fairly out of his element. While a crack shot, and an reliable soldier in a firefight, the subtle nature of espionage is something he finds hard to grasp, and he much prefers an assault rifle and Kevlar, combined with a healthy dose of tear gas, to a silenced pistol and a tuxedo.
(Edited by CrazyIvan at 5:21 pm on Nov. 24, 2003)
Character Sheets - Just because you -are- a character, doesn
M'kay it's about that time again. Level-up is approaching (as soon as we finish up the two current battles).
I think the veterans (ADS, IP, Threadbare, Gatty) will be at 7th level where everyone else will be at 6th?
Do me a favor and repost your level-upped character sheets here and I'll just clean out the "Agency Dossier" thread with your new ones.
Thanks.
I think the veterans (ADS, IP, Threadbare, Gatty) will be at 7th level where everyone else will be at 6th?
Do me a favor and repost your level-upped character sheets here and I'll just clean out the "Agency Dossier" thread with your new ones.
Thanks.
Quote:Quote: from Dieter on 4:25 pm on Nov. 21, 2003
I think the veterans (ADS, IP, Threadbare, Gatty) will be at 7th level where everyone else will be at 6th?
I think I'm gonna be at 6th. If I remember right, IP got an extra kudos level for going out with a bang, but I didn't, 'cause Harry just became a rear echelon mufa.
(Edited by Dieter at 9:32 pm on Nov. 21, 2003)
Er...right.
So it's ADS, Gatty, and IP who will be 7th with Ivan and Threadbare at 6th.
So it's ADS, Gatty, and IP who will be 7th with Ivan and Threadbare at 6th.
I'm going Soldier again. Roll me up some Vitality, if you please, D-man.
I think I'm taking another Pointman.
Gatac
Gatac
Soldier, fa sho'. I get a whole mess o' perks now, I think.
Jessica "Hummingbird" Spiner
Department: Power Brokerage
Class: Faceman 5, Pointman 2
Nationality: USA
Age: 21
Gender: Female
Height: 1.70 meters
Weight: 50 kilograms
Brown Eyes, Dark red hair
Strenght: 8 (10-2)
Dexterity: 10
Constitution: 7
Intelligence: 10
Wisdom: 11
Charisma: 17 (15+2)
Vitality: 40 + 1d10 - 2 (to be rolled)
Wounds: 7
Defense: 15 (10+armor+Faceman Bonus+Pointman Bonus)
Initiative: 5 (0 Base + Faceman Bonus + Pointman Bonus)
Action Dice: 3 d4
Base Speed: 30
Inspiration+Education: both 0
Saves:
Fortitude: 12 (8-1+5)
Reflex: 13 (10 + 3)
Will: 18 (12+6)
Attacks:
Unarmed: +3 (-1+4)
Melee: +3 (-1+4)
Ranged: +4
Weapon: H&K MP7 PDW
Cost: 24BPs
Caliber: 4.6mm
Damage: 1d12
Error: 1-2
Threat: 20
Range: 30
Ammo: 20
Armor:
Name: Kevlar Vest
Def. Bonus: +1
Dam. Resistance: 4
Speed: Same
Standard Issue Gear:
83 total
24 gun
2 laser sight
2 silencer
30 armor
3x2 Teflon-tipped bullets (60 shots in 3 mags)
4 Disguise Kit
3 First Aid Kit
(12 left)
Bought Gear:
Archos Jukebox Multimedia 20
[Stereo Microphone, Memory Card Reader, USB 2.0 Cable, Camera Module, Video Converter Module, S-Video Cable, Audio-Cinch Cable, Unidirectional SCART-Adapter]
Gadgets:
(choose later)
Feats:
-Linguist (+3 languages, spoken like native, no accent [English, Spanish, Chinese, Turkish, Russian, Japanese, Sign Language])
-Adaptable (Action dice doubled for CHR or WIS based skills)
-Safe House
-Filthy Rich
-Back-up
-Adaptable (Computers, Electronics, Handle Animal, Intimidate, Move Silently, Surveillance)
-Cold Read
-Quick Change (2 per session)
-Flawless Identity ("Jessica Spiner", as member of the international Jetset. Though she has yet to establish herself as prominent personality, she's shaken hands with enough people to ascertain her identity in such a way. Thanks to the rigorous training, she can completely submerge her "other job" even in the face of interrogation.)
-Assistance (1/2 Time)
Proficiencies
Armor: Light
Armor: Medium
Weapon Group: Hurled, Melee, Handgun, Rifle
Cash Budget: to be updated
Skills:
Bluff: 12 (9+3)
Bureaucracy
Computers
Craft
Cultures: 4 (2+2), threat range 19-20
Diplomacy: 5 (2+3), +1 to all checks
Disguise: 13 (4+9)
Driver
Electronics
First Aid: 6 (4+2), threat range 19-20
Forgery
Gather Information: 6 (3+3)
Handle Animal
Hobby
Innuendo: 4
Intimidate: 7 (4+3), +1 to all checks
Knowledge
Languages: 10 (4+6), threat range 19-20
Move Silently
Open Lock
Perform: 8 (5+3)
Profession
Read Lips: 4
Search
Sense Motive: 4
Sleight of Hand: 4
Sport
Spot: 6
Surveillance
In essence, Jessica Spiner always defined herself over opposing the lifestyle she was born into. With her father being a major shareholder in an international conglomerate and her divorced mother wasting her days on Ibiza, she dropped out of private school as soon as possible and used a few secluded funds to travel incognito to the next big city, where she promptly signed up for the Peace Corps and spent the next two years on the road. However, along the way, a poor choice in romance led to disaster - she was more than a little bit devastated when the man she spent the night with failed to wake up again, and that her reaction to that was topped when she found out that he was an Agency agent trying to get intelligence on her father through her. The event succeeded in making her aware that the thrill of such a job might just be what she was looking for, and subsequently, she managed to convince the team of cleaners to tell her where to sign up.
Jessica signed up for adventure, and got more than she bargained for on her first mission. Braving a crisis of conscience, she is now more determined than ever to find alternative solutions for problems normally left to be solved with brute force.
Her training has focussed mainly on improving her language skills, but she has also taken to learn how to better understand the subtle signs other people give off, and the fine art of applied manual dexterity.
In private matters, not everything has gone well. While her father had always opposed her lifestyle, his scorn found it's end in an unexpected heart-attack that left her as sole relative to take over family matters. For now, she has entrusted the firm to the managers and managed to divert a few funds from one of the accounts for herself. It remains to be seen how this will play out when she has the time to organise matters more thoroughly than her previous efforts in a five-minute phonecall.
Level 5: Crosstraining as Pointman, Jess has considerably enhanced her spectrum of possibilities in advancing skills. The Colt is still in her backpack, but Jess is supposed to get her hands on a more capable weapon in her next equipment exchange. She's also slowly settling into the reality that the "boys" don't particularly fit into her usually slow, but subtle schemes, though she still has every intention to change that.
Level 6: Though disgruntled about the disastrous Vegas Mission, Jess had plenty of opportunity to work on her diplomatic abilities in the "vacation". Now fitted with an artificial voicebox (though not entirely volountarily), Jess stands to be more effective in her classic role as "face" of the team. It remains to be seen whether her formerly sunny disposition will be able to survive her current crisis of faith.
Level 7: Jess is starting to get the hang of it, especially in pretending. Taking a cue from how often she has to impersonate someone, she has both trained in more effective disguise techniques and requisitioned an appropriate kit, just so it actually has the chance to work right next time. She's happy with the rest of her equipment, but the Agency Quartermatsters don't like the way she's eyeing some heavier toys - which, considering the mess she always seems to find herself in, isn't an entirely unreasonable reaction.
Major upgrade to disguise, plus disguise + first aid kits. (She seems to need those the most.) Also corrections to a lot of derived values - Jess has always sucked in hairy situations because I forgot to up the saves and boni correctly. Should be fixed now.
Gatac
(Edited by Gatac at 6:12 pm on Nov. 24, 2003)
Department: Power Brokerage
Class: Faceman 5, Pointman 2
Nationality: USA
Age: 21
Gender: Female
Height: 1.70 meters
Weight: 50 kilograms
Brown Eyes, Dark red hair
Strenght: 8 (10-2)
Dexterity: 10
Constitution: 7
Intelligence: 10
Wisdom: 11
Charisma: 17 (15+2)
Vitality: 40 + 1d10 - 2 (to be rolled)
Wounds: 7
Defense: 15 (10+armor+Faceman Bonus+Pointman Bonus)
Initiative: 5 (0 Base + Faceman Bonus + Pointman Bonus)
Action Dice: 3 d4
Base Speed: 30
Inspiration+Education: both 0
Saves:
Fortitude: 12 (8-1+5)
Reflex: 13 (10 + 3)
Will: 18 (12+6)
Attacks:
Unarmed: +3 (-1+4)
Melee: +3 (-1+4)
Ranged: +4
Weapon: H&K MP7 PDW
Cost: 24BPs
Caliber: 4.6mm
Damage: 1d12
Error: 1-2
Threat: 20
Range: 30
Ammo: 20
Armor:
Name: Kevlar Vest
Def. Bonus: +1
Dam. Resistance: 4
Speed: Same
Standard Issue Gear:
83 total
24 gun
2 laser sight
2 silencer
30 armor
3x2 Teflon-tipped bullets (60 shots in 3 mags)
4 Disguise Kit
3 First Aid Kit
(12 left)
Bought Gear:
Archos Jukebox Multimedia 20
[Stereo Microphone, Memory Card Reader, USB 2.0 Cable, Camera Module, Video Converter Module, S-Video Cable, Audio-Cinch Cable, Unidirectional SCART-Adapter]
Gadgets:
(choose later)
Feats:
-Linguist (+3 languages, spoken like native, no accent [English, Spanish, Chinese, Turkish, Russian, Japanese, Sign Language])
-Adaptable (Action dice doubled for CHR or WIS based skills)
-Safe House
-Filthy Rich
-Back-up
-Adaptable (Computers, Electronics, Handle Animal, Intimidate, Move Silently, Surveillance)
-Cold Read
-Quick Change (2 per session)
-Flawless Identity ("Jessica Spiner", as member of the international Jetset. Though she has yet to establish herself as prominent personality, she's shaken hands with enough people to ascertain her identity in such a way. Thanks to the rigorous training, she can completely submerge her "other job" even in the face of interrogation.)
-Assistance (1/2 Time)
Proficiencies
Armor: Light
Armor: Medium
Weapon Group: Hurled, Melee, Handgun, Rifle
Cash Budget: to be updated
Skills:
Bluff: 12 (9+3)
Bureaucracy
Computers
Craft
Cultures: 4 (2+2), threat range 19-20
Diplomacy: 5 (2+3), +1 to all checks
Disguise: 13 (4+9)
Driver
Electronics
First Aid: 6 (4+2), threat range 19-20
Forgery
Gather Information: 6 (3+3)
Handle Animal
Hobby
Innuendo: 4
Intimidate: 7 (4+3), +1 to all checks
Knowledge
Languages: 10 (4+6), threat range 19-20
Move Silently
Open Lock
Perform: 8 (5+3)
Profession
Read Lips: 4
Search
Sense Motive: 4
Sleight of Hand: 4
Sport
Spot: 6
Surveillance
In essence, Jessica Spiner always defined herself over opposing the lifestyle she was born into. With her father being a major shareholder in an international conglomerate and her divorced mother wasting her days on Ibiza, she dropped out of private school as soon as possible and used a few secluded funds to travel incognito to the next big city, where she promptly signed up for the Peace Corps and spent the next two years on the road. However, along the way, a poor choice in romance led to disaster - she was more than a little bit devastated when the man she spent the night with failed to wake up again, and that her reaction to that was topped when she found out that he was an Agency agent trying to get intelligence on her father through her. The event succeeded in making her aware that the thrill of such a job might just be what she was looking for, and subsequently, she managed to convince the team of cleaners to tell her where to sign up.
Jessica signed up for adventure, and got more than she bargained for on her first mission. Braving a crisis of conscience, she is now more determined than ever to find alternative solutions for problems normally left to be solved with brute force.
Her training has focussed mainly on improving her language skills, but she has also taken to learn how to better understand the subtle signs other people give off, and the fine art of applied manual dexterity.
In private matters, not everything has gone well. While her father had always opposed her lifestyle, his scorn found it's end in an unexpected heart-attack that left her as sole relative to take over family matters. For now, she has entrusted the firm to the managers and managed to divert a few funds from one of the accounts for herself. It remains to be seen how this will play out when she has the time to organise matters more thoroughly than her previous efforts in a five-minute phonecall.
Level 5: Crosstraining as Pointman, Jess has considerably enhanced her spectrum of possibilities in advancing skills. The Colt is still in her backpack, but Jess is supposed to get her hands on a more capable weapon in her next equipment exchange. She's also slowly settling into the reality that the "boys" don't particularly fit into her usually slow, but subtle schemes, though she still has every intention to change that.
Level 6: Though disgruntled about the disastrous Vegas Mission, Jess had plenty of opportunity to work on her diplomatic abilities in the "vacation". Now fitted with an artificial voicebox (though not entirely volountarily), Jess stands to be more effective in her classic role as "face" of the team. It remains to be seen whether her formerly sunny disposition will be able to survive her current crisis of faith.
Level 7: Jess is starting to get the hang of it, especially in pretending. Taking a cue from how often she has to impersonate someone, she has both trained in more effective disguise techniques and requisitioned an appropriate kit, just so it actually has the chance to work right next time. She's happy with the rest of her equipment, but the Agency Quartermatsters don't like the way she's eyeing some heavier toys - which, considering the mess she always seems to find herself in, isn't an entirely unreasonable reaction.
Major upgrade to disguise, plus disguise + first aid kits. (She seems to need those the most.) Also corrections to a lot of derived values - Jess has always sucked in hairy situations because I forgot to up the saves and boni correctly. Should be fixed now.
Gatac
(Edited by Gatac at 6:12 pm on Nov. 24, 2003)
Brian “Osprey” Malory
British SAS/Urban Assault
Classes: Soldier 4/Faceman 1/Sniper 1
Nationality: English
Age: 26
Height: 6’
Weight:165 lbs.
Eyes: Blue
Hair: Blond (Brown naturally)
Abilities:
Str: 10 (+0)
Dex: 18 (+4)
Con: 14 (+2)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 12 (+1)
Vitality/Wounds: 48/14 (Max 1st level, rolled thereafter)
Saving Throws:
Fort: +7
Ref: +6
Will: +2
Defense: 17
Damage Reduction: 1/-
Initiative: +8
BAB: +5
Ranged: +9
Melee: +5
Attacks:
NATO 9x19mm Service Pistol +9 (+2 if readied, +2 if aimed, +3 if braced, +1 if within 30 ft.) Range: 30 ft. Error 1, Threat 20 Damage: 1d10. Equipped with silencer, -4 to listen checks tracking by muzzle blast.
7.62mm sniper rifle (match grade and accurized) +11 ((+2 if readied, +2 if aimed, +3 if braced, +1 if within 300 ft.) Range: 300ft, Threat: 18-20, Error 1, Damage: 2d10
Feats and Class Abilities:
Armor Proficiency: (Light, Medium, Heavy)
Weapon Group Proficiency: (Hurled, Melee, Handgun, Rifle, Tactical)
Accurate
Damage Reduction: DR 1/-
+2 department bonus to Spot and Hide checks
+2 department bonus to readied attacks
Point Blank Shot
Precise Shot
Far Shot
Lay Down Fire
Marksman
Precise
Reposition
Skills: Bonus (Ranks) Department Modifiers Included
Spot 12 (
Survival 6 (6)
Balance 6 (2)
Demolitions 4 (3)
Disguise 5 (4)
Hide 14 (
Survey 8 (
Search: 3 (1)
Languages:
English
German
Mandarin
Arabic
Spanish
Mission Budget:
1. 7.62x51mm sniper rifle
+60 rounds of FMJ ammo for it
Match Grading
Personal budget:
Package C, as usual.
Starlight glasses
Accurization for the rifle
extra pack of military ball rounds for pistol
ghillie suit
flash suppressor for rifle
basic video bug
survival kit
trendy cloths
helmet
Brian Malory came from an affluent family in northern England, and felt it was his civic duty to put in some time in the service. Unusually smart, the Royal Marines offered to pay for his University education, where Brian earned a B.A. in International Relations (accounts for the large number of languages spoken) before joining the Royal Marines. Three years later, he applied for, and was accepted into the SAS, and after extensive training has served with them the last two years, under the command of Andrew Stewart. Brian was called in when Stewart went rogue, given a crash coarse in espionage and assigned to the team, where he is fairly out of his element. While a crack shot, and an reliable soldier in a firefight, the subtle nature of espionage is something he finds hard to grasp, and he much prefers an assault rifle and Kevlar, combined with a healthy dose of tear gas, to a silenced pistol and a tuxedo.
(Edited by CrazyIvan at 5:33 pm on Nov. 24, 2003)
British SAS/Urban Assault
Classes: Soldier 4/Faceman 1/Sniper 1
Nationality: English
Age: 26
Height: 6’
Weight:165 lbs.
Eyes: Blue
Hair: Blond (Brown naturally)
Abilities:
Str: 10 (+0)
Dex: 18 (+4)
Con: 14 (+2)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 12 (+1)
Vitality/Wounds: 48/14 (Max 1st level, rolled thereafter)
Saving Throws:
Fort: +7
Ref: +6
Will: +2
Defense: 17
Damage Reduction: 1/-
Initiative: +8
BAB: +5
Ranged: +9
Melee: +5
Attacks:
NATO 9x19mm Service Pistol +9 (+2 if readied, +2 if aimed, +3 if braced, +1 if within 30 ft.) Range: 30 ft. Error 1, Threat 20 Damage: 1d10. Equipped with silencer, -4 to listen checks tracking by muzzle blast.
7.62mm sniper rifle (match grade and accurized) +11 ((+2 if readied, +2 if aimed, +3 if braced, +1 if within 300 ft.) Range: 300ft, Threat: 18-20, Error 1, Damage: 2d10
Feats and Class Abilities:
Armor Proficiency: (Light, Medium, Heavy)
Weapon Group Proficiency: (Hurled, Melee, Handgun, Rifle, Tactical)
Accurate
Damage Reduction: DR 1/-
+2 department bonus to Spot and Hide checks
+2 department bonus to readied attacks
Point Blank Shot
Precise Shot
Far Shot
Lay Down Fire
Marksman
Precise
Reposition
Skills: Bonus (Ranks) Department Modifiers Included
Spot 12 (
Survival 6 (6)
Balance 6 (2)
Demolitions 4 (3)
Disguise 5 (4)
Hide 14 (
Survey 8 (
Search: 3 (1)
Languages:
English
German
Mandarin
Arabic
Spanish
Mission Budget:
1. 7.62x51mm sniper rifle
+60 rounds of FMJ ammo for it
Match Grading
Personal budget:
Package C, as usual.
Starlight glasses
Accurization for the rifle
extra pack of military ball rounds for pistol
ghillie suit
flash suppressor for rifle
basic video bug
survival kit
trendy cloths
helmet
Brian Malory came from an affluent family in northern England, and felt it was his civic duty to put in some time in the service. Unusually smart, the Royal Marines offered to pay for his University education, where Brian earned a B.A. in International Relations (accounts for the large number of languages spoken) before joining the Royal Marines. Three years later, he applied for, and was accepted into the SAS, and after extensive training has served with them the last two years, under the command of Andrew Stewart. Brian was called in when Stewart went rogue, given a crash coarse in espionage and assigned to the team, where he is fairly out of his element. While a crack shot, and an reliable soldier in a firefight, the subtle nature of espionage is something he finds hard to grasp, and he much prefers an assault rifle and Kevlar, combined with a healthy dose of tear gas, to a silenced pistol and a tuxedo.
(Edited by CrazyIvan at 5:33 pm on Nov. 24, 2003)
Carla "Falconet" Manotoc
Player: Threadbare
Soldier 3/ Fixer 2/Martial Artist 1
Level:6
Age: 21
Height: 5’
Weight: 125 lbs
Department: Black Ops
Nationality: Phillipines
Str:12 (+1)
Con: 14 (+2)
Dex:16 (+3)
Int:10
Wis:13 (+1)
Cha: 12 (+1)
Attack Bonuses:
*Unarmed: +6
*Melee: +6
*Ranged: +8
Saving Throws:
Fortitude: +8
Reflex: +9
*Will: +3
Other Derived Values
*Inititive:+8
Defense: 17
Wounds:16
*Vitality: 71
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)
Weapon Group Proficiency (Exotic, Archaic)
Weapon Group Proficiency (Exotic, Martial Arts)
Martial Arts
Centering (+2 on inspiration checks w/ 30 minutes of quiet contemplation)
Damage Reduction 1/- (soldier ability)
Dexterous
Procure
Evasion
Improvised Weapon
Point Blank Shot
Moving Target
*Blocking Basics
*Blocking Mastery
Skills:
*Balance: 8, +13
Boating: 2, +5
Escape Artist 6, +9
Hide 6, +9
Jump 5, +8
Move Silently: 6, +9
Profession (Cook) 3, +4
**Spot 8, +10
Swim 4, +5
*Tumble 9, +14
Personal Budget (54):
Weapons: tiger claws, and a boomerang. Will request firearms on a mission-by-mission basis.
Armor: Kevlar BDU Def +1, DR 5(6 w/ soldier ability)
Other Gear: Liquid Skin Patch, Laser Sight, average and poor clothes, handcuffs, holster, cell phone, bottle of water filtration tablets (20, each of which makes 50 quarts clean water) 4 days worth of MRE, and a roll of duct tape.
Carla’s experience in Black Ops took her all over the world, but most notably to a series of missions in South America, where she worked to take down a prominent drug lord and the paramilitary group he was supporting. Now, she’s going to kick the living piss out of a stuck-up British professor. No problem.
Seriously though, Blocking Mastery is badass. Check out the “redirection” ability. I’m probably going to be fighting defensively all the time now. I mean, -2 to attack, +6 to defense AND the opportunity to put opponents into each other’s attacks—that’s nasty.
Player: Threadbare
Soldier 3/ Fixer 2/Martial Artist 1
Level:6
Age: 21
Height: 5’
Weight: 125 lbs
Department: Black Ops
Nationality: Phillipines
Str:12 (+1)
Con: 14 (+2)
Dex:16 (+3)
Int:10
Wis:13 (+1)
Cha: 12 (+1)
Attack Bonuses:
*Unarmed: +6
*Melee: +6
*Ranged: +8
Saving Throws:
Fortitude: +8
Reflex: +9
*Will: +3
Other Derived Values
*Inititive:+8
Defense: 17
Wounds:16
*Vitality: 71
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)
Weapon Group Proficiency (Exotic, Archaic)
Weapon Group Proficiency (Exotic, Martial Arts)
Martial Arts
Centering (+2 on inspiration checks w/ 30 minutes of quiet contemplation)
Damage Reduction 1/- (soldier ability)
Dexterous
Procure
Evasion
Improvised Weapon
Point Blank Shot
Moving Target
*Blocking Basics
*Blocking Mastery
Skills:
*Balance: 8, +13
Boating: 2, +5
Escape Artist 6, +9
Hide 6, +9
Jump 5, +8
Move Silently: 6, +9
Profession (Cook) 3, +4
**Spot 8, +10
Swim 4, +5
*Tumble 9, +14
Personal Budget (54):
Weapons: tiger claws, and a boomerang. Will request firearms on a mission-by-mission basis.
Armor: Kevlar BDU Def +1, DR 5(6 w/ soldier ability)
Other Gear: Liquid Skin Patch, Laser Sight, average and poor clothes, handcuffs, holster, cell phone, bottle of water filtration tablets (20, each of which makes 50 quarts clean water) 4 days worth of MRE, and a roll of duct tape.
Carla’s experience in Black Ops took her all over the world, but most notably to a series of missions in South America, where she worked to take down a prominent drug lord and the paramilitary group he was supporting. Now, she’s going to kick the living piss out of a stuck-up British professor. No problem.
Seriously though, Blocking Mastery is badass. Check out the “redirection” ability. I’m probably going to be fighting defensively all the time now. I mean, -2 to attack, +6 to defense AND the opportunity to put opponents into each other’s attacks—that’s nasty.
Ayumi "Ibis" Yokozaki
Department: Urban Assault
Class/Level: Soldier 7
Nationality: Japanese
Age: 26
Height: 1.52m
Weight: 45kg
Eyes: Brown
Hair: Black
Abilities:
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 11 (+0)
Charisma: 12 (+1)
Vitality/Wounds: 73/12
Saving Throws:
Fortitude: +6
Reflex: +9
Will: +2
Defense: 18
Damage Reduction: 1/-
Initiative: +11
Attack Bonuses:
Melee: +7
Ranged: +12
Attacks:
Dual H&K USP .40's: +12 (or +10/+10 akimbo, +15 within 20', +13/+13 akimbo within 20' +13 within 50', +11/+11 within 50'), 1d12 (1d12+3 within 20'), R 20', error 1, threat 20
Wakizashi: +13, 1d6+2, error 1, threat 19-20
Unarmed: +7, 1d3
Feats (-) and Abilities (:
=Armor Proficiency: (Light, Medium, Heavy)
=Weapon Group Proficiency: (Hurled, Melee, Handgun, Rifle, Tactical)
=Accurate: Whenever a soldier spends an action die to add to an attack roll, or a Strength- or Constitution-based skill check, two dice are added instead of one. This is the soldier's core ability.
=Damage Reduction: DR 1/-, Soldier 2 special ability. Stacks with armor bonus.
=+2 department bonus to Spot and Hide checks
=+2 department bonus to readied attacks
=Armor Use: Starting at 4th level, the soldier's total Defense bonus when wearing armor is increased by +1 and his total armor check penalty is reduced by 1.
-Ambidexterity: Reduces off-hand penalties by -4.
-Two-Weapon Fighting: Reduces two-weapon fighting penalties by -2.
-Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons against opponents within one range increment.
-Quick Draw: You may draw up to two weapons, or draw and holster one weapon, as a free action each round.
-Exotic Weapon Proficiency (martial arts): Proficient in martial arts weapons.
-Weapon Finesse (wakizashi): Adds Dex modifier instead of Str modifier to attacks with this weapon.
=Weapon Specialization: Soldier 6 special ability. +2 damage with handguns.
-Acrobatic: +2 to Balance, Climb, and Tumble. Threat range increases to 19-20.
-Sidestep: +2 Defense against 1 opponent, or +1 Defense against all opponents.
Skills: (rank, total bonus)
Balance: 5, 12
Climb: 5, 7
Driver: 5, 10 (+12 on motorcycles)
Hide: 2, 9
Jump: 7, 9
Spot: 8, 10
Swim: 5, 5
Tumble: 10, 17
Languages: (*=native language)
English*
Japanese*
Cantonese*
German*
BP Bonus: 14
GP Bonus: 3
Personal Gear: 57 points
-H&K USP .40 "Hidari" (laser sight, silencer, extended clip 20 BP)
-H&K USP .40 "Migi" (laser sight, silencer, extended clip 20 BP)
-Wakizashi (from MAG, 7 BP)
-50 rounds .40 caliber military ball ammunition
-Trendy clothes
-Mirrored sunglasses, prescription
-Motorcycle helmet
Background and description:
Ayumi Yokozaki (or Yokozaki Ayumi, if you're being really Japanese about things) was born in Tokyo in the winter of 1977. Her father, a top car company executive, traveled a lot for the company and brought his family with him, so while Ayumi has lived at various points in her development in Japan, Germany, and America, she spent most of her childhood in Hong Kong. During her junior college years in Japan, Ayumi took some work as a stuntwoman in low-budget action movies, where her outstanding grace and agility drew the Agency's attention. Her parents believe that Ayumi and her brother (Kenji), an agent with D-3, work as middle management for one of the Agency's cover businesses. In reality, of course, she's a gun-toting, sword-swinging, wall-flipping secret agent.
Ayumi is relatively short, though not by Japanese standards. She is of slight build and very trim, but while she doesn't have much muscle for a "muscle" agent, she has plenty of "get up and go." Her eyesight is less than perfect, and she prefers to wear glasses rather than contacts when she can. She tends to dress in darker colors, especially when working, and usually wears some kind of jacket to hide her weapon rig. If she can't adequately hide her wakizashi behind clothing, then she carries it in a backpack or a poster tube.
Ayumi is mostly polite and sweet when she's not "working." She enjoys calligraphy, karaoke, and has a bit of a sweet tooth, though not enough to give the Agency dentists any trouble keeping her smile in top shape. Even when the bullets are flying, she shows professional courtesy to her opponents. So far, she's only been ordered to kill real "bad guys": slave traders, Triads, Yakuza, gun runners, cultists, and the like, so her vocation doesn't hang on her conscience that much. Past missions have taken her all across Japan, Hong Kong, the Koreas, Los Angeles, and Indonesia.
She's heard in-house rumors about the team's exploits, their heroism, and especially about Agent O'Conner's sacrifice. Her brother was in a coma for three months after his team had a run-in with the Deckers. She considers it a privelege to work with the team that brought the hellacious couple down.
Department: Urban Assault
Class/Level: Soldier 7
Nationality: Japanese
Age: 26
Height: 1.52m
Weight: 45kg
Eyes: Brown
Hair: Black
Abilities:
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 11 (+0)
Charisma: 12 (+1)
Vitality/Wounds: 73/12
Saving Throws:
Fortitude: +6
Reflex: +9
Will: +2
Defense: 18
Damage Reduction: 1/-
Initiative: +11
Attack Bonuses:
Melee: +7
Ranged: +12
Attacks:
Dual H&K USP .40's: +12 (or +10/+10 akimbo, +15 within 20', +13/+13 akimbo within 20' +13 within 50', +11/+11 within 50'), 1d12 (1d12+3 within 20'), R 20', error 1, threat 20
Wakizashi: +13, 1d6+2, error 1, threat 19-20
Unarmed: +7, 1d3
Feats (-) and Abilities (:
=Armor Proficiency: (Light, Medium, Heavy)
=Weapon Group Proficiency: (Hurled, Melee, Handgun, Rifle, Tactical)
=Accurate: Whenever a soldier spends an action die to add to an attack roll, or a Strength- or Constitution-based skill check, two dice are added instead of one. This is the soldier's core ability.
=Damage Reduction: DR 1/-, Soldier 2 special ability. Stacks with armor bonus.
=+2 department bonus to Spot and Hide checks
=+2 department bonus to readied attacks
=Armor Use: Starting at 4th level, the soldier's total Defense bonus when wearing armor is increased by +1 and his total armor check penalty is reduced by 1.
-Ambidexterity: Reduces off-hand penalties by -4.
-Two-Weapon Fighting: Reduces two-weapon fighting penalties by -2.
-Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons against opponents within one range increment.
-Quick Draw: You may draw up to two weapons, or draw and holster one weapon, as a free action each round.
-Exotic Weapon Proficiency (martial arts): Proficient in martial arts weapons.
-Weapon Finesse (wakizashi): Adds Dex modifier instead of Str modifier to attacks with this weapon.
=Weapon Specialization: Soldier 6 special ability. +2 damage with handguns.
-Acrobatic: +2 to Balance, Climb, and Tumble. Threat range increases to 19-20.
-Sidestep: +2 Defense against 1 opponent, or +1 Defense against all opponents.
Skills: (rank, total bonus)
Balance: 5, 12
Climb: 5, 7
Driver: 5, 10 (+12 on motorcycles)
Hide: 2, 9
Jump: 7, 9
Spot: 8, 10
Swim: 5, 5
Tumble: 10, 17
Languages: (*=native language)
English*
Japanese*
Cantonese*
German*
BP Bonus: 14
GP Bonus: 3
Personal Gear: 57 points
-H&K USP .40 "Hidari" (laser sight, silencer, extended clip 20 BP)
-H&K USP .40 "Migi" (laser sight, silencer, extended clip 20 BP)
-Wakizashi (from MAG, 7 BP)
-50 rounds .40 caliber military ball ammunition
-Trendy clothes
-Mirrored sunglasses, prescription
-Motorcycle helmet
Background and description:
Ayumi Yokozaki (or Yokozaki Ayumi, if you're being really Japanese about things) was born in Tokyo in the winter of 1977. Her father, a top car company executive, traveled a lot for the company and brought his family with him, so while Ayumi has lived at various points in her development in Japan, Germany, and America, she spent most of her childhood in Hong Kong. During her junior college years in Japan, Ayumi took some work as a stuntwoman in low-budget action movies, where her outstanding grace and agility drew the Agency's attention. Her parents believe that Ayumi and her brother (Kenji), an agent with D-3, work as middle management for one of the Agency's cover businesses. In reality, of course, she's a gun-toting, sword-swinging, wall-flipping secret agent.
Ayumi is relatively short, though not by Japanese standards. She is of slight build and very trim, but while she doesn't have much muscle for a "muscle" agent, she has plenty of "get up and go." Her eyesight is less than perfect, and she prefers to wear glasses rather than contacts when she can. She tends to dress in darker colors, especially when working, and usually wears some kind of jacket to hide her weapon rig. If she can't adequately hide her wakizashi behind clothing, then she carries it in a backpack or a poster tube.
Ayumi is mostly polite and sweet when she's not "working." She enjoys calligraphy, karaoke, and has a bit of a sweet tooth, though not enough to give the Agency dentists any trouble keeping her smile in top shape. Even when the bullets are flying, she shows professional courtesy to her opponents. So far, she's only been ordered to kill real "bad guys": slave traders, Triads, Yakuza, gun runners, cultists, and the like, so her vocation doesn't hang on her conscience that much. Past missions have taken her all across Japan, Hong Kong, the Koreas, Los Angeles, and Indonesia.
She's heard in-house rumors about the team's exploits, their heroism, and especially about Agent O'Conner's sacrifice. Her brother was in a coma for three months after his team had a run-in with the Deckers. She considers it a privelege to work with the team that brought the hellacious couple down.
Artis "Goose" Gossard
Nationality: US
Gender: Male
Age: 26
Height: 1.83 meters
Weight: 90 kilograms
STR 15 +2
DEX 16 +3
CON 12 +1
INT 13 +1
WIS 10 +0
CHR 10 +0
Department: Home Office
Class: Fixer 5/Wheelman 2
Vitality: 54
Wound Points: 12
Character Level: 7
Ranged Attack Bonus: +8
Melee Attack Bonus: +7
Fort Save: +4
Ref Save: +8
Will Save: +1
Def Bonus: +5 (+7 with armor); DR 2 (armor)
Init Bonus: +3
BP: 9
GP: 6
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)
Instant Hotwire
Speed Trigger
Speed Demon
Rapid Shot
Skills:
Appraise - Int
Hobby - Wis
Balance - Dex
Innuendo - Wis
Bluff - Cha 9 /9
Jump - Str 2 /4
Boating - Dex 1 /2/6
Knowledge - Int 2 /3 (valuable antiques/archaeological treasures)
Climb - Str 1 /3
Listen - Wis 3 /3
Craft - Int
Move Silently - Dex 10 /13
Demolitions - Int
Open Lock - Dex 7 /10
Driver - Dex 10 /2/15
Pilot - Dex 4 /2/10
Profession - Wis
Electronics - Int 1 /2
Search - Int 2 /3
Escape Artist - Dex 2 /5
Sleight of Hand - Dex 5 /2/10
Forgery - Int
Spot - Wis 4 /4
Hide - Dex 2 /5
Tumble - Dex 10 /13
Bonus Class Skills:
Disguise - Cha 1 /1
First Aid - Int 1 /2
Cross-Class Skills:
Mechanics - Int 3 /2/6
Special Abilities:
Dexterous: Whenever the fixer spends an action die to add
to a Dexterity-based skill check, two dice are added instead of
one (i.e. 1d4 becomes 2d4).
Procure: The fixer may requisition items and gadgets
anywhere in the field at normal cost, just as if he were back at
headquarters. If there is a nearby city and the fixer can
communicate and meet with a representative of the Agency,
then this ability takes 20 minutes per 4 budget points or 1
gadget point spent, otherwise it requires 1 hour per 4 budget
points or 1 gadget point spent, while he scrounges the area to
find the required items. The fixer must either be able to
contact his HQ or a personal contact, or scout his surroundings
to use this ability.
Evasion: The fixer suffers no damage on a successful Reflex save.
Daredevil: The wheelman may use "daredevil-only" maneuvers during chases, etc.
Uncanny Dodge: The Fixer always retains his Dexterity bonus to Defense, even if caught flat-footed, making it much more difficult to ambush him.
Kick Start 1/session: The wheelman can change a failed Mechanics check into a success by giving the offending item a whack out of frustration.
Sneak Attack: +2d6
Personal Budget: 49
Gadget Points: +6
.40 HK USP Compact (13 BP): 1d12, R 15', fail 1, threat 20
5.56mm Assault Rifle (31 BP): 2d8+2, R 100', fail 1-2, threat 19-20
Silencer on .40 USP (2 BP)
Laser Sight on 5.56mm AR (2 BP)
Handcuffs (1 BP)
Belt, lockpick set (2 GP): +2 Open Locks
Tuxedo Liner: (1GP) +1 Defense, DR 2
Armored upgrade: (2GP) +1 additional Defense to Tux Liner
Agency Laser Watch (1 GP)
---
Artis Gossard comes across as a fairly friendly large man, you know the type. The shaven-head, goatee-sporting huge guy in armor at a Ren Faire holding the hand of his 5-year-old son. The Hells Angel who turns out to be a Good Samaritan.
The truth is, in casual settings, "Goose" has an immediately intimidating appearance (6'1", well-muscled but not hulking, with short-cropped curly hair and light tan/brown skin - his immediate lineage includes Caucasian, African-American, and Hispanic) matched with a lack of assertion. He doesn't talk much, and when he does, he's not one for idle chat. He doesn't go out of his way to brighten other peoples' days. You see, he doesn't want them to remember him, and spending the least amount of time possible in conversation helps with that. One of the few topics Goose will speak at length about is art - paintings, sculpture, Mesopotamian reliefs, etc.
It all comes from being a thief, I suppose.
Unlike some agents, who come in through the CIA, Mossad, or similar public organizations, Artis got into the Agency completely by accident. He had stolen a valuable necklace from a certain lady's hotel room and made his escape. However, the necklace he stole wasn't the real deal - it was a dummy with a homing device. The victim was under surveillance by the Agency, and Goose blew their plan all to hell. To top it off, the tracker led authorities to Goose's fence, who blamed Goose for selling him out. They apprehended Artis at the same time, but offered him protection in return for his services.
Artis' first mission left him realizing that his employers don't always have all the information. He's arranged for armored liners in his clothing now, at the expense of some of his firepower. Goose has shown a real talent for all types of wheeled vehicles as well.
After Goose's second debacle left him with a distaste for being underdressed and underarmed, he used his pull with the Agency (plus someone in Requisitions was probably feeling sorry for the team) to get some firepower back - and then some. He kept training in offensive driving but returned to the more covert arts.
For the upcoming Vegas mission, Goose boned up on his art history, and took a quick course in psychology, to be able to bluff his way through it if he needed to.
Nationality: US
Gender: Male
Age: 26
Height: 1.83 meters
Weight: 90 kilograms
STR 15 +2
DEX 16 +3
CON 12 +1
INT 13 +1
WIS 10 +0
CHR 10 +0
Department: Home Office
Class: Fixer 5/Wheelman 2
Vitality: 54
Wound Points: 12
Character Level: 7
Ranged Attack Bonus: +8
Melee Attack Bonus: +7
Fort Save: +4
Ref Save: +8
Will Save: +1
Def Bonus: +5 (+7 with armor); DR 2 (armor)
Init Bonus: +3
BP: 9
GP: 6
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)
Instant Hotwire
Speed Trigger
Speed Demon
Rapid Shot
Skills:
Appraise - Int
Hobby - Wis
Balance - Dex
Innuendo - Wis
Bluff - Cha 9 /9
Jump - Str 2 /4
Boating - Dex 1 /2/6
Knowledge - Int 2 /3 (valuable antiques/archaeological treasures)
Climb - Str 1 /3
Listen - Wis 3 /3
Craft - Int
Move Silently - Dex 10 /13
Demolitions - Int
Open Lock - Dex 7 /10
Driver - Dex 10 /2/15
Pilot - Dex 4 /2/10
Profession - Wis
Electronics - Int 1 /2
Search - Int 2 /3
Escape Artist - Dex 2 /5
Sleight of Hand - Dex 5 /2/10
Forgery - Int
Spot - Wis 4 /4
Hide - Dex 2 /5
Tumble - Dex 10 /13
Bonus Class Skills:
Disguise - Cha 1 /1
First Aid - Int 1 /2
Cross-Class Skills:
Mechanics - Int 3 /2/6
Special Abilities:
Dexterous: Whenever the fixer spends an action die to add
to a Dexterity-based skill check, two dice are added instead of
one (i.e. 1d4 becomes 2d4).
Procure: The fixer may requisition items and gadgets
anywhere in the field at normal cost, just as if he were back at
headquarters. If there is a nearby city and the fixer can
communicate and meet with a representative of the Agency,
then this ability takes 20 minutes per 4 budget points or 1
gadget point spent, otherwise it requires 1 hour per 4 budget
points or 1 gadget point spent, while he scrounges the area to
find the required items. The fixer must either be able to
contact his HQ or a personal contact, or scout his surroundings
to use this ability.
Evasion: The fixer suffers no damage on a successful Reflex save.
Daredevil: The wheelman may use "daredevil-only" maneuvers during chases, etc.
Uncanny Dodge: The Fixer always retains his Dexterity bonus to Defense, even if caught flat-footed, making it much more difficult to ambush him.
Kick Start 1/session: The wheelman can change a failed Mechanics check into a success by giving the offending item a whack out of frustration.
Sneak Attack: +2d6
Personal Budget: 49
Gadget Points: +6
.40 HK USP Compact (13 BP): 1d12, R 15', fail 1, threat 20
5.56mm Assault Rifle (31 BP): 2d8+2, R 100', fail 1-2, threat 19-20
Silencer on .40 USP (2 BP)
Laser Sight on 5.56mm AR (2 BP)
Handcuffs (1 BP)
Belt, lockpick set (2 GP): +2 Open Locks
Tuxedo Liner: (1GP) +1 Defense, DR 2
Armored upgrade: (2GP) +1 additional Defense to Tux Liner
Agency Laser Watch (1 GP)
---
Artis Gossard comes across as a fairly friendly large man, you know the type. The shaven-head, goatee-sporting huge guy in armor at a Ren Faire holding the hand of his 5-year-old son. The Hells Angel who turns out to be a Good Samaritan.
The truth is, in casual settings, "Goose" has an immediately intimidating appearance (6'1", well-muscled but not hulking, with short-cropped curly hair and light tan/brown skin - his immediate lineage includes Caucasian, African-American, and Hispanic) matched with a lack of assertion. He doesn't talk much, and when he does, he's not one for idle chat. He doesn't go out of his way to brighten other peoples' days. You see, he doesn't want them to remember him, and spending the least amount of time possible in conversation helps with that. One of the few topics Goose will speak at length about is art - paintings, sculpture, Mesopotamian reliefs, etc.
It all comes from being a thief, I suppose.
Unlike some agents, who come in through the CIA, Mossad, or similar public organizations, Artis got into the Agency completely by accident. He had stolen a valuable necklace from a certain lady's hotel room and made his escape. However, the necklace he stole wasn't the real deal - it was a dummy with a homing device. The victim was under surveillance by the Agency, and Goose blew their plan all to hell. To top it off, the tracker led authorities to Goose's fence, who blamed Goose for selling him out. They apprehended Artis at the same time, but offered him protection in return for his services.
Artis' first mission left him realizing that his employers don't always have all the information. He's arranged for armored liners in his clothing now, at the expense of some of his firepower. Goose has shown a real talent for all types of wheeled vehicles as well.
After Goose's second debacle left him with a distaste for being underdressed and underarmed, he used his pull with the Agency (plus someone in Requisitions was probably feeling sorry for the team) to get some firepower back - and then some. He kept training in offensive driving but returned to the more covert arts.
For the upcoming Vegas mission, Goose boned up on his art history, and took a quick course in psychology, to be able to bluff his way through it if he needed to.
A quick correction to my Saving Throws; I don't know what the hell I was smoking, but they were wrong (as Punkey graciously pointed out). In fact, they were so absurdly high that i'm wondering why he was the first to notice.
It's actually:
Fortitude: +3
Reflex: +4
Will: +6
Gatac
It's actually:
Fortitude: +3
Reflex: +4
Will: +6
Gatac
Apprently, there's some sort of bird motif going on here. Far be it for me to break it.
Name/Codename: Robert "Owl" Moten
Department: The Basement
Class/Level: Spook 3 / Pointman 2
Age: 33
Height: 193cm
Weight: 91.17 kg
Photo: Link
Str: 12 (+1)
Dex: 15 (+2)
Con: 12 (+1)
Int: 16 (+3)
Wis: 17 (+3)
Chr: 10 (+0)
Vitality: 36
Wounds: 12
Fort save: +4
Ref save: +6
Will save: +10
Defense: 16
Init: 5
Melee attack bonus: +3
Ranged attack bonus: +4
BP: 52
GP: 4
Action dice: 3 (d4)
Skills:
skill points: 40+10+10+9+9+(4+4)=86
Bureaucracy: 9 (+0)
Computers: 1 (+3)
Concentration: 5 (+3)
Demolitions: 1 (+3)
Electronics: 5 (+3)
Gather Information: 10 (+0)
Knowledge (Criminology): 7 (+3)
Listen: 5 (+3)
Move Silently: 5 (+2)
Open Lock: 5 (+2)
Profession (FBI Agent): 7 (+3)
Search: 10 (+3)
Sense Motive: 5 (+3)
Spot: 6 (+3)
Surveillance: 5 (+3)
Criminology: Deals with the more scientific side of police work, and less with the legal ramifications of the police. Psychology, forensics, and standard police techniques and tactics are the focus.
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Point Blank Shot
Police Training (+2 Bureaucracy, Demolitions, Surveillence, threat range 19-20)
Traceless
Languages: (English, Arabic (MSA), Serbian, Hebrew, Spanish)
Class Feats:
Versatility: (Demolitions, Open Lock, Innuendo, Pilot, Language, Climb)
Assiatance (1/2 time)
Astute
Flawless Search
Intuition (1 per session)
Gear:
Sig P229: .40 caliber (TENATIVE WEAPON STATS, PENDING APPROVAL)
17 BP / 1d12 / Error 1 / Threat 20 / Range increment 25 feet / Qualities: Discreet, Takedown / Weight: 2 lb. / Capacity: 12
Switchblade: 5 BP (1d4)
Laptop (+4) 16 BP
Sweeper kit: 4 BP
Evidence: 2 BP
Laser sight (Sig P229): 2 BP
Silencer (Sig P229, standard): 2 BP
Shoulder holdster: 3 BP
Flashlight (Police issue): 1 BP
Gadgets:
Lined Clothing (Dark grey business suit w/ white shirt and pants): 1 GP
Robert Moten worked for the LAPD for 7 years, and was one of their best detectives, after graduating from University of California Irvine with a Bachelors in Criminology. He was eventually hired by the FBI, and worked for the Bureau for 2 years, where he was trained in intelligence gathering and surveillence. He was assigned to work as part of a task force investigating the Las Vegas incident, and managed to find evidence linking both Jessica Spiner and Artis Gossard to some mysterious paramilitary agency and to several similar incidents worldwide. The Agency, instead of simply killing him or destroying the evidence, hired him. He was, for reasons probably related to his method of entering the Agency, was railroaded into the Basement, where he's investigated and brought down several cults and other extreme elements over the past year. He's just recently managed to get enough pull to try to get into other assignments, and this is the first one.
He's a little odd (as most Basement operatives tend to be), but not totally out there (as some Basement operatives tend to be). The main thing that people find off about him is his strange body language and intense nature. His physical and speech habits are somewhat disconcerting, and keep people off balance. He's also an extremely intelligent person, and is even more intuitive than he is intelligent, which is sometimes more useful than what he knows. He's something of a modern Sherlock Holmes in his approach to investigations, but he's also proficient at reading people and also at dealing with any kind of bureaucratic issues. His main motivation on the job is the fact that he's finally getting to deal with the big fish he couldn't touch at the LAPD or even at the FBI, and getting to take them down.
(Edited by Punkey at 3:48 pm on Feb. 20, 2004)
(Edited by Punkey at 7:47 am on May 15, 2004)
Name/Codename: Robert "Owl" Moten
Department: The Basement
Class/Level: Spook 3 / Pointman 2
Age: 33
Height: 193cm
Weight: 91.17 kg
Photo: Link
Str: 12 (+1)
Dex: 15 (+2)
Con: 12 (+1)
Int: 16 (+3)
Wis: 17 (+3)
Chr: 10 (+0)
Vitality: 36
Wounds: 12
Fort save: +4
Ref save: +6
Will save: +10
Defense: 16
Init: 5
Melee attack bonus: +3
Ranged attack bonus: +4
BP: 52
GP: 4
Action dice: 3 (d4)
Skills:
skill points: 40+10+10+9+9+(4+4)=86
Bureaucracy: 9 (+0)
Computers: 1 (+3)
Concentration: 5 (+3)
Demolitions: 1 (+3)
Electronics: 5 (+3)
Gather Information: 10 (+0)
Knowledge (Criminology): 7 (+3)
Listen: 5 (+3)
Move Silently: 5 (+2)
Open Lock: 5 (+2)
Profession (FBI Agent): 7 (+3)
Search: 10 (+3)
Sense Motive: 5 (+3)
Spot: 6 (+3)
Surveillance: 5 (+3)
Criminology: Deals with the more scientific side of police work, and less with the legal ramifications of the police. Psychology, forensics, and standard police techniques and tactics are the focus.
Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Point Blank Shot
Police Training (+2 Bureaucracy, Demolitions, Surveillence, threat range 19-20)
Traceless
Languages: (English, Arabic (MSA), Serbian, Hebrew, Spanish)
Class Feats:
Versatility: (Demolitions, Open Lock, Innuendo, Pilot, Language, Climb)
Assiatance (1/2 time)
Astute
Flawless Search
Intuition (1 per session)
Gear:
Sig P229: .40 caliber (TENATIVE WEAPON STATS, PENDING APPROVAL)
17 BP / 1d12 / Error 1 / Threat 20 / Range increment 25 feet / Qualities: Discreet, Takedown / Weight: 2 lb. / Capacity: 12
Switchblade: 5 BP (1d4)
Laptop (+4) 16 BP
Sweeper kit: 4 BP
Evidence: 2 BP
Laser sight (Sig P229): 2 BP
Silencer (Sig P229, standard): 2 BP
Shoulder holdster: 3 BP
Flashlight (Police issue): 1 BP
Gadgets:
Lined Clothing (Dark grey business suit w/ white shirt and pants): 1 GP
Robert Moten worked for the LAPD for 7 years, and was one of their best detectives, after graduating from University of California Irvine with a Bachelors in Criminology. He was eventually hired by the FBI, and worked for the Bureau for 2 years, where he was trained in intelligence gathering and surveillence. He was assigned to work as part of a task force investigating the Las Vegas incident, and managed to find evidence linking both Jessica Spiner and Artis Gossard to some mysterious paramilitary agency and to several similar incidents worldwide. The Agency, instead of simply killing him or destroying the evidence, hired him. He was, for reasons probably related to his method of entering the Agency, was railroaded into the Basement, where he's investigated and brought down several cults and other extreme elements over the past year. He's just recently managed to get enough pull to try to get into other assignments, and this is the first one.
He's a little odd (as most Basement operatives tend to be), but not totally out there (as some Basement operatives tend to be). The main thing that people find off about him is his strange body language and intense nature. His physical and speech habits are somewhat disconcerting, and keep people off balance. He's also an extremely intelligent person, and is even more intuitive than he is intelligent, which is sometimes more useful than what he knows. He's something of a modern Sherlock Holmes in his approach to investigations, but he's also proficient at reading people and also at dealing with any kind of bureaucratic issues. His main motivation on the job is the fact that he's finally getting to deal with the big fish he couldn't touch at the LAPD or even at the FBI, and getting to take them down.
(Edited by Punkey at 3:48 pm on Feb. 20, 2004)
(Edited by Punkey at 7:47 am on May 15, 2004)
Quote:Quote: from Punkey on 7:47 pm on Feb. 20, 2004
Vitality: 36
Wounds: 12
*gets a shovel and starts digging*
Here's a tip: stay away from the combat freaks in the group. Oh, wait, that'd be ALL of us, especially Jess.
Your optimism is overwhelming. Remember kids, the first step to staying alive is not do anything stupid.
Quote:*gets a shovel and joins Threadbare*Quote: from Punkey on 1:44 am on Feb. 21, 2004
Your optimism is overwhelming. Remember kids, the first step to staying alive is not do anything stupid.
Between now and the 12th would be a good time for everyone to update their characters as needed.
I'll be around for comments and such.
I'll be around for comments and such.
Could you do me a favor and offer a little remote leveling assistance. The whole moving to Ireland thing put a large ocean between me and my books...
Grab me on AIM. I have time, and as Punkey, Infested, Threadbare and Dieter can attest to, 31337 Spycraft character-building skills.
Gatac
Gatac