Name: Jessica Spiner
Codename: Hummingbird
Origin: Daring Playboy
[+2 Dex, -2 Int, +3 insight bonus to Initiative, +3 insight bonus to action die results, May improve disposition of non-villain NPC by 1 grade 1/session, May request 1 Caliber II Civilians resource without making request check or spending action die 1/mission, +3 bonus to Lifestyle, Bonus Feat: Personal Lieutenant]
Class/Level: Explorer 1 / Intruder 4 / Tactician 5
Nationality: USA
Age: 23
Height: 1.7 meters
Weight: 55 kilograms
Eyes: Brown
Hair: Dark red
Abilities:
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Vitality/Wounds: 69 / 12
Saving Throws:
Fortitude: +5
Reflex: +14
Will: +4
Defense: 20 (+2 Dex, +8 Class)
Armor:
Tactical Jacket: DR 4 (Hurled, Melee, Unarmed) / 9 (all others), Defense Penalty -3, ACP -1, Speed Same, Notice / Search DC 14, Weight 9 lbs, Complexity 20/+1
Riot Shield: DR 4 / 3, Defense Bonus +2, ACP -2, Speed Same, Obvious, Complexity 17/0
Tuxedo Liner: DR 2 / 3, Defense Penalty -1, ACP 0, Speed Same, Notice / Search DC 20, Complexity 22/+1
Initiative: +15 (+2 Dex, +3 Origin, +8 Class, +2 Feat)
Attack Boni:
Melee: +9 (+1 Str, +8 Class)
Ranged: +10 (+2 Dex, +8 Class)
Attacks:
Unarmed: +11, 2d6+3 lethal, Threat 19-20
M4A1: +10, 4d4, Error 1-3, Threat 20, Recoil 12, Range Increment 100ft, Small, Two-handed, Complexity 27/+1, Qualities: SOPMOD Gear Package, Non-standard upgrade locations, Collapsible Stock, Threaded Barrel
MP7A1: +10, 2d4+1 (AP 4), Error 1-2, Threat 20, Recoil 8, Range Increment 30ft, Diminuitive, One-handed, Complexity 27/+1. Qualities: Vertical Foregrip, Collapsible Stock, Composite, Threaded Barrel, Detailing, Accurised; On error, 50% chance that critical failure may not be activated
Feats (-) and Abilities (

=Weapon Proficiencies: Edged, Handgun, Rifle, SMG, Unarmed, Exotic (Edged), Hurled, Shotgun
=Connected: May spend 1 action die and 1d6 hours to seek out acquaintance-grade contact who possesses 1 skill of your choice. NPC's disposition towards you is Friendly, but must be compensated for every hour of service with 100$, plus the cost of all gear that is consumed or destroyed in the process. Explorer Core.
=All over the world: Each time you fail an Athletics or Cultures check and don't suffer an error, you still succeed if the DC is equal or less to 21. If more than 1 grade of success is possible, you only archieve the lowest one.
=Gear Prep: During the Intel Phase, you or any of your teammates may choose 4 gear picks as if the mission's Calibre were 1 higher. If the mission is Caliber V, instead gain the same number of additional Caliber I gear picks of any type.
=Evasion I: When not flatfooted, a successful Reflex save to reduce damage to 1/2 instead reduces damage to none.
=Bonus Basic Combat Feat: Surge of Speed
=Uncanny Dodge I: Retain Dex bonus to Defense even when flatfooted or attacked by invisible opponent.
=Wily: 1/round, may spend 1 action die to take a Joint Action or Refresh as free action. Tactician Core.
=Tempo: May use your Surge of Speed an additional 5 times/session. When you use Surge of Speed, you may choose a teammate who can see or hear you to also gain 1 extra non-attack half action. This half action takes place on your Initiative Count, not the teammate's.
=Stratagem: At the start of each round, your Initiative and that of every teammate who can hear and see you increases by 1.
=Art of War: 1/mission during Intel phase, may gain a temporary Basic Combat feat until end of mission.
=Orders I: 1/session, may issue specific order to 4 teammates. While carrying out order, teammates gain a +1 synergy bonus to all skill checks made in support of the order. You also gain this bonus when supporting your own order. If you are the only one affected, you do not need to verbalize the order to gain this benefit.
=Blood of Heroes: At the start of each combat, you and each teammate that can see or hear you gains 5 temporary Vitality points.
-Personal Lieutenant: Gain service of a Level 5 Special NPC who gains no Mission Gear, Action Dice, Interests or Subplots. NPC is always considered a teammate and has a disposition of Helpful towards you.
-Tactical Advantage: You and each of your teammates count as 2 characters for purposes of determining numerical advantage. The DC of every Joint Action in which you participate is reduced by 10, and you may lead a Joint Action as a half action.
-Surge of Speed: 4/session and once per round, you may gain one non-attack half action for free.
-Officer: Gain +2 insight bonus to all Intimidate and Tactics checks. Base Threat Range increases to 19-20.
-Martial Arts (Charisma): Base unarmed damage increases by +1d6. Threat Range Increases to 19-20. May choose Attribute which modifier is applied to unarmed attacks and damage rolls instead of Strength. Further, always considered to be armed with deadly weapon when making Intimidate checks.
-Brawling Basics: Gain +2 Initiative. Further, gain following Stance and Grapple Trick:
Coiled Stance: While benefitting from this stance, gain +2 to unarmed attacks against opponents with a lower Reflex save. Further, may take additional 5ft. bonus step.
Head Butt: When inflicting unarmed damage upon an opponent that is held or pinned by you, also inflict twice the same amount of flash damage. Further, when pinned, may take 1 full action to inflict twice your standard unarmed damage as flash damage upon your grappler.
Skills: (rank, total bonus)
Bluff: 12, 15
Cultures: 12, 16 - Northern America (Forte), Western Europe, Eastern Europe, Eastern Asia, Southern Asia
Drive: 12, 14 - Standard Ground Vehicles, Heavy Ground Vehicles, Rotary-Wing Aircraft, Standard Watercraft
Medicine: 4, 6 (Int) / 4 (Wis)
Profession: 0, 5 - Spy
Resolve: 12, 12 (Wis) / 13 (Con)
Science: 0, 2 - Economy
Sneak: 12, 14 (Dex) / 16 (Cha)
Sleight of Hand: 12, 14
Streetwise: 12, 12 (Wis) / 15 (Cha)
Tactics: 12, 14 (Wis) / 17 (Cha), 19-20 Threat
Interests: Clubbing, Guns, Shopping, Wine Tasting, Playing Tourist
Wealth: 12
Lifestyle: 8 (1 base, 4 Wealth, 3 Origin) - Hidden Base, Vehicle Caliber IV with 1 upgrade, Designer Clothes, +2 to Cultures, Impress, Networking and Profession checks
Possessions: 6 (1 base, 5 Wealth) - 2 Caliber III items, 2 Caliber II items, 4 Caliber I items + 10 Common Items
Spending Cash: 4 (1 base, 3 Wealth) - 1600$ spending cash
Personal Vehicle: Motor Yacht (Excessive), Colossal, Occupancy 4+8, Acceleration 3, Turning 1, MPH 25 /35, Defense 6, Damage Save +15, Complexity 22/+1, Cargo 7 tons, Range 8 days (Diesel); Qualities: Dependable, Fire Suppression System, Luxury, Living Quarters, Sensors (Radar +1), Stabilized; Modifications: Acceleration Boost, Acceleration Increase I, Control Increase I, Fine-Tuning, Advanced Stability, 8 full loads of fuel
Mission Gear
Gear Picks: 1 Gadget, 1 Security, 1 Resource, 1 Weapon, 3 (Any of Gadgets, Tradecraft, Vehicles or Resources)
Common Items: 4
Personal Gear
Gear Picks: M4A1 SOPMOD with 2 magazines FMJ and 3 magazines AP, Tactical Jacket with Personal Tailoring and Riot Shield; MP7A1 with Advanced Combat Sight, Threaded Barrel, Clockwork Action, Detailing, Tactical Holster and Accurised I; 3x Blood Expander, 3x Atropine Shot, Tuxedo Liner, +1 Laptop Computer
Common Items: Camelback, Cell Phone, Flashlight, 2x Handcuffs, MP3 Player, PDA, Swiss Army Knife, 20 Zip-Ties
Description
Jessica has cleared her name - but this time, she's preparing for the next bout of trouble. Having secured funding, she has moved her home to a small tropical island and started stockpiling gear and weapons. She still finds time to jet around the world and lead the high life, but her immense spending on keeping herself prepared for the next disaster ties up her spending cash somewhat.
As for herself, Jessica has archieved a sort of peace with herself, allowing her to reign in her formerly near-suicidal tendencies and forge her instincts and daring into better small-squadron leadership. With all the advanced tactical training and her own personal pursuit of higher martial prowess, she finds less and less patience for long-winded social graces. She doesn't need to really convince anyone anymore - let them come, she's prepared. (Her talent for quick, yet consistent lies and bluffs has remained, though.)
Name: Elena Zamnov
Codename: Fulmar
Origin: Vigilant Special Ops
[+2 Wis, -2 Cha, +2 bonus to all skill checks to determine surprise, Threat Range of Notice checks increases by 2, Gain Explosives Weapon Proficiency, May decrease overland travel time of any 1 trip to 3/4ths standard 1/session, +2 insight bonus to Sneak and Tactics checks, Bonus Feat: Any Covert (Ambush Basics)]
Class / Level: Scout 4 / Sniper 1
Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Vitality/Wounds: 52 / 12
Saving Throws:
Fortitude: +5
Reflex: +8
Will: +2
Defense: 18 (+3 Dex, +3 Class, +2 Class Ability)
Armor:
Modular Tactical Vest: DR 3 / 6 (5 / 8 with guards) , Defense Penalty -3, ACP -1 (-2 with Guards), Speed Same (- 5ft. with Guards), Notice DC 14 (12 with Guards), Complexity 20/+1
Initiative: +10 (+3 Dex, +7 Class)
Attack Boni:
Melee: +5 (+1 Str, +4 Class)
Ranged: +7 (+3 Dex, +4 Class)
Attacks:
Unarmed: +5, 1d6+1 lethal, Threat 20
Dragunov: +7, 2d10+1, Error 1-2, Threat 19-20, Recoil 21, Range Increment 200ft, Size Small, Two-handed, Qualities: Accurized, Dependable, Integral 4x telescopic sight, Modifications: Reworked Action I, Ergonomical Stock (+1 bonus to aimed attacks and -3 recoil for Elena only)
Feats (-) and Abilities (

=Weapon Proficiencies: Edged, Handgun, Rifle, SMG, Unarmed, Hurled, Shotgun, Explosives
=Trailblazer: At the start of each session, may choose up to 3 Terrain feats you possess. Each of your teammates gains them as temporary feats until the end of the session.
=Stalker: When you fail a Survival or Tactics check and don't score an error, you still succeed if the DC is 24 or less. If several grades of success are possible, you only archieve the lowest.
=Rough Living: Gain +2 bonus to Defense, as well with all saves to resist cold, fire and heat damage, starvation, thirst, underwater dangers and the effects of nature's fury.
=Bonus Basic Combat Feat: Marksmanship Basics
=Sneak Attack: Inflict one die of Sneak Attack damage.
=Eagle Eye: 1/scene, you may spend and roll 1 action die, adding the result x 10 to the range increment of any 2-handed ranged weapon you use for the duration of the current scene.
=Expert Sharpshooter: Gain Sharpshooter Basics.
-Ambush Basics: Inflict one die of Sneak Attack damage. Further, when participating in a Tactics/Ambush check, the check gains the cross-check tag.
-Snap Shot: 1/round, when your ranged attack leaves a target unconscious or dead, you may make one "snap shot" ranged attack with the same weapon against another opponent.
-Marksmanship Basics: When Aiming, may Brace as free action. May Brace without surface to support weapon against. Also, you only suffer a -1 penalty to Reflex saves when Bracing instead of -4.
-Marksmanship Mastery: Your bonus from aiming increases by +1. Range increment with firearms and heavy weapons increases by 50%, range increment for hurled weapons is doubled.
-Sharpshooter Basics: When making a ranged attack against a target with up tp 3/4ths cover, his cover decreases by 1/4 against your attack. When attacking an opponent who gains a bonus to Defense from size, that bonus is reduced by 1/2.
Skills: (rank, total bonus)
Cultures: 0, 0 - Eastern Europe, Northern America
Drive: 0, 3 - Standard Ground Vehicles
Notice: 8, 9, 18-20 Threat Range
Profession: 2, 1 - Soldier
Resolve: 8, 9 (Wis) / 9 (Con)
Science: 0, 1 - Fabrication
Sneak: 8, 13 (Dex) / 10 (Cha)
Survival: 8, 11 (Wis) / 10 (Cha)
Tactics: 8, 11 (Wis) / 10 (Cha)
Wealth: 3
Lifestyle: 2 (1 base, 1 Wealth) - Private Quarters, Caliber I Vehicle with 1 Upgrade, Worn Street Look, -1 to Cultures, Impress, Networking and Profession checks
Possessions: 3 (1 base, 2 Wealth) - 1 Caliber III, 1 Caliber II, 3 Caliber I + 12 Common Items
Spending Cash: 1 (1 base, 0 Wealth) - 100$ spending cash
Personal Vehicle: Light SUV, Large, Occupancy 1+4, Acceleration 4, Turning 3, MPH 65 / 105, Defense 9, Damage Save +7, Range 5 (Gas), Qualities: Dependable, Offroad; Complexity 20/+1; Upgrades: Fine-Tuning, "Technical" Conversation, Heavy Machinegun (3d8+1, Error 1-3, Threat 18-20, 100 rounds belt, Range Increment 300ft., Size Large, Qualities: Imprecise, Complexity 22/+1)
Personal Gear
Gear Picks: RSA Dragunov with four Magazines FMJ and one Magazine Match, Reworked Action I, Ergonomic Stock; Modular Tactical Armor, Demolitions Kit I
Common Items: Blanket, Camelback, Cell Phone, Compass, Entrenching Tool, Face Paint, Leatherman, Load-bearing gear, 4x MRE
If this blows your mind, welcome to the club. The gear section took pretty long because there's just so many freaking options, and I was firmly stuck in candy shop mode for about half an hour.

EDIT: Now includes Elena, slight corrections to Jess.
EDIT2: Once more slightly corrected, had to switch a feat.
Gatac
(Edited by Gatac at 6:01 pm on Aug. 7, 2005)
(Edited by Gatac at 2:23 pm on Aug. 12, 2005)