Character Sheets - Just because you -are- a character, doesn

Gatac 2004-11-24 08:29:14
Name: Dr. Peter "Hai" Krueger
Codename: Pelican

Department: Counter-Intelligence Agency Training: Bundesamt fuer Verfassungsschutz

[+2 Wisdom, -2 Constitution; Gather Information is always class skill; +1 Threat Range of Sense Motive and Surveillance, increases by +1 every fourth level; Knowledge (Politics) is always class skill, +1 bonus at 1st level, increases by +1 every fourth level; +1 department bonus to Intervention favor checks at 1st level, increases by +1 every third level; Bonus Covert or Gear Feat (Extra R&D Support)]

Class/Level: Scientist 6 / Armorer 2

Nationality: German
Age: 35
Height: 1.92 meters
Weight: 76 kilograms
Eyes: Green
Hair: Blonde, but usually dyed in the color of the week.

Abilities:
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 11 (+0)
Intelligence: 18 (+4)
Wisdom: 15 (+2)
Charisma: 13 (+1)

Vitality/Wounds: 41 / 11
Saving Throws:
Fortitude: +4
Reflex: +3
Will: +7

Defense: 18 (+2 Dex, +6 Class)

Armor

Initiative: +5 (+2 Dex, +3 Class)
Attack Boni:
Melee: +4 (+0 Str, +4 Class)
Ranged: +6 (+2 Dex, +4 Class)

Attacks:
Unarmed: +4
Taurus 22H: +6 (+2 within 50', +2 when aimed, +3 when braced, +1 if aimed and fired as full action [all boni cumulative]), Damage 3D4+1, Error 1, Threat 19-20, Ammo Capacity 8, Range Increment 45', Qualities and Mods: Advanced Aim, Rugged, Long Barrel, Magnum Chamber


Feats (-) and Abilities (=):
=Armor Group Profiency: (Light, Medium, Heavy)
=Weapon Group Profiency: (Melee, Handgun, Tactical)
=Professor: Spend action die. Grant benefits of one basic skill feat agent possesses to teammate. Use up to number of basic skill feats agent has. Lasts for current scene. Scientist's Core Ability.
=Learned: Gain 1 skill point every class level, must be spent on Knowledge. Also gain Scholarly feat.
=Ph.D. (Craft: Gunsmithing): Skill rank cap for selected Int-based skill increases to agent level + 10.
=Improvise: Gain +3 competence bonus to all skill checks for jury-rigged repairs and inspiration checks made to discover technological solution to a problem
=Research: Gain Basic or Advanced Skill Feat (Ordinary Past)
=Brilliant: Gain +1 Intelligence.
=Clever: Gain +1 bonus to all Int-based skill checks. Armorer's Core Ability.
=Engineer: Gain Advanced Skill Mastery (Grease Monkey).
=Field Test: May declare any one item Armorer has worked on for atleast a day as "Under test". Error range is decreased by 1 (Minimum 0).
-Grease Monkey: +2 bonus to all Electronics and Mechanics skill checks. Threat range for these skills increases by +1.
-Extra R&D Support: Gain 2 Gadget points.
-Scholarly: +2 bonus to all Concentration and Knowledge skill checks. Threat range for these skills increases by +1.
-Revolver Basics: Considered proficient with all revolvers. When using a revolver, gain benefits of Quick Reload and Marksman feats.
-Quick Reload (Revolver): May reload as free action once per round.
-Marksman (Revolver): Bonus from aiming and bracing increases by +1 each.
-Ordinary Past: +2 bonus to all Craft, Hobby and Profession skill checks. Threat range for these skills is increased by +1.
-Over Torque: With an hour of preparation, may enhance vehicle (Speed +50, Handling +4, Defense +2, Wound Points +20 or Hardness +2). Enhancements are stable for (total Mechanics bonus) minutes, after which they are rendered useless. Error range for all skill checks concerning the vehicle and attack rolls with vehicular weaponry is increased by 1. Error range may be returned to normal with one hour of maintenance.
-Advanced Skill Mastery (Grease Monkey): Bonus increase to +3, threat range 18-20. GC must spend additional action die for critical failure.


Skills: (rank, total bonus)

Appraise 5, 10
Concentration 4, 8, Threat 19-20
Computers 8, 13
Cryptography 10, 15
Cultures 4, 6
Craft (Gunsmithing) 18, 25, Threat 19-20
Craft (Machining) 4, 11, Threat 19-20
Demolitions 8, 13
Diplomacy 8, 9
Electronics 6, 14, Threat 18-20
Forgery 6, 11
Gather Information 4, 5
Hobby (Video Games) 5, 9, Threat 19-20
Knowledge (Game Theory) 5, 12, Threat 19-20
Knowledge (Politics) 5, 15, Threat 19-20
Knowledge (Espionage) 5, 12, Threat 19-20
Mechanics 8, 16, Threat 18-20
Profession (Mercenary) 7, 11, Threat 19-20
Search 6, 11
Sleight of Hand 6, 8
Surveillance 4, 6, Threat 18-20



BP Bonus: 24
GP Bonus: 10
Personal Gear: 69
27 Taurus Model 22H "Raging Hornet" (revolver)
2 laser sight
15 laptop, +3 power rating
4 entertainment suite
3 Materials to add Magnum Chamber to revover
6 Materials to add Long Barrel to revolver
6 60 shots of Hydrashok .22 Hornet
2 Tactical Briefcase
5 5x Speedloaders

Languages: English, German, French, Chinese, Portugese, Russian (all native)

Description

Peter is the grandson of German Major Ernst Krueger who emigrated to Brazil shortly after the establishment of the Federal Republic of Germany. Krueger had served in the Wehrmacht as Oberleutnant (Lieutenant 1st class), and although he was judged to be innocent of war crimes, he feared backlash. The Bundeswehr needed experienced - and politically clean - officers after the war, and Ernst was promoted to Major almost overnight. However, even that couldn't keep him; he deserted and quietly left the country with a few "old friends". He went undercover in Brazil and married a local woman. For the rest of his life, Ernst remained basically anonymous, unconvinced that the "good news" from Germany were permanent, or even entirely true - during the war, he had been one of the survivors of the firebombing of Dresden, and thus, his antipathy against the former Allies remained as long as he lived. Together with several other German officers who had come with him, Ernst's legacy was a small enclave of German-speaking Brazilians with no particular home country to call their own. Ernst's grandson, a young boy called Peter, took the most after Krueger. Calling himself "Hai" (Shark), he struck out as mercenary after his 16th birthday. "Hai" quickly made a reputation as being handy with everything more highbrow than a simple cleaning op, and some years later, at the end of the 80s, he was a well-known operator in the underworld, particularly as an explosives expert. By this time, he was approached by a splinter cell of the "Rote Armee Fraktion" (Red Army Faction), a German terrorist group. Peter was faced with a dilemma - although he had no emotional attachment to his grandfather's home country and was a bit of a closet anarchist, he could not ignore the potential of violence. His decision was made for him when he was contacted by the "Bundesamt für Verfassungsschutz" (Federal Office for the Protection of the Constitution), Germany's premier counter-intelligence agency. They offered him a deal: Become a covert agent and rat out the terrorists in exchange for German citizenship, a job with the office and a little "sanitation" of his files. Peter agreed. Two days later, the splinter group had been apprehended in a surprise raid, and the prepared explosives were easily disarmed by "Hai".

For the next ten years, Peter worked for the office, using his considerable talents and knowledge to combat anti-government terrorist in Germany and abroad. Along the way, he picked up a Doctor's Degree in "Technische Informatik" (Practical Computer Science, focussing on hardware and low-level programming). He published several articles on bleeding edge cryptography, which brought him to the Agency's attention. Considering his rather unique skill set, he was brought into the fold at the turn of the Millenium and assigned to R&D, where he quickly established a reputation for "getting his hands dirty". He found that he rather liked the intense physical aspect of actual manual work, especially customizing firearms.

Peter's main character streak is his curiosity. Much of his time is taken up by reviewing data on recent political developments and correlating it with actions taken by the shadow community. Never ask him "What are the odds?" - he knows it. He considers firearms the ultimate mental exercise condensed into physical form, and his quest for the perfect gun continues. Peter's considerations tend to be a bit academic; he customizes his guns for maximum accuracy, but actual stopping power is secondary. He's also a bit of a videogamer, though he claims it's all just "research". He rarely sits around watching TV; he rather solders circuit boards, rushes through a workshop to craft new parts, or tries to get others to discuss this awesome idea of his. Unfortunately, Peter's ideas are the result of what appears to be either genius or a serious miswiring of his neural pathways; few Agency employees can follow his train of thought. Fortunately, the few that can usually work in R&D, so he doesn't have to deal with that particular problem too often. He's charming and attractive enough, but if left alone with a person for a few minutes, will soon begin to hold forth on one of his fields of expertise. On the upside, Peter projects the image of a smart guy, and his considerate discussion methods make him a good negotiator; on the downside, he sometimes gets too caught up in his own brilliance to notice when he's boring the other party to tears. Also, he takes a relatively dim view of the Agency's dress code, and his inner rebel compels him to resist it to the best of his ability. His superiors hope that by assigning him as liason to the Operations department, he will mellow out a bit and - more importantly - finally be out of their hair. (Though his efforts to prove that Solitaire really has a few decks that are unsolvable are appreciated by many of the office workers...)

Various Boni:

Hobby (Video Games): Negates some penalties for drone usage
Knowledge (Espionage): +2 bonus to disposition checks of intelligence/counter-intelligence operatives.
Knowledge (Game Theory): +1 bonus to all opposed skill checks
Knowledge (Politics): +2 bonus to disposition checks of politicians
Profession (Mercenary): +2 bonus to disposition checks of mercenaries and to checks to find and negotiate with arms dealers

(Edited by Gatac at 8:31 am on Nov. 24, 2004)
Dieter 2004-11-24 18:06:26
Gatty, if you have a URL for a picture of Peter, send it my way and I'll edit your bio.
punkey 2004-11-28 22:52:44
Updated character sheet for Moten:

Name/Codename: Robert "Owl" Moten
Department: The Basement
Class/Level: Pointman 5 / Troubleshooter 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: 58
Wounds: 12

Fort save: +6
Ref save: +7
Will save: +12

Defense: 15
Init: 5
Melee attack bonus: +5
Ranged attack bonus: +6

BP: 59
GP: 4
Action dice: 4 (d6)

Skills:
Bureaucracy: 10 (+0)
Computers: 1 (+3)
Concentration: 5 (+3)
Demolitions: 1 (+3)
Gather Information: 10 (+0)
Knowledge (Criminology): 12 (+3)
Knowledge (Psychology): 10 (+3)
Knowledge (Law): 5 (+3)
Cultures: 5 (+3)
Listen: 5 (+3)
Profession (FBI Agent): 7 (+3)
Search: 10 (+3)
Sense Motive: 5 (+3)
Spot: 6 (+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)
Well-Rounded

Languages: (English, Arabic (MSA), Serbian, Hebrew, Spanish)

Class Feats:

Versatility: (Demolitions, Open Lock, Innuendo, Pilot, Language, Climb)
Assistance (1/2 time)
Resourceful (As free action, spend Action Die to make any one skill check. You are considered trained in the skill for the purpose of this check. Add bonus to this check equal to TS class level.)
Fortunate
Flexible (1/Serial) (At beginning of serial or during gearing up, choose one Basic Skill feat you meet prerequisites for. Gain that feat until end of serial.)

Gear:

Sig P229: .40 caliber
17 BP / 1d12 / Error 1 / Threat 20 / Range increment 25 feet / Qualities: Discreet, Takedown / Weight: 2 lb. / Capacity: 12
MP5A3: 9mm
27 BP / -1 Accuracy / 1d10+1 damage / 1-2 error / Threat 20 / Range 30 / Qualities: Dependable, Composite, Single Shot capable, Integral muzzle brake / Capacity: 30 / Weight: 6 lb.
Switchblade: 5 BP (1d4)
Evidence: 2 BP
Laser sight (Sig P229): 2 BP
Silencer (MP5A3, standard): 2 BP
Shoulder holdster: 3 BP
Flashlight (Police issue): 1 BP

Gadgets:

Lined Clothing (Dark grey business suit w/ white shirt, matching pants and blue tie): 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.


Appropriate synergies also apply, including Criminology if Dieter thinks it's close enough to Forensics.

(Edited by Punkey at 10:54 pm on Nov. 28, 2004)
Gatac 2004-12-26 14:42:23
Did a bit of picture digging to get all the team photos bookmarked.

Since these pictures haven't hit the Dossiers thread yet, here's Moten (link recovered from depths of this topic) and Hai (new photo).

Gatac
punkey 2005-03-11 20:39:29
Robert "Owl" Moten

Department: The Basement
Class/Level: Pointman 5 / Troubleshooter 3
Age: 33
Height: 193cm
Weight: 91.17 kg
Photo: Link

Str: 12 (+1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 16 (+3)
Wis: 17 (+3)
Chr: 10 (+0)

Vitality: 69
Wounds: 12

Fort save: +6
Ref save: +8
Will save: +12

Defense: 16
Init: 6
Melee attack bonus: +6
Ranged attack bonus: +7

BP: 61
GP: 5
Action dice: 4 (d6)

Skills:
Bureaucracy: 10 (+0)
Computers: 1 (+3)
Concentration: 5 (+3)
Demolitions: 1 (+3)
Gather Information: 10 (+0)
Knowledge (Criminology): 12 (+3)
Knowledge (Psychology): 10 (+3)
Knowledge (Law): 5 (+3)
Cultures: 5 (+3)
Listen: 5 (+3)
Profession (FBI Agent): 7 (+3)
Search: 10 (+3)
Sense Motive: 5 (+3)
Spot: 6 (+3)
Diplomacy: 8 (+0)
Languages: 2 (+3) (Russian: 2)

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)
Well-Rounded

Languages: (English, Arabic (MSA), Serbian, Hebrew, Spanish)

Class Feats:

Versatility: (Demolitions, Open Lock, Innuendo, Pilot, Language, Climb)
Assistance (1/2 time)
Resourceful (As free action, spend Action Die to make any one skill check. You are considered trained in the skill for the purpose of this check. Add bonus to this check equal to TS class level.)
Fortunate
Flexible (1/Serial) (At beginning of serial or during gearing up, choose one Basic Skill feat you meet prerequisites for. Gain that feat until end of serial.)
Self-Reliant (+4 on inspiration and education checks)

Gear:

Sig P229: .40 caliber
17 BP / 1d12 / Error 1 / Threat 20 / Range increment 25 feet / Qualities: Discreet, Takedown / Weight: 2 lb. / Capacity: 12
MP5A3: 9mm
27 BP / -1 Accuracy / 1d10+1 damage / 1-2 error / Threat 20 / Range 30 / Qualities: Dependable, Composite, Single Shot capable, Integral muzzle brake / Capacity: 30 / Weight: 6 lb.
Switchblade: 5 BP (1d4)
Evidence: 2 BP
Laser sight (Sig P229): 2 BP
Laser sight (MP5A3): 2 BP
Silencer (MP5A3, standard): 2 BP
Shoulder holdster: 3 BP
Flashlight (Police issue): 1 BP

Gadgets:

Lined Clothing (Dark grey business suit w/ white shirt, matching pants and blue tie): 1 GP


Moten's settling quite nicely into the Troubleshooter role, I think. Dead bodies are just part of the job, as far as I'm concerned.

(Edited by Punkey at 11:43 am on Mar. 11, 2005)
Gatac 2005-03-11 23:17:38
Name: Dr. Peter "Hai" Krueger
Codename: Pelican

Department: Counter-Intelligence Agency Training: Bundesamt fuer Verfassungsschutz

[+2 Wisdom, -2 Constitution; Gather Information is always class skill; +1 Threat Range of Sense Motive and Surveillance, increases by +1 every fourth level; Knowledge (Politics) is always class skill, +1 bonus at 1st level, increases by +1 every fourth level; +1 department bonus to Intervention favor checks at 1st level, increases by +1 every third level; Bonus Covert or Gear Feat (Extra R&D Support)]

Class/Level: Scientist 6 / Armorer 3

Nationality: German
Age: 35
Height: 1.92 meters
Weight: 76 kilograms
Eyes: Green
Hair: Blonde, but usually dyed in the color of the week.

Abilities:
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 11 (+0)
Intelligence: 18 (+4)
Wisdom: 15 (+2)
Charisma: 13 (+1)

Vitality/Wounds: 48 / 11
Saving Throws:
Fortitude: +4
Reflex: +4
Will: +8

Defense: 19 (+2 Dex, +7 Class)

Armor

Initiative: +6 (+2 Dex, +3 Class)
Attack Boni:
Melee: +5 (+0 Str, +5 Class)
Ranged: +7 (+2 Dex, +5 Class)

Attacks:
Unarmed: +5, 1D3 subdual, Error 1, no Threat
Taurus 22H: +7 (+2 within 50', +2 when aimed, +3 when braced, +1 if aimed and fired as full action [all boni cumulative]), Damage 3D4+1, Error 1, Threat 19-20, Ammo Capacity 8, Range Increment 45', Qualities and Mods: Advanced Aim, Rugged, Long Barrel, Magnum Chamber, Scope (ignore range penalties for second and fourth range increment, +4 bonus to Spot/Search in near darkness, +5 bonus in total darkness)


Feats (-) and Abilities (=):
=Armor Group Profiency: (Light, Medium, Heavy)
=Weapon Group Profiency: (Melee, Handgun, Tactical)
=Professor: Spend action die. Grant benefits of one basic skill feat agent possesses to teammate. Use up to number of basic skill feats agent has. Lasts for current scene. Scientist's Core Ability.
=Learned: Gain 1 skill point every class level, must be spent on Knowledge. Also gain Scholarly feat.
=Ph.D. (Craft: Gunsmithing): Skill rank cap for selected Int-based skill increases to agent level + 10.
=Improvise: Gain +3 competence bonus to all skill checks for jury-rigged repairs and inspiration checks made to discover technological solution to a problem
=Research: Gain Basic or Advanced Skill Feat (Ordinary Past)
=Brilliant: Gain +1 Intelligence.
=Clever: Gain +1 bonus to all Int-based skill checks. Armorer's Core Ability.
=Engineer: Gain Advanced Skill Mastery (Grease Monkey).
=Field Test: May declare any one item Armorer has worked on for atleast a day as "Under test". Error range is decreased by 1 (Minimum 0).
=Rush Job: Gain Quick Use for Mechanics.
-Grease Monkey: +2 bonus to all Electronics and Mechanics skill checks. Threat range for these skills increases by +1.
-Extra R&D Support: Gain 2 Gadget points.
-Scholarly: +2 bonus to all Concentration and Knowledge skill checks. Threat range for these skills increases by +1.
-Revolver Basics: Considered proficient with all revolvers. When using a revolver, gain benefits of Quick Reload and Marksman feats.
-Quick Reload (Revolver): May reload as free action once per round.
-Marksman (Revolver): Bonus from aiming and bracing increases by +1 each.
-Ordinary Past: +2 bonus to all Craft, Hobby and Profession skill checks. Threat range for these skills is increased by +1.
-Over Torque: With an hour of preparation, may enhance vehicle (Speed +50, Handling +4, Defense +2, Wound Points +20 or Hardness +2). Enhancements are stable for (total Mechanics bonus) minutes, after which they are rendered useless. Error range for all skill checks concerning the vehicle and attack rolls with vehicular weaponry is increased by 1. Error range may be returned to normal with one hour of maintenance.
-Advanced Skill Mastery (Grease Monkey): Bonus increase to +3, threat range 18-20. GC must spend additional action die for critical failure.
-Quick Use: If skill use normally takes more than one round, it takes half time for agent. If skill use requires full action, it takes half action for agent.
-Improvised Weapon: (Total Initiative bonus) times per session, find improvised weapon as half action. Improvised weapon adds +2 to damage and Defense for (Wisdom modifer) rounds. Object is considered a melee weapon and subject to disarming and breaking. Unarmed combat feats and abilities may not apply to it. Agent may only benefit from one improvised weapon at a time. Feat may only be used where loose objects exist to be found and used.


Skills: (rank, total bonus)

Appraise 5, 10
Concentration 4, 8, Threat 19-20
Computers 8, 13
Cryptography 10, 15
Cultures 4, 6
Craft (Gunsmithing) 18, 25, Threat 19-20
Craft (Machining) 4, 11, Threat 19-20
Demolitions 12, 17
Diplomacy 8, 9
Electronics 10, 18, Threat 18-20
Forgery 6, 11
Gather Information 4, 5
Hobby (Video Games) 5, 9, Threat 19-20
Knowledge (Game Theory) 5, 12, Threat 19-20
Knowledge (Politics) 5, 15, Threat 19-20
Knowledge (Espionage) 5, 12, Threat 19-20
Mechanics 12, 20, Threat 18-20
Profession (Mercenary) 7, 11, Threat 19-20
Search 6, 11
Sleight of Hand 6, 8
Surveillance 4, 6, Threat 17-20



BP Bonus: 32
GP Bonus: 11
Personal Gear: 72
27 Taurus Model 22H "Raging Hornet" (revolver)
2 laser sight
4 Day/Night Scope, 4x magnification, 2nd generation night vision
15 laptop, +3 power rating
4 entertainment suite
6 60 shots of Hydrashok .22 Hornet
2 Tactical Briefcase
5 5x Speedloaders
4 Bomb Disposal Kit
2 20 shots of Semi-Jacketed Exposed Core .22 Hornet
(1 left)

Languages: English, German, French, Chinese, Portugese, Russian (all native)


Upped Demolitions and Mechanics, rearranged personal budget slightly, got Quick Use via Armorer and Improvised Weapon as my 9th level feat. Next level should be more substantial in the field of class abilities, and after that I'll start levelling as Inventor.

If I survive getting ambushed long enough.

Gatac
Gatac 2005-03-12 03:23:33
I'll need to check with Gatac for more melee combat "Basics" feats to continue qualifying for Edgemaster. Also, I shouldn't have put that last ability point into Dexterity, since A) it's not doing anything for me right now, and B) I need a 13 Intelligence for Edgemaster. Can I make a switchy-switch?
Gatac 2005-03-12 23:10:11
The way I see it, you have three options for another Melee Basics feat.

A) Read Paired Weapon Basics's "knives" as including Wakizashis.
B) Ditch the Wakizashis and go for Sai, which benefit from both Guard Weapon and Paired Weapon basics, or Kama, which use Paired Weapon and Small Blade basics. Sais would probably be better.
C) Say "Fuck it" and go for a completely different Basics feat.

Gatac
Gatac 2005-03-13 17:19:55
For Ivan, since I have a hunch he might ask:

A level of Sniper nets you:

+1 to BAB, Fort, Will, Defense, Initiative, BP and GP. You also get a Bonus Covert or Ranged Combat feat, in addition to your normal 9th level one.

Gatac
Gatac 2005-03-17 00:45:05
I'd suggest Extreme Range + Increased Precision. You can substitute Increased Precision with Sharp-Shooting, but you'll need to get both to grab the Sniper feat, so it's really about deciding which you'll want sooner. I suggest Increased Precision, because you'll get your Point Blank Shot bonus at 2 range increments, which coupled with doubling range increments via Extreme Range means quite a bit of an edge. Sharp-Shooting is a bit more "Meh, I need it for that other feat"-ish, not useless, but perhaps not as conductive to our style of combat.

Gatac
threadbare 2005-03-17 22:19:00
Carla "Falconet" Manotoc

Player: Threadbare
Soldier 3/ Fixer 2/Martial Artist 3
Level:7
Age: 22
Height: 5’ 1''
Weight: 125 lbs
Department: Black Ops
Nationality: Phillipines

Str:12 (+1)
Con: 14 (+2)
Dex:16 (+3)
Int:10
*Wis:14 (+2)
Cha: 12 (+1)

Attack Bonuses:
*Unarmed: +8
*Melee: +8
*Ranged: +10

Saving Throws:
Fortitude: +9
Reflex: +10
Will: +4

Other Derived Values:
*Initiative:+9
*Defense: 19
*Wounds:17 (Black Ops: The department that keeps on giving...)
*Vitality: 89 (kinda fun when you have a +3 to whatever's rolled)

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
Damage Reduction 1/- (soldier ability)
Dexterous
Procure
Evasion
Improvised Weapon
Point Blank Shot
Moving Target
Blocking Basics
Blocking Mastery:
--Adrenaline Burst: When spending action die to increase attack roll of melee or unarmed attack, add the same number to your Defense (until your next action)
--Redirection: When unsuccessfully attacked, you may as free action make a Reflex save, DC equal to Defense of any enemy within 5 ft. With success, you shift the enemy into the attack. May only be used when fighting defensively or using total defense.
[and I'm going to be fighting defensively almost all the time]
Discipline of Body

Skills:
Balance: 8, +13
Boating: 2, +5
Climb: 4, +5
Escape Artist 6, +9
Hide 6, +9
Jump 5, +8
Move Silently: 6, +9
Profession (Cook) 3, +5
*Sleight of Hand: 2, +5
Spot 8, +10
****Survival 4, +6
Swim 4, +5
Tumble 9, +14

Personal Budget (57):
Weapons: tiger claws, and a big fuck-off AKA survival knife. Will request firearms on a mission-by-mission basis.
Armor: Assualt Vest, DR 8(9 w/ soldier ability, but it slows and clumsies me down), Military Helmet, Def +2
Other Gear: Laser Sight, stimulant shot, set of poor clothes, holster, cell phone, and a roll of duct tape.

Everyone has a time to die. Fuck with her and that time will be now.

Carla Manotoc: Volatile. Grizzled. Easy on the eyes. The team is basically the only family she has, and she's going to protect them. She doesn't care about being nice, or polite, or modest or any of that girly-girl stuff. She's eaten lead on 3 continents, jumped a train in Siberia, and disarmed a weapon of mass destruction with her own two hands. How hard can tracking down a Hummingbird be?



(Edited by Threadbare at 4:21 pm on Mar. 17, 2005)
threadbare 2005-03-25 13:24:51
Ayumi "Ibis" Yokozaki

Department: Urban Assault
Class/Level: Soldier 9
Nationality: Japanese
Age: 27
Height: 1.52m
Weight: 45kg
Eyes: Brown
Hair: Black

Abilities:
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 11 (+0)
Charisma: 12 (+1)

Vitality/Wounds: 80/12
Saving Throws:
Fortitude: +6
Reflex: +9
Will: +3

Defense: 19 (21 with wakizashi in off hand and Sidestep declared against the world at large)
Damage Reduction: 1/-
Initiative: +11
Attack Bonuses:
Melee: +9
Ranged: +14

Attacks:
Dual H&K USP .40's: +14 (or +12/+12 akimbo, +17 within 20', +15/+15 akimbo within 20' +15 within 50', +12/+12 within 50'), 1d12 (1d12+3 within 20'), R 20', error 1, threat 20
Wakizashi: +14 (or +12/+12 dual-wield), 1d6+2, error 1, threat 19-20
Unarmed: +9, 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 +2: 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. Every 4 levels thereafter, the Defense bonus increases by +1 and the armor check penalty decreases by 1. This penalty cannot reduce the soldier's armor check penalty below 0.
-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.
-Guard Weapon Basics: In your off-hand, A Wakizashi gains the Guard quality. When wielding a weapon with the guard quality, you gain an additional +1 to Defense against melee, hurled, and unarmed attacks.
-Club Basics: Can use any appropriately-sized item as a club. Can "wind up" as a half action for a +2 on next attack's damage. Can inflict either lethal or subdual damage without attack penalty.

Skills: (rank, total bonus)
Balance: 5, 12
Climb: 5, 7
Driver: 5, 10 (+12 on motorcycles)
Hide: 2, 9
Intimidate: 8, 9
Jump: 7, 9
Spot: 8, 10
Swim: 5, 5
Tumble: 12, 19

Languages: (*=native language)
English*
Japanese*
Cantonese*
German*


BP Bonus: 18
GP Bonus: 4
Personal Gear: 63 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)
-Second Wakizashi (7 BP)
-50 rounds .40 caliber military ball ammunition (1 BP)
-20 rounds .40 caliber hollowpoint ammunition (2 BP)
-Trendy clothes (5 BP)
-Mirrored sunglasses, prescription (1 BP)

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.

With the recent kidnapping and recovery of her brother, Ayumi is newly inspired to dive into her work with a new vigor.

Ayumi is now completely dedicated to finding Jess and ensuring her safety.

NOTES:

Switched that Dex point to Int. Rolled 8 for Vitality.

(Edited by Infested Paladin at 5:05 am on April 8, 2005)


(Edited by Infested Paladin at 6:47 am on May 20, 2005)
CrazyIvan 2005-04-10 14:49:38
Updated Brian:

Brian “Osprey” Malory
British SAS/Urban Assault
Classes: Soldier 4/Faceman 1/Sniper 3
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: 64/14 (Max 1st level, rolled thereafter)
Saving Throws:
Fort: +8
Ref: +6
Will: +3

Defense: 19
Damage Reduction: 1/-
Initiative: +10
BAB: +7
Ranged: +11
Melee: +7

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.

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
Magic Touch
Extreme Range
Increased Precision


Skills: Bonus (Ranks) Department Modifiers Included
Spot 14 (10)
Survival 7 (7)
Balance 8 (4)
Demolitions 4 (3)
Disguise 5 (4)
Hide 16 (10)
Surveillance 11(11)
Search: 7 (5)

Languages:
English
German
Mandarin
Arabic
Spanish

Personal budget:

Package C, as usual.
Starlight glasses
extra pack of military ball rounds for pistol
ghillie suit
basic video bug
survival kit
trendy cloths
helmet
CrazyIvan 2005-04-20 16:56:12
Artis "Goose" Gossard
Nationality: US
Gender: Male
Age: 27
Height: 1.83 meters
Weight: 90 kilograms

STR 15 +2
DEX 16 +3
CON 12 +1
INT 14 +2
WIS 10 +0
CHR 10 +0

Department: Home Office
Class: Fixer 7/Wheelman 2

Vitality: 68
Wound Points: 12

Character Level: 9
Ranged Attack Bonus: +10
Melee Attack Bonus: +9
Fort Save: +5
Ref Save: +9
Will Save: +2
Def Bonus: +7 (+8 with armor); DR 5 (armor)
Fighting Defensively: -2 to hit; +5 Defense
(+1 from Tumble synergy, +2 from Moving Target)
Init Bonus: +4
BP: 11
GP: 8

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
Moving Target
Controlled Burst


Skills:
Appraise - Int
Hobby - Wis
Balance - Dex
Innuendo - Wis
Bluff - Cha 10 /10
Jump - Str 2 /4
Boating - Dex 4 /2/9
Knowledge - Int 2 /3 (valuable antiques/archaeological treasures)
Climb - Str 1 /3
Listen - Wis 3 /3
Craft - Int
Move Silently - Dex 12 /15
Demolitions - Int
Open Lock - Dex 10 /13
Driver - Dex 12 /2/17
Pilot - Dex 7 /2/13
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 6 /9
Tumble - Dex 10 /13

Bonus Class Skills:
Disguise - Cha 1 /1
First Aid - Int 1 /2

Cross-Class Skills:
Mechanics - Int 5 /2/8

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: +3d6

Personal Budget: 55
Gadget Points: +8


.40 HK USP Compact (13 BP): 1d12, R 15', fail 1, threat 20
Silencer on .40 USP (2 BP)

5.56mm Assault Rifle (31 BP): 2d8+2, R 100', fail 1-2, threat 19-20
Laser Sight on 5.56mm AR (2 BP)
Silencer on 5.56mm AR (2 BP)
OR
Kevlar BDU (35 BP): DB +1, DR 5
5 more BP to play with as situation dictates

Belt, lockpick set (2 GP): +2 Open Locks
Agency Laser Watch + GPS (2 GP)
Starlight Lenses (1 GP)
Tuxedo Liner: (1GP) +1 Defense, DR 2
Armored upgrade: (2GP) +1 additional Defense to Tux Liner
If Kevlar BDU is worn, then save 3GP for vehicle

---
Feat/Skill/Abilities: Took another level of Fixer, so I could get the coveted +3d6 Sneak Attack. Next level will likely be Wheelman, though. Skill increases (beyond my usual) include a large boost to Pilot. If I'm correct, you get a feat every 3 levels, right? I took Controlled Burst, since combat feats are rare for Goose, I just got Moving Target last level, and a next level of Wheelman should get me a chase feat.

Gear to Note: I took GPS for my laser watch, and can fit Kevlar BDUs into my personal budget or exchange them for my normal fancy pants assault rifle.

Goose's non-vehicular combat style is "sneak up on somebody and put lots of bullets into them in a short period of time, then dodge like a maniac if there are bad guys left."
Gatac 2005-06-29 21:44:12
You wanted to know what happened to Jessica? This:


Name: Jessica Spiner
Codename: Hummingbird

Department: Home Office

[+3 bonus to action die rolls, 4 cross-class skills become class skills [Sleight of Hand, Diplomacy, Bluff, Driver], Bonus Covert Feat (Traceless)]

Class/Level: Wheelman 1 / Soldier 1 / Martial Artist 3 / Hitman 5

Nationality: USA
Age: 23
Height: 1.7 meters
Weight: 55 kilograms
Eyes: Brown
Hair: Dark red

Abilities:
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 16 (+3)

Vitality/Wounds: 84 / 12
Saving Throws:
Fortitude: +6
Reflex: +12
Will: +5

Defense: 21 (+4 Dex, +7 Class)

Armor:


Initiative: +13 (+4 Dex, +1 Str, +8 Class)
Attack Boni:
Melee: +9 (+1 Str, +8 Class)
Ranged: +12 (+4 Dex, +8 Class)

Attacks:
Unarmed: +9, 1D6+1 normal, Error 1, Threat 20.
MP7: +11 (+13 within 30', +11 within 50'), 2D4+1 damage, Error 1, Threat 20, Range Increment 30', Qualities: Armor-Piercing, Composite, Collapsible Stock, Discreet, may fire single shots, no burst



Feats (-) and Abilities (=):
=Armor Group Profiency: (Light, Medium, Heavy)
=Weapon Group Profiency: (Exotic [Martial Arts, Archaic], Hurled, Melee, Handgun, Rifle, Tactical)
=Custom Ride: Wheelman Core.
=Lucky: Wheelman Core.
=Bonus Feat (Soldier): Perfect Stance
=Martial Arts: Gain Martial Arts.
=Life of Discipline: Gain Discipline of the Body.
=Bonus Feat (Martial Artist): Kicking Basics
=Blood Money: When reducing a special NPC to -1 Wounds or below, gain twice the standard XP, which is not shared with the rest of the team. Hitman Core.
=Killer Instinct: Gain 1 skill point every level; must be spent on Move Silently. Gain virtual Basic Skill Feat: "On the Hunt". Gain Advanced Skill Mastery (On the Hunt).
=Cruelest Cut: When reducing opponent to -1 Wounds or below, opponent may not check for stabilisation. All DCs for First Aid checks to heal or stabilize character are increased by 5.
=Wetwork: Gain Assassin feat.
=Quick Change: 1/session, as Faceman ability.
=From the shadows: Gain bonus equal to class level to all checks to tail a target. Also add bonus to all Spot DCs of target to realize he's being tailed.
-Traceless
-Concealed Weapon: +10 bonus to Sleight of Hand checks to conceal one Small item.
-Perfect Stance
-Martial Arts
-Flawless Identity
-Discipline of the Body
-Kicking Basics
-On the Hunt: +2 bonus to Disguise, Move Silently and Surveillance. Threat Range becomes 19-20.
-Advanced Skill Mastery: Increase bonus to +3. Threat Range becomes 18-20.
-Assassin: Threat range of melee attacks increases by 1.
-Personal Lieutenant
-Safe House


Skills: (rank, total bonus)

Bluff: 13, 16
Diplomacy: 9, 12
Disguise: 13, 19, Threat 18-20
Driver: 10, 14
First Aid: 10, 10
Intimidate: 13, 16
Languages: 9, 9
Move Silently: 13, 20, Threat 18-20
Sleight of Hand: 13, 17
Surveillance: 4, 7, Threat 18-20


BP Bonus: 17 (+5 x Cha Mod)
GP Bonus: 6 (+4 Custom Ride)
Personal Gear: 72 points
18 H&K MP7
2 Laser Sight
2 Suppressor
5 Advanced Combat Optical Gunsight
4 Disguise Kit
2 Garotte
25 Interrogation Bundle
-- Large suit case (to store bundle)
-- 1 set of fatigues
-- First Aid kit
-- 2 pairs of handcuffs
-- Personal tape recorder
-- 2 doses of sodium pentothal and 2 syringes
-- 2 antidote shots
-- 2 stimulant shots
-- 1 set of surgical tools
-- Lie detector (polygraph)
-- Baton
14 Masterwork Mod for MP7: Smoothened action (reduces error range by 1)


Description

Jessica used to be a nice girl.

Used to be.

The signs were there. The growing aggression. The bravado. The high-tech guns. Now she's broken free of what one could cautiously label a horrible nightmare, and whatever it was that held her back has snapped. With newly sharpened animal cunning, Jessica has rebuilt herself, unleashed her potential, internalised every lesson she could recall. The fire burns hotter than ever, driving her to get revenge or die trying.

Oh, and those poor fools who stand between her and Samantha? They'd better get out of the way. Real quick.