Difference between revisions of "Black Ops '61"

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(Donald Summers)
(Irina Davidson)
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She was always intended to be an operative and her adopted family have instilled in her a love for her adopted country and a sense of gratitude that she was allowed to grow up here. Likewise she also feels grateful to the Company since they rescued her. She still has nightmares which have been attributed to her early life, but she doesn’t really remember that much about it. The nightmares all centre around a chair and pain. For most of her time as an agent she has been desk bound or working areas where her knowledge of Languages has been the primary reason for her inclusion. She has had little experience of combat ops.  
 
She was always intended to be an operative and her adopted family have instilled in her a love for her adopted country and a sense of gratitude that she was allowed to grow up here. Likewise she also feels grateful to the Company since they rescued her. She still has nightmares which have been attributed to her early life, but she doesn’t really remember that much about it. The nightmares all centre around a chair and pain. For most of her time as an agent she has been desk bound or working areas where her knowledge of Languages has been the primary reason for her inclusion. She has had little experience of combat ops.  
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In her personal life she was almost engaged but ended it when he started hinting that she would have give up her job. Her Mother hasn't quite given up on the whole white wedding thing but she is definitely starting to worry that Irina may have been left on the shelf.
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Her Father of course totally understands that she can't have a career and marriage. Their relationship is not unlike that of the Miss and Mister Parker in the early seasons of The Pretender.
  
 
'''Physical Description:''' Female; age 28 (approx.); blonde hair; gray eyes.
 
'''Physical Description:''' Female; age 28 (approx.); blonde hair; gray eyes.

Revision as of 06:55, 29 January 2008

This is the page for the play-by-post game Black Ops '61. It will look much nicer soon enough.

Campaign Description

Player Characters

John Doe

Current Point Total: 797. Player: nick012000.

A former Spec-Ops soldier who was an advisor in Vietnam.

Physical Description: Male.

Attributes: ST 11 [+10]; DX 20 [+200]; IQ 16 [+120]; HT 13 [+30].

Secondary Characteristics: Dmg thr 1d-1 sw 1d+1; BL 24 lbs.; HP 11; Will 20 [+20]; Per 20 [+20]; FP 13; Speed 8.25; Move 9 [+5].

Social Background: TL7; Cultures: Western, Asian [+1]; Languages: English (N/E), American Sign Language (N), Vietnamese (N/E), French (N/E) [+15].

Advantages: Combat Reflexes [+15]; Damage Resistance 1 (Bulletproof Nudity) [+2]; Danger Sense [+15]; Gizmo 1 [+5]; Hard to Kill 2 [+4]; Hard to Subdue 2 [+4]; High Pain Threshold [+10]; Patron: The Company 15- [+225]; Schtick: Dark Glasses [+1]; Style Adaptation (All) [+1]; Truly Badass [+75]; Very Fit [+15]; Wild Talent 1 (Retention, Thou Shalt Not Steal Thunder) [+20]; Zeroed [+10].

Disadvantages: Bad Temper 12- [-10]; Bloodlust 12- [-10]; Code of Honor (Military) [-15]; Delusion: Communists are taking over the world (Major) [-10]; Duty: The Company (always) [-20]; Fanaticism (The Company) [-15]; Gluttony 12- [-5]; Intolerance (Communists) [-5]; Jealousy 12- [-10]; Lecherousness 12- [-15]; Obsession: Defeat the Commies [-10]; Secret: The Company (fatal) [-30]; Sense of Duty (United States of America) [-10]; Workaholic [-5].

Quirks: Intolerant of beatniks and hipsters [-1]; hates Viet Minh / Viet Cong insurgency [-1]; lots of tattoos – mathematical formulas, and former unit insignia [-1]; swears like a sailor [-1]; has a more than healthy appreciation for things that go BANG [-1].

Wildcard Skills: Drive! 19 [+12]; Guns! 21 [+36]; Smooth Operator! 15 [+12]; Soldier! 15 [+24]; Survivalist! [+24]; Thief! 20 [+12]

Regular Skills: Area Knowledge (Earth) 18 [+4]; Brawling 20 [+1]; Expert Skill: Greys 16 [+4]; Games (Chess) 16 [+1]; Leadership 18 [+8]; Melee Weapon: Knife 20 [+1]; Mind Block 21 [+4]; Soldier/TL7 17 [+4]; Swimming 13 [+2].

Edward Clay

Current Point Total: 833. Player: Oriong.

"Ed" was found by the Company quite by chance after he accidentally wrecked a hospital after waking up from a month long coma. He was found as a John Doe and could provide no explanation for how he got there. He isn't an amnesiac, he has perfectly normal memories of his youth, college life, and family which completely fail to explain why half the people he remembers are years dead or don't know him at all. Current theory is that some or all of his abilities are due to mental conditioning and experimentation by some outside group (likely the Greys).

After discovering Edward was one of the most powerful psychics and TKs known to the company several different departments competed hotly to try and get him assigned to their sector...until it was discovered that his abilities came with a progressive and highly dangerous psychosis attached, at which point he became the hot potatoe everyone was trying to get rid of.

Fortunately with years of intense training Edward's psychic abilities are mostly under control, and thanks to his natural intelligence he's considered a first class operative...mostly because the Company also came up with a special mixture of drugs which manages to keep his psychosis in check.

In addition to his powerful PK abilities, Ed is an extremely adept telepath, and had an unfortunate tendency to read minds even without intending to, straining the bounds of the Psi-Ops code and unearthing several secrets which led to Ed having the dubious honor of surviving at least 8 doses of the Cocktail and the development of a second drug combined to keep his rampant mind reading in check. The heavy mixture of chemicals in his body has left him rather underfed looking (although he eats constantly) and leads to insomnia and headaches, but it's better than the alternatives. On the plus side, any vampire trying to drain him would likely spend the next day in a drug-induced coma.

Physical Description: Male; skinny.

Attributes: ST 11 [+10]; DX 11 [+20]; IQ 14 [+80]; HT 13 [+30].

Secondary Characteristics: Dmg thr 1d-1 sw 1d+1; BL 24 lbs.; HP 13 [+4]; Will 18 [+20]; Per 18 [+20]; FP 13; Speed 6.0; Move 7 [+5].

Social Background: TL7; Cultures: Western, Primitive [+1]; Languages: English (N/E), American Sign Language (N), German (N/E), Grey Code (N) [+15].

Advantages: Combat Reflexes [+15]; Damage Resistance 1 (Bulletproof Nudity) [+2]; Empathy [+15]; Gizmo 1 [+5]; Hard to Kill 2 [+4]; Hard to Subdue 2 [+4]; High Pain Threshold [+10]; Intuition [+15]; Luck 1 [+15]; Patron: The Company 15- [+225]; Photographic Memory [+10]; Schtick: Dark Glasses [+1]; Style Adaptation (All) [+1]; Truly Badass [+75]; Very Fit [+15]; Wild Talent 1 (Retention, Thou Shalt Not Steal Thunder) [+20]; Zeroed [+10].

Telepathic Powers (Psionic): Danger Sense [+14]; Mind Probe (All Out, Costs Fatigue 2, Reduced Range 2, Unreliable 14) [+5]; Mind Reading (All Out, Costs Fatigue 2, Reduced Range 2, Unreliable 14) [+8]; Telecommunication: Telesend (All Out, Costs Fatigue 2, Reduced Range 2, Unreliable 14) [+8]. Power Talent +2 [+10].

Psychokinetic Powers (Psionic): Telekinesis 16 (All Out, Unreliable 14, Uncontrollable) [+20]. Power Talent +2 [+10].

Disadvantages: Build: Skinny [-5]; CRAZY (Bad Temper, Impulsiveness, Megalomania, Overconfidence, Paranoia, Phantom Voices (Disturbing), and Short Attention Span) 9- (Mitigator, common, daily) [-36], Curious 12- [-5]; Duty: The Company (always) [-20]; Grey Attunement [-10]; Insomniac (Mild) [-10]; Reputation -2 (Potentially dangerous psychotic, The Company) [-5]; Secret: The Company (fatal) [-30]; Supersensitive (Mitigator, uncommon, daily) [-8]; Vow (Psi-Op's Code) [-5].

Quirks: Sweet tooth [-1]; [i]really[/i] hates Greys [-1]; fascinated by the occult [-1]; addiction to caffeine [-1].

Wildcard Skills: Detective! 14 [+24]; Drive! 10 [+12]; Explosives! 14 [+24]; Guns! 11 [+24]; Paranormal! 15 [+36]; Science! 13 [+12]; Thief! 13 [+12].

Regular Skills: Area Knowledge (Earth) 16 [+4]; Expert Skill: Greys 14 [+4]; Games (Chess) 14 [+1]; Guns/TL7 (Pistols) 15 [+12]; Karate 14 [+12]; Leadership 16 [+8]; Mind Block 19 [+4]; Psychology (?) 20 [+16]; Research/TL7 20 [+24]; Soldier/TL7 14 [+4]; Swimming 13 [+2]; Throwing 12 [+4].

Techniques: Disarming 15 [+2]; Jump Kick 14 [+5]; Kicking 14 [+3].

Irina Davidson

Current Point Total: 800. Player: Deamon

Irina doesn’t know where she was born or who her birth parents are. She was found in a lab and she showed signs of having been experimented on. Irina was what she responded with when asked her name, she looked about 5 years old. The raid on the premises was because of surveillance by the company of a bunch of German sympathisers. The Lab was actually in the same building but apparently carried on separately.

The people in the lab had either escaped or died in the assault. Investigations by the company came up blank. These people didn’t exist and neither did the company they worked for, the German sympathisers had no idea what was happening in the rest of the building.

In the course of trying to learn more several interviews were recorded with Irina. That’s when they discovered her ability with languages. At 5 she could already speak Russian English and several Slavic languages, speak them fluently at a level that no 5 year-old should be capable of.

Irina was adopted by Bob Davidson an operative himself and brought up in as normal a way as circumstances permitted. She was continued to be taught languages but she was warned not to let on how many she knew. By the time she finished her Phd in Linguistics she spoke more than 20 languages. She has continued to learn languages but has been finding it more difficult the older she gets.

She was always intended to be an operative and her adopted family have instilled in her a love for her adopted country and a sense of gratitude that she was allowed to grow up here. Likewise she also feels grateful to the Company since they rescued her. She still has nightmares which have been attributed to her early life, but she doesn’t really remember that much about it. The nightmares all centre around a chair and pain. For most of her time as an agent she has been desk bound or working areas where her knowledge of Languages has been the primary reason for her inclusion. She has had little experience of combat ops.

In her personal life she was almost engaged but ended it when he started hinting that she would have give up her job. Her Mother hasn't quite given up on the whole white wedding thing but she is definitely starting to worry that Irina may have been left on the shelf.

Her Father of course totally understands that she can't have a career and marriage. Their relationship is not unlike that of the Miss and Mister Parker in the early seasons of The Pretender.

Physical Description: Female; age 28 (approx.); blonde hair; gray eyes.

Attributes: ST 11 [+10]; DX 12 [+40]; IQ 16 [+120]; HT 13 [+30].

Secondary Characteristics: Dmg thr 1d sw 1d+1; BL 24 lbs.; HP 11; Will 20 [+20]; Per 20 [+20]; FP 13; Speed 6.0; Move 7 [+5].

Social Background: TL7; Cultures: All; Languages: German (N/E), English (N/E), American Sign Language (N), Armenian (N/E), Burmese (A/L), Cambodian (A/L), Czech (N/E), Danish (N/E), Dutch (N/E), Finnish (N/E), Greek (N/E), Hebrew (A/L), Hindi (A/L), Hungarian (N/E), Italian (N/E), Japanese (A/L), Korean (A/L), Lao (A/L), Lithuanian (N/E), Mandarin (A/L), Norwegian (N/E), Polish (N/E), Portuguese (N/E), Romanian (N/E), Russian (N/E), Spanish (N/E), Swedish (N/E), Turkish (A/L), Vietnamese (A/L) [+90].

Advantages: Combat Reflexes [+15]; Cultural Adaptability [+10]; Damage Resistance 1 (Bulletproof Nudity) [+2]; Gizmo 1 [+5]; Hard to Kill 2 [+4]; Hard to Subdue 2 [+4]; High Pain Threshold [+10]; Language Talent [+10]; Patron: "Dad", Operative Bob Davidson 6- [+5]; Patron: The Company 15- [+225]; Schtick: Dark Glasses [+1]; Style Adaptation (All) [+1]; Truly Badass [+75]; Very Fit [+15]; Wild Talent 1 (Retention, Thou Shalt Not Steal Thunder) [+20]; Zeroed [+10]. Perk Always has cabfare. [+1]

Disadvantages: Charitable 12- [-15]; Curious 12- [-5]; Duty: The Company (always) [-20]; Phobia (Loss of Memory) 12- [-5]; Secret: The Company (fatal) [-30]; Secret Enemy [-10]; Sense of Duty (U.S. Government) [-10]; Social Stigma (Woman) [-5].

Quirks: Swears in multiple languages when annoyed [-1]; always has a clean handkerchief [-1].

Wildcard Skills: Business! 15 [+12]; Guns! 13 [+36]; Martial Arts! 12 [+24]; Outdoorsman! 15 [+12]; Smooth Operator! 15 [+12]; Spy! 16 [+24].

Regular Skills: Area Knowledge (Earth) 18 [+4]; Cryptography/TL8 15 [+2]; Driving/TL7 (Automobiles) [+1]; Expert Skill: Greys 16 [+4]; First Aid 16 [+1]; Games (Chess) 16 [+1]; Leadership 18 [+8]; Makeup 17 [+2]; Mind Block 21 [+4]; Soldier/TL7 17 [+4]; Speed Reading 15 [+1]; Swimming 13 [+2].

Stan Orlowski

Current Point Total: 780. Player: whutaguy.

Stanislau Orlowski was born in 1908. He was the 3rd son and 4th child to a couple of farmers in Stratford, Texas. He was bright but his parents could not afford a college tuition. Stan brokered a deal with community leaders and a few wealthier farmers such that they paid for his tuition to college and med school and he would return to the community to practice.

In 1934, the dust storms wiped out all of the disposable income of the community and Stan was forced to drop out from medical school. He returned home to scratch the unproductive soil for a few years, then joined the Navy. His premed degree qualified him for OCS and he became an ensign in the 69th Naval Construction Battalion. In June of 1945, Lt. Orlowski resigned his commission, remaining in Europe.

He travelled about the war ravaged areas giving whatever help he could with farming, medical aid, and reconstruction. In 1958 he returned home to see if he could give the same sort of assistance to the community that had tried to help him. Few in the community remembered him, and none felt that he owed them.

Physical Description: Male; age 53; 5'10"; 120 lbs.; bald; brown eyes; skinny; ugly.

Attributes: ST 13 [+30]; DX 16 [+120]; IQ 18 [+160]; HT 13 [+30].

Secondary Characteristics: Dmg thr 1d sw 2d-1; BL 34 lbs.; HP 13; Will 20 [+10]; Per 20 [+10]; FP 13; Speed 7.25; Move 8 [+5].

Social Background: TL7; Cultures: Western, Eastern Europe [+1]; Languages: English (N/E), American Sign Language (N), Croatian (N/E), French (A/L), German (A/L), Italian (A/L), Polish (N/E), Russian (N/E), Serbian (N/E), Slovenian (A/L), Spanish (A/L) [+28].

Advantages: Combat Reflexes [+15]; Damage Resistance 1 (Bulletproof Nudity) [+2]; Eidetic Memory [+5]; Gizmo 1 [+5]; Hard to Kill 2 [+4]; Hard to Subdue 2 [+4]; High Pain Threshold [+10]; Language Talent [+10]; Patron: The Company 15- [+225]; Schtick: Dark Glasses [+1]; Style Adaptation (All) [+1]; Truly Badass [+75]; Very Fit [+15]; Wild Talent 1 (Retention, Thou Shalt Not Steal Thunder) [+20]; Zeroed [+10].

Disadvantages: Appearance: Ugly [-8]; Build: Skinny [-5]; Code of Honor (Physician's) [-5]; Color Blindness [-10]; Duty: The Company (always) [-20]; Impulsiveness 12- [-10]; Overconfidence 12- [-5]; Secret: The Company (fatal) [-30].

Quirks: "In my day, we…" [-1]; Always orders/eats the "special" [-1].

Wildcard Skills: Doctor! 17 [+12]; Drive! 15 [+12]; Engineer! 17 [+12]; Guns! 16 [+24]; Science! 17 [+12].

Regular Skills: Area Knowledge (Earth) 18 [+1]; Expert Skill: Greys 16 [+1]; Games (Chess) 18 [+1]; Leadership 17 [+1]; Mind Block 21 [+1]; Soldier/TL7 17 [+1]; Swimming 13 [+1].

Donald Summers

Current Point Total: 780. Player: Deadmanwalking

Summary:

A brilliant and ruthless spy, with a bit of a reckless streak and tendency to chase skirts (and slacks). Also a fairly nice guy, who refuses to do things like harm civilians unless absolutely necessary. He's very opposed to Communism, not because he dislike individual Communists (he doesn't) but because he's actually done quite a bit of work in Eastern Europe and has seen what the Soviet Union is like first hand. He's less than impressed.

He's a graduate from Harvard Law, and talks, acts, and comes off as kind of a nerd, albeit a relatively handsome and charming one. He was once captured and tortured, an experience that left significant mental scars, but he generally keeps it together pretty well.

Background:

Donald was a child prodigy, a true genius at almost everything he ever attempted. He graduated High School at 14, college at 16, and Harvard Law at 19 at the top of his class. He was recruited by the company shortly thereafter, and after only a year of training was sent into the field. He's spent the last five years on field ops, mostly fairly deep cover stuff in Europe, though he's been sent to do a bit of work in South America as well, due to his fluent,accentless, Spanish. His successes have been brilliant, and his failures rare, with the only one worth talking about involving his capture and torture by opposing operatives. He managed to escape before revealing anything, and rather methodically killed everyone remotely involved, but (as mentioned above) the incident has left some deep psychological scars.

Around the Company, he has a reputation as the smoothest liar anyone's ever met, as well as being utterly charming. His crusade against Communism, and tendency to at least try to sleep with anyone remotely attractive have also been noted and remarked upon.

Description:

Donald's about 5'10" and 160 lbs. His hair is black, and his eyes are brown behind his ever-present glasses. He's pleasant looking in a nondescript sort of way, and has a tendency to tan quickly in warmer climes, but lose the tan equally quickly in colder ones, a talent that's served him well blending in everywhere from Mexico City to Moscow.

Physical Description: Male.

Attributes: ST 11 [+10]; DX 15 [+100]; IQ 20 [+200]; HT 13 [+30].

Secondary Characteristics: Dmg thr 1d-1 sw 1d+1; BL 24 lbs.; HP 11; Will 20 [+0]; Per 20 [+0]; FP 13; Speed 7.0; Move 8 [+5].

Social Background: TL7; Cultures: Western, Eastern European, South American, Mediterranean [+3]; Languages: English (N/E), American Sign Language (N), Italian (N/E), French (N/E), Spanish (N/E), Russian (N/E), German (N/E), Latin (A/E) [+25].

Advantages: Appearance: Attractive [+4]; Charisma 2 [+10]; Combat Reflexes [+15]; Damage Resistance 1 (Bulletproof Nudity) [+2]; Empathy [+15]; Gizmo 1 [+5]; Hard to Kill 2 [+4]; Hard to Subdue 2 [+4]; High Pain Threshold [+10]; Language Talent [+10]; Patron: The Company 15- [+225]; Schtick: Dark Glasses [+1]; Style Adaptation (All) [+1]; Truly Badass [+75]; Very Fit [+15]; Wild Talent 1 (Retention, Thou Shalt Not Steal Thunder) [+20]; Zeroed [+10].

Disadvantages: Bad Sight (Near-sighted, Mitigator) [-10]; Bloodlust 12- [-10]; Code of Honor (Gentleman Spy) [-10]; Curious 12- [-5]; Duty: The Company (always) [-20]; Enemy: KGB (capture, rarely) [-15]; Flashbacks (Mild) [-5]; Impulsiveness 15- [-5]; Insomniac (Mild) [-10]; Lecherousness 12- [-15]; Obsession (Stop Communism) 12- [-10]; Phobia (Helplessness) [-10]; Secret: The Company (fatal) [-30]; Sense of Duty (Fellow Operatives) [-5]; Social Stigma ("Pervert" - bisexual) [-10].

Quirks: Jokes when under stress [-1]; plays with a knife when bored and not undercover [-1]; speaks in an overeducated manner [-1]; sings, hums, or whistles to himself constantly [-1]; shows very litle respect for authority [-1].

Wildcard Skills: Athlete! 14 or 12 [+12]; Guns! 15 [+24]; Kung Fu! 14 [+12]; Scholar! 19 [+12]; Science! 18 [+6]; Social Master! 21 [+36]; Spy! 20 or 15 [+24].

Regular Skills: Area Knowledge (Earth) 22 [+4]; Expert Skill: Greys 20 [+4]; Games (Chess) 20 [+1]; Law (Criminal) 21 [+8]; Melee Weapon: Knife 17 [+4]; Mind Block 21 [+4]; Occultism 20 [+2]; Soldier/TL7 20 [+2]; Thrown Weapon: Knife 15 [+1].

Notes on The Company

The Story So Far