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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Illegible+Smudge</id>
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	<updated>2026-05-15T03:40:11Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Google_Wave_Invite_List&amp;diff=128369</id>
		<title>Google Wave Invite List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Google_Wave_Invite_List&amp;diff=128369"/>
		<updated>2009-11-05T15:35:13Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a [http://forum.rpg.net/tags.php?tag=google+wave lot of interest] surrounding the possibilities of [http://wave.google.com Google Wave] for online roleplaying.  The problem is, the service is currently invite-only (but growing rapidly).&lt;br /&gt;
&lt;br /&gt;
This naturally means that every thread about google wave is pounced by folks wanting invitations, mixed in with people wanting to get PMs for those who wish invitations, etc.  It makes it hard to keep track of who needs one, who needed one but has gotten one, etc.  As such, I thought centralizing this in a more editable location might make it easier (and also give the wiki a bit more visibility in the process).&lt;br /&gt;
&lt;br /&gt;
This can also serve to let folks know who else is on Wave to roleplay or discuss with.&lt;br /&gt;
&lt;br /&gt;
==The Rules==&lt;br /&gt;
&lt;br /&gt;
* If you &#039;&#039;need&#039;&#039; a google wave invite, add your FORUM username to the list below, along with a functioning email address that you want the invitation to come to ... preferably the address associated with your google account if you have one (gmail is perfect).  Feel free to spambot-protect it however you wish.  (If you prefer not to post your email address, just post &amp;quot;PM me&amp;quot;.)  &#039;&#039;&#039;If you get an invite from another source, please remember to remove your name here so people won&#039;t waste invitations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you &#039;&#039;have invitations to give out&#039;&#039;, look at the list and find some folks to give them to.  &#039;&#039;&#039;Important: Add your own forum name next to theirs and mark them off the list, so people know who has already gotten one.  THEN send those people invitations.&#039;&#039;&#039;  This will help avoid doubling up.  I&#039;m posting the folks I&#039;ve sent invites to just to give examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Rand Brittain (email omitted)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;sporkpimp (email omitted)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;Future Villain Band (email omitted)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;Kevin Mowery (email omitted)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;mythSSK (email omitted)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;iTim (timdenee@gmail.com)&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;Stormfalcon (Stormfalconsj at gmail dot com)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* &amp;lt;del&amp;gt;TygerTyger (tyson.sherret@gmail.com)&amp;lt;/del&amp;gt; - invited by Aetherdyne&lt;br /&gt;
* blackedout (blackedout@gmail.com)&lt;br /&gt;
* mook (TheMookNetATgmail.com)&lt;br /&gt;
* Pampero (pampero2814@gmail.com)&lt;br /&gt;
* some guy (christopher.webb  at gmail.com)&lt;br /&gt;
* Frohawken (daniel.swensen@gmail.com)&lt;br /&gt;
* Cortani (johangell at gmail.com)&lt;br /&gt;
* rickjthree (rickjonzz at gmail.com)&lt;br /&gt;
* Andrensath (Andrensath AT gmail DOT com)&lt;br /&gt;
* Dr. Tran (guerin_invictus at gmail)&lt;br /&gt;
*Pyranose the gnome (pyranose at gmail)&lt;br /&gt;
* ben.quant (ben.quant AT gmail DOT com)&lt;br /&gt;
* stheno (alan.olaoghaire AT gmail DOT com)&lt;br /&gt;
* Illegible Smudge (illegible.smudge at gmail dot com)&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=96796</id>
		<title>Fragile:HankMason</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=96796"/>
		<updated>2008-12-13T04:58:46Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Switched the Rifle proficiency for a forte in Unarmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Hank_Mason.jpg|frame|Hank Mason as played by Michael Madsen]]&lt;br /&gt;
=Background=&lt;br /&gt;
Name: Hank Mason&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
Origin: Adaptable Investigator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: Explorer 8&lt;br /&gt;
&lt;br /&gt;
Reputation: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 45&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 190 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Blue&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039;&lt;br /&gt;
Henry &amp;quot;Hank&amp;quot; Mason was born in San Francisco in 1963, the son of two hippies who later became academics at Berkeley. Brought up by educated and highly literate parents, he was a quiet achiever at school, getting good grades and captaining the cross country running team, and his parents couldn&#039;t have been prouder of their intelligent and thoughtful son...until he shocked them by applying to study criminology at university with an aim to pursuing a career in law enforcement. This was the last thing they had expected, but in retrospect it shouldn&#039;t have been. Hank had always been well known for his natural curiosity and inquisitive nature, a trait his parents had always delighted in, and by the time he was in high school, he had quietly determined that he wanted to be an FBI agent. And that was exactly what he set about achieving, a goal he was soon successful in.&lt;br /&gt;
&lt;br /&gt;
After he graduated from Quantico, Hank joined the Criminal Investigative Division and devoted himself to pursuing serial killers. It wasn&#039;t so much the glamour or the desire to put them away (although that was certainly a factor), but the chance to match wits with criminals renowned for their intelligence and cunning. He slowly established himself as a capable and diligent agent, travelling the country investigating a variety of cases. During one investigation, he met and started dating Julia Adams, a doctor from Nevada, who he ended up marrying and having a daughter with. Tragically, Julia died of cancer in 2005, leaving Hank a heartbroken single father. In order to spend more time with his ten year old daughter Rachel, he transferred into the FBI&#039;s Criminal Apprehension Team based out of Las Vegas, where he works to this day.&lt;br /&gt;
&lt;br /&gt;
Hank is still a fairly quiet (but not shy) man, whose thoughtfulness and patience sometimes make him look slow or lazy, but the wheels are always turning. It&#039;s just that he&#039;s found that taking his time often leads to people inadvertently volunteering clues or ideas that he might have missed otherwise. Calm and deliberate, he carefully cultivates the impression that he&#039;s just collecting a pay-check these days and just wants to tick the boxes, when the reality is that he loves his job and he&#039;s always paying very close attention to what&#039;s going on. He still keeps up his running and heads over to California to run the marathon each year, and he&#039;s a keen boxer, another interest he picked up at university that appalled his fiercely pacifistic parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subplots:&#039;&#039;&#039;&lt;br /&gt;
Compulsion (Curiosity): Hank has suffered from a burning inquisitiveness all his life, which he rarely makes any effort to control, even when it gets him into hot water. He just HAS to investigate anything that piques his curiosity.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 13 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
Action Dice: 2 [d8+3]&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +6&lt;br /&gt;
&lt;br /&gt;
Willpower: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +10&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +6&lt;br /&gt;
&lt;br /&gt;
Unarmed: +8&lt;br /&gt;
&lt;br /&gt;
Melee: +8&lt;br /&gt;
&lt;br /&gt;
Ranged: +8&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed (forte), Edged, Shotgun&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: SiG-Sauer P226 .357 SiG (Damage 2d6, E/T 1-2/20, Ammo 12M4, Rec 14, Rng 25 ft., SZ/D S/1h, Qualities DEP, RGD, Upgrades: Ported Barrel, Shoulder Holster)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Analysis +13/+13 (8 Ranks, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+11 (10 Ranks, +2 STR/+1 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +2 (0 Ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +7 (5 Ranks, +2 DEX, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+10 (8 Ranks, +2 STR/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Investigation +15/+14 (11 Ranks, +2 WIS/+1 CHA, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Medicine +10/+10 (8 Ranks from Talented, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +16 (11 ranks, +2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Profession (FBI Agent) +1 (0 Ranks, +1 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +12/+13 (11 Ranks, +1 CON/+2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Science (Engineering) +2 (0 ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +13 (11 Ranks, +2 INT, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Security +12 (8 Ranks, +2 INT, Result Cap 40, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+6 (5 Ranks, +2 WIS/+1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +10/+9 (8 Ranks from Talented, +2 WIS/+1 CHA, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Interests: Marathon Running, Baseball, Classic Cars, Literature, Checkers, Jazz, Cinema, Boxing, Puzzles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Origin Abilities: +5 Interests, +3 insight bonus to action die results, Bonus feat (Private Eye), May request a free hint from the GC twice per session, +3 insight bonus to Analysis and Notice checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connected: You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).&lt;br /&gt;
&lt;br /&gt;
All Over the World: You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level +20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge II: At Level 8, you never become flanked.&lt;br /&gt;
&lt;br /&gt;
Rugged: At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Private Eye: You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Examiner): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Talented (Officer): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Iron Will: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.&lt;br /&gt;
&lt;br /&gt;
Fortunate: As a free action, you may request 1 additional d4 action die from the GC, at which point the GC or an opponent of the GC’s choice also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.&lt;br /&gt;
&lt;br /&gt;
Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard -4.&lt;br /&gt;
&lt;br /&gt;
Fortune Favors the Bold: Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
Lifestyle: 4 (2 Bedroom House, Sports Car (Classic), Outdated High-End Street Look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 6 (SiG-Sauer P226 .357 SiG(Ported Barrel, Shoulder Holster), Still Camera (Consumer Grade), Tape Recorder (Consumer Grade), Forensics Kit I, Handcuffs, Swiss Army Knife, Flashlight, Binoculars, Sunglasses, Breath Mints, Wristwatch, Notebook, Pens and Highlighters, Cell Phone, Cigarette Lighter, Street Directory, Coffee Thermos, FBI Badge, Attache Case, Today&#039;s Newspaper, Slim Jim Auto Entry Tools, Paperback Copy of &amp;quot;The Shadow of the Wind&amp;quot;,)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=96667</id>
		<title>Fragile:HankMason</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=96667"/>
		<updated>2008-12-11T13:47:56Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added a picture for Hank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Hank_Mason.jpg|frame|Hank Mason as played by Michael Madsen]]&lt;br /&gt;
=Background=&lt;br /&gt;
Name: Hank Mason&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
Origin: Adaptable Investigator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: Explorer 8&lt;br /&gt;
&lt;br /&gt;
Reputation: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 45&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 190 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Blue&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039;&lt;br /&gt;
Henry &amp;quot;Hank&amp;quot; Mason was born in San Francisco in 1963, the son of two hippies who later became academics at Berkeley. Brought up by educated and highly literate parents, he was a quiet achiever at school, getting good grades and captaining the cross country running team, and his parents couldn&#039;t have been prouder of their intelligent and thoughtful son...until he shocked them by applying to study criminology at university with an aim to pursuing a career in law enforcement. This was the last thing they had expected, but in retrospect it shouldn&#039;t have been. Hank had always been well known for his natural curiosity and inquisitive nature, a trait his parents had always delighted in, and by the time he was in high school, he had quietly determined that he wanted to be an FBI agent. And that was exactly what he set about achieving, a goal he was soon successful in.&lt;br /&gt;
&lt;br /&gt;
After he graduated from Quantico, Hank joined the Criminal Investigative Division and devoted himself to pursuing serial killers. It wasn&#039;t so much the glamour or the desire to put them away (although that was certainly a factor), but the chance to match wits with criminals renowned for their intelligence and cunning. He slowly established himself as a capable and diligent agent, travelling the country investigating a variety of cases. During one investigation, he met and started dating Julia Adams, a doctor from Nevada, who he ended up marrying and having a daughter with. Tragically, Julia died of cancer in 2005, leaving Hank a heartbroken single father. In order to spend more time with his ten year old daughter Rachel, he transferred into the FBI&#039;s Criminal Apprehension Team based out of Las Vegas, where he works to this day.&lt;br /&gt;
&lt;br /&gt;
Hank is still a fairly quiet (but not shy) man, whose thoughtfulness and patience sometimes make him look slow or lazy, but the wheels are always turning. It&#039;s just that he&#039;s found that taking his time often leads to people inadvertently volunteering clues or ideas that he might have missed otherwise. Calm and deliberate, he carefully cultivates the impression that he&#039;s just collecting a pay-check these days and just wants to tick the boxes, when the reality is that he loves his job and he&#039;s always paying very close attention to what&#039;s going on. He still keeps up his running and heads over to California to run the marathon each year, and he&#039;s a keen boxer, another interest he picked up at university that appalled his fiercely pacifistic parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subplots:&#039;&#039;&#039;&lt;br /&gt;
Compulsion (Curiosity): Hank has suffered from an burning inquisitiveness all his life, which he rarely makes any effort to control, even when it gets him into hot water. He just HAS to investigate anything that piques his curiosity.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 13 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
Action Dice: 2 [d8+3]&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +6&lt;br /&gt;
&lt;br /&gt;
Willpower: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +10&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +6&lt;br /&gt;
&lt;br /&gt;
Unarmed: +8&lt;br /&gt;
&lt;br /&gt;
Melee: +8&lt;br /&gt;
&lt;br /&gt;
Ranged: +8&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed, Edged, Shotgun, Rifle&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: SiG-Sauer P226 .357 SiG (Damage 2d6, E/T 1-2/20, Ammo 12M4, Rec 14, Rng 25 ft., SZ/D S/1h, Qualities DEP, RGD, Upgrades: Ported Barrel, Shoulder Holster)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Analysis +13/+13 (8 Ranks, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+11 (10 Ranks, +2 STR/+1 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +2 (0 Ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +7 (5 Ranks, +2 DEX, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+10 (8 Ranks, +2 STR/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Investigation +15/+14 (11 Ranks, +2 WIS/+1 CHA, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Medicine +10/+10 (8 Ranks from Talented, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +16 (11 ranks, +2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Profession (FBI Agent) +1 (0 Ranks, +1 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +12/+13 (11 Ranks, +1 CON/+2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Science (Engineering) +2 (0 ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +13 (11 Ranks, +2 INT, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Security +12 (8 Ranks, +2 INT, Result Cap 40, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+6 (5 Ranks, +2 WIS/+1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +10/+9 (8 Ranks from Talented, +2 WIS/+1 CHA, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Interests: Marathon Running, Baseball, Classic Cars, Literature, Checkers, Jazz, Cinema, Boxing, Puzzles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Origin Abilities: +5 Interests, +3 insight bonus to action die results, Bonus feat (Private Eye), May request a free hint from the GC twice per session, +3 insight bonus to Analysis and Notice checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connected: You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).&lt;br /&gt;
&lt;br /&gt;
All Over the World: You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level +20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge II: At Level 8, you never become flanked.&lt;br /&gt;
&lt;br /&gt;
Rugged: At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Private Eye: You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Examiner): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Talented (Officer): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Iron Will: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.&lt;br /&gt;
&lt;br /&gt;
Fortunate: As a free action, you may request 1 additional d4 action die from the GC, at which point the GC or an opponent of the GC’s choice also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.&lt;br /&gt;
&lt;br /&gt;
Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard -4.&lt;br /&gt;
&lt;br /&gt;
Fortune Favors the Bold: Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
Lifestyle: 4 (2 Bedroom House, Sports Car (Classic), Outdated High-End Street Look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 6 (SiG-Sauer P226 .357 SiG(Ported Barrel, Shoulder Holster), Still Camera (Consumer Grade), Tape Recorder (Consumer Grade), Forensics Kit I, Handcuffs, Swiss Army Knife, Flashlight, Binoculars, Sunglasses, Breath Mints, Wristwatch, Notebook, Pens and Highlighters, Cell Phone, Cigarette Lighter, Street Directory, Coffee Thermos, FBI Badge, Attache Case, Today&#039;s Newspaper, Slim Jim Auto Entry Tools, Paperback Copy of &amp;quot;The Shadow of the Wind&amp;quot;,)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Hank_Mason.jpg&amp;diff=96666</id>
		<title>File:Hank Mason.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Hank_Mason.jpg&amp;diff=96666"/>
		<updated>2008-12-11T13:45:12Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Image of Michael Madsen used for portrayal of Hank Mason, a PC in the Spycraft 2.0 PbP &amp;quot;Fragile&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Michael Madsen used for portrayal of Hank Mason, a PC in the Spycraft 2.0 PbP &amp;quot;Fragile&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92895</id>
		<title>Axel Moeller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92895"/>
		<updated>2008-10-02T16:42:11Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Profile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:WHFRP]][[Category:PBP]][[Category:Player_character]]&lt;br /&gt;
A character in the [[Shadows Over Bogenhafen]] PBP WHFRP game. Thanks to DaveTheTroll for his excellent work on WFRP wikis, from which I have gratefully borrowed.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Axel was born in Wissenburg and it shows. He is as dour and gloomy as the next Wissenlander, and speaks in the same soft and depressing monotone that they are infamous for. Nevertheless, underneath his quiet and practical exterior, he has the soul of an adventurer. From an early age, he loved hearing the tales and ballads of Solland&#039;s ancient glories, even though he knew the gloomy end. He longed to emulate those heroes of old, though of course he soon learned better than to mention such foolish dreams to anyone.&lt;br /&gt;
&lt;br /&gt;
Carefully hoarding away gold he could spare, he prepared himself for the day he would set out and make a name for himself, and when eventually he felt ready, he bid his family farewell and set out for Altdorf to seek adventure. He was of course, sorely disappointed. In Altdorf, he found only unemployment, where his carefully honed skills as a budding adventurer were of little utility. His funds dwindling to nothing, he had little choice but to try and earn what he could in the fighting pits.&lt;br /&gt;
&lt;br /&gt;
Against the odds, he has survived and become a well-known face, though he has never had the charisma or knack for showmanship needed to make a real name for himself. As the years went by, he moved from Altdorf to nearby Carroburg, where the fighting pits scene was bigger, but has still not found popularity or great success. Depressed, disillusioned and acutely aware of the years slipping by, he has snatched at the opportunity posed by the crown prince&#039;s advert, representing as it does a last chance at pursuing his dreams.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&#039;&#039;Current&#039;&#039; Pit Fighter&lt;br /&gt;
&lt;br /&gt;
=== Profile ===&lt;br /&gt;
		&amp;lt;table class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;BS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;S&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;T&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Ag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Int&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Fel&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;A&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;W&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;SB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;TB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;M&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Mag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;IP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;FP&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Starting&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Talents&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Advances&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-style:italic;font-size:80%&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Pit Fighter&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Current&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
Total 430&amp;lt;br/&amp;gt;&lt;br /&gt;
Current 30&lt;br /&gt;
&lt;br /&gt;
=== Personal Details ===&lt;br /&gt;
&#039;&#039;Height&#039;&#039; 5&#039;6&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weight&#039;&#039; 155 lb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Hair&#039;&#039; Long yellow&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes&#039;&#039; Green&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Marks&#039;&#039; Small bald patch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Siblings&#039;&#039; 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Sign&#039;&#039; The Big Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039; 24&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039; Wissenburg, Wissenland&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Disarm, Specialist Weapon Groups (Flail, Parrying, Two-Handed), Strike Mighty Blow, Strike To Injure, Sturdy, Very Resilient, Very Strong&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Common Knowledge (The Empire), Dodge Blow, Gossip, Intimidate, Speak Language (Reikspiel)&lt;br /&gt;
=== Trappings ===&lt;br /&gt;
Great Axe, Knuckle-Duster, Medium Armour (Mail Shirt and Leather Jack), Shield, Shirt, Breeches, Worn Boots, Tattered Cloak, Dagger (tucked in belt), Sling Bag, Blanket, Wooden Tankard, Wooden Cutlery, Hand Weapon (Sword), Crossbow, Quiver with 30 bolts, Clothing (Best Quality), purse containing 7 gold crowns, 20 shillings, 8 pence.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92894</id>
		<title>Axel Moeller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92894"/>
		<updated>2008-10-02T16:40:53Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:WHFRP]][[Category:PBP]][[Category:Player_character]]&lt;br /&gt;
A character in the [[Shadows Over Bogenhafen]] PBP WHFRP game. Thanks to DaveTheTroll for his excellent work on WFRP wikis, from which I have gratefully borrowed.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Axel was born in Wissenburg and it shows. He is as dour and gloomy as the next Wissenlander, and speaks in the same soft and depressing monotone that they are infamous for. Nevertheless, underneath his quiet and practical exterior, he has the soul of an adventurer. From an early age, he loved hearing the tales and ballads of Solland&#039;s ancient glories, even though he knew the gloomy end. He longed to emulate those heroes of old, though of course he soon learned better than to mention such foolish dreams to anyone.&lt;br /&gt;
&lt;br /&gt;
Carefully hoarding away gold he could spare, he prepared himself for the day he would set out and make a name for himself, and when eventually he felt ready, he bid his family farewell and set out for Altdorf to seek adventure. He was of course, sorely disappointed. In Altdorf, he found only unemployment, where his carefully honed skills as a budding adventurer were of little utility. His funds dwindling to nothing, he had little choice but to try and earn what he could in the fighting pits.&lt;br /&gt;
&lt;br /&gt;
Against the odds, he has survived and become a well-known face, though he has never had the charisma or knack for showmanship needed to make a real name for himself. As the years went by, he moved from Altdorf to nearby Carroburg, where the fighting pits scene was bigger, but has still not found popularity or great success. Depressed, disillusioned and acutely aware of the years slipping by, he has snatched at the opportunity posed by the crown prince&#039;s advert, representing as it does a last chance at pursuing his dreams.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&#039;&#039;Current&#039;&#039; Pit Fighter&lt;br /&gt;
&lt;br /&gt;
=== Profile ===&lt;br /&gt;
		&amp;lt;table class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;BS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;S&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;T&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Ag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Int&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Fel&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;A&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;W&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;SB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;TB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;M&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Mag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;IP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;FP&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Starting&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Talents&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Advanced&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-style:italic;font-size:80%&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Pit Fighter&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Current&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
Total 430&amp;lt;br/&amp;gt;&lt;br /&gt;
Current 30&lt;br /&gt;
&lt;br /&gt;
=== Personal Details ===&lt;br /&gt;
&#039;&#039;Height&#039;&#039; 5&#039;6&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weight&#039;&#039; 155 lb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Hair&#039;&#039; Long yellow&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes&#039;&#039; Green&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Marks&#039;&#039; Small bald patch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Siblings&#039;&#039; 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Sign&#039;&#039; The Big Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039; 24&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039; Wissenburg, Wissenland&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Disarm, Specialist Weapon Groups (Flail, Parrying, Two-Handed), Strike Mighty Blow, Strike To Injure, Sturdy, Very Resilient, Very Strong&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Common Knowledge (The Empire), Dodge Blow, Gossip, Intimidate, Speak Language (Reikspiel)&lt;br /&gt;
=== Trappings ===&lt;br /&gt;
Great Axe, Knuckle-Duster, Medium Armour (Mail Shirt and Leather Jack), Shield, Shirt, Breeches, Worn Boots, Tattered Cloak, Dagger (tucked in belt), Sling Bag, Blanket, Wooden Tankard, Wooden Cutlery, Hand Weapon (Sword), Crossbow, Quiver with 30 bolts, Clothing (Best Quality), purse containing 7 gold crowns, 20 shillings, 8 pence.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92893</id>
		<title>Axel Moeller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92893"/>
		<updated>2008-10-02T16:37:37Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Oops! Fixed starting values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:WHFRP]][[Category:PBP]][[Category:Player_character]]&lt;br /&gt;
A character in the [[Shadows Over Bogenhafen]] PBP WHFRP game. Layout gratefully stolen from DavetheTroll&#039;s examples.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Axel was born in Wissenburg and it shows. He is as dour and gloomy as the next Wissenlander, and speaks in the same soft and depressing monotone that they are infamous for. Nevertheless, underneath his quiet and practical exterior, he has the soul of an adventurer. From an early age, he loved hearing the tales and ballads of Solland&#039;s ancient glories, even though he knew the gloomy end. He longed to emulate those heroes of old, though of course he soon learned better than to mention such foolish dreams to anyone.&lt;br /&gt;
&lt;br /&gt;
Carefully hoarding away gold he could spare, he prepared himself for the day he would set out and make a name for himself, and when eventually he felt ready, he bid his family farewell and set out for Altdorf to seek adventure. He was of course, sorely disappointed. In Altdorf, he found only unemployment, where his carefully honed skills as a budding adventurer were of little utility. His funds dwindling to nothing, he had little choice but to try and earn what he could in the fighting pits.&lt;br /&gt;
&lt;br /&gt;
Against the odds, he has survived and become a well-known face, though he has never had the charisma or knack for showmanship needed to make a real name for himself. As the years went by, he moved from Altdorf to nearby Carroburg, where the fighting pits scene was bigger, but has still not found popularity or great success. Depressed, disillusioned and acutely aware of the years slipping by, he has snatched at the opportunity posed by the crown prince&#039;s advert, representing as it does a last chance at pursuing his dreams.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&#039;&#039;Current&#039;&#039; Pit Fighter&lt;br /&gt;
&lt;br /&gt;
=== Profile ===&lt;br /&gt;
		&amp;lt;table class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;BS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;S&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;T&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Ag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Int&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Fel&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;A&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;W&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;SB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;TB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;M&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Mag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;IP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;FP&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Starting&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Talents&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Advanced&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-style:italic;font-size:80%&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Pit Fighter&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Current&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
Total 430&amp;lt;br/&amp;gt;&lt;br /&gt;
Current 30&lt;br /&gt;
&lt;br /&gt;
=== Personal Details ===&lt;br /&gt;
&#039;&#039;Height&#039;&#039; 5&#039;6&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weight&#039;&#039; 155 lb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Hair&#039;&#039; Long yellow&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes&#039;&#039; Green&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Marks&#039;&#039; Small bald patch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Siblings&#039;&#039; 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Sign&#039;&#039; The Big Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039; 24&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039; Wissenburg, Wissenland&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Disarm, Specialist Weapon Groups (Flail, Parrying, Two-Handed), Strike Mighty Blow, Strike To Injure, Sturdy, Very Resilient, Very Strong&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Common Knowledge (The Empire), Dodge Blow, Gossip, Intimidate, Speak Language (Reikspiel)&lt;br /&gt;
=== Trappings ===&lt;br /&gt;
Great Axe, Knuckle-Duster, Medium Armour (Mail Shirt and Leather Jack), Shield, Shirt, Breeches, Worn Boots, Tattered Cloak, Dagger (tucked in belt), Sling Bag, Blanket, Wooden Tankard, Wooden Cutlery, Hand Weapon (Sword), Crossbow, Quiver with 30 bolts, Clothing (Best Quality), purse containing 7 gold crowns, 20 shillings, 8 pence.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92892</id>
		<title>Axel Moeller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Axel_Moeller&amp;diff=92892"/>
		<updated>2008-10-02T16:35:40Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Initial posting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:WHFRP]][[Category:PBP]][[Category:Player_character]]&lt;br /&gt;
A character in the [[Shadows Over Bogenhafen]] PBP WHFRP game. Layout gratefully stolen from DavetheTroll&#039;s examples.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Axel was born in Wissenburg and it shows. He is as dour and gloomy as the next Wissenlander, and speaks in the same soft and depressing monotone that they are infamous for. Nevertheless, underneath his quiet and practical exterior, he has the soul of an adventurer. From an early age, he loved hearing the tales and ballads of Solland&#039;s ancient glories, even though he knew the gloomy end. He longed to emulate those heroes of old, though of course he soon learned better than to mention such foolish dreams to anyone.&lt;br /&gt;
&lt;br /&gt;
Carefully hoarding away gold he could spare, he prepared himself for the day he would set out and make a name for himself, and when eventually he felt ready, he bid his family farewell and set out for Altdorf to seek adventure. He was of course, sorely disappointed. In Altdorf, he found only unemployment, where his carefully honed skills as a budding adventurer were of little utility. His funds dwindling to nothing, he had little choice but to try and earn what he could in the fighting pits.&lt;br /&gt;
&lt;br /&gt;
Against the odds, he has survived and become a well-known face, though he has never had the charisma or knack for showmanship needed to make a real name for himself. As the years went by, he moved from Altdorf to nearby Carroburg, where the fighting pits scene was bigger, but has still not found popularity or great success. Depressed, disillusioned and acutely aware of the years slipping by, he has snatched at the opportunity posed by the crown prince&#039;s advert, representing as it does a last chance at pursuing his dreams.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&#039;&#039;Current&#039;&#039; Pit Fighter&lt;br /&gt;
&lt;br /&gt;
=== Profile ===&lt;br /&gt;
		&amp;lt;table class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;BS&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;S&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;T&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Ag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Int&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;WP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Fel&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;A&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;W&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;SB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;TB&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;M&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Mag&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;IP&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;FP&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Starting&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Talents&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Advanced&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-style:italic;font-size:80%&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Pit Fighter&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+15&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Current&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
Total 430&amp;lt;br/&amp;gt;&lt;br /&gt;
Current 30&lt;br /&gt;
&lt;br /&gt;
=== Personal Details ===&lt;br /&gt;
&#039;&#039;Height&#039;&#039; 5&#039;6&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weight&#039;&#039; 155 lb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Hair&#039;&#039; Long yellow&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes&#039;&#039; Green&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Marks&#039;&#039; Small bald patch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Siblings&#039;&#039; 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Sign&#039;&#039; The Big Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039; 24&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039; Wissenburg, Wissenland&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Disarm, Specialist Weapon Groups (Flail, Parrying, Two-Handed), Strike Mighty Blow, Strike To Injure, Sturdy, Very Resilient, Very Strong&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Common Knowledge (The Empire), Dodge Blow, Gossip, Intimidate, Speak Language (Reikspiel)&lt;br /&gt;
=== Trappings ===&lt;br /&gt;
Great Axe, Knuckle-Duster, Medium Armour (Mail Shirt and Leather Jack), Shield, Shirt, Breeches, Worn Boots, Tattered Cloak, Dagger (tucked in belt), Sling Bag, Blanket, Wooden Tankard, Wooden Cutlery, Hand Weapon (Sword), Crossbow, Quiver with 30 bolts, Clothing (Best Quality), purse containing 7 gold crowns, 20 shillings, 8 pence.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadows_Over_Bogenhafen&amp;diff=92891</id>
		<title>Shadows Over Bogenhafen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadows_Over_Bogenhafen&amp;diff=92891"/>
		<updated>2008-10-02T16:13:38Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added link to Axel&amp;#039;s sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:WHFRP]][[Category:PBP]]&lt;br /&gt;
&#039;&#039;&#039;Crib Sheet:&#039;&#039;&#039;&lt;br /&gt;
A page reminding various players of people they have met and things they have seen in the second adventure of the Enemy Within Campaign. The GM is Zinoviev Letter and the game follows the exploits of [[Axel_Moeller|Axel]], Rudiger, Berlyn, Beatrix, Hanz and Leopold as they try to make their way in the world.&lt;br /&gt;
&lt;br /&gt;
The In Character Thread is [[http://forum.rpg.net/showthread.php?t=382406 here]] and the Out of Character Thread is [[http://forum.rpg.net/showthread.php?t=382404 here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People known in Bogenhafen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Josef Quartijn: Josef is the rotund, bearded and jolly master of the good barge the Berebelli.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clues found in Bogenhafen:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83934</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83934"/>
		<updated>2008-06-11T00:21:25Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added callsign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign: Touchdown&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: Tactical Flashlight, Tactical Sling, Red Dot Sight)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: Tactical Flashlight, Tactical Holster)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Sledgehammer II (16 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Breaching Charge II (3 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 43.2 lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83693</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83693"/>
		<updated>2008-06-09T11:32:08Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Removed the Medium load note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Sledgehammer II (16 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Breaching Charge II (3 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 43.2 lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83689</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83689"/>
		<updated>2008-06-09T11:22:53Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Forgot to add the weight of the breaching charge to the total&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Sledgehammer II (16 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Breaching Charge II (3 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 43.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83688</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83688"/>
		<updated>2008-06-09T11:20:08Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Swapped the ram for the sledgehammer and breaching charge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Sledgehammer II (16 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Breaching Charge II (3 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 40.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83687</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83687"/>
		<updated>2008-06-09T11:07:19Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Removed the fiberscope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 59.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83615</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83615"/>
		<updated>2008-06-09T01:56:10Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Auburn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Fiberscope I (4 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 63.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83614</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83614"/>
		<updated>2008-06-09T01:54:54Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Dark Brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Fiberscope I (4 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 63.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83613</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83613"/>
		<updated>2008-06-09T01:54:37Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 176 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Fiberscope I (4 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 63.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83612</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83612"/>
		<updated>2008-06-09T01:52:28Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 195 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Fiberscope I (4 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 63.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83611</id>
		<title>Fragile:BradRivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BradRivers&amp;diff=83611"/>
		<updated>2008-06-09T01:47:44Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added upgrades to the carbine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Brad Rivers&lt;br /&gt;
&lt;br /&gt;
Callsign:&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Gifted Serviceman&lt;br /&gt;
&lt;br /&gt;
Class: Soldier 4/Counter Terrorist 3&lt;br /&gt;
&lt;br /&gt;
Reputation: -8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
Weight:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn&#039;t even remotely suited to college. He wasn&#039;t stupid, and it wasn&#039;t that he didn&#039;t know how to apply himself, as he&#039;d always been the most dedicated and disciplined member of the team when it came to football. He just wasn&#039;t interested - he hated studying and assignments, and found his course boring beyond belief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn&#039;t panned out, and these days, his athletic abilities weren&#039;t really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad&#039;s delusions of invincibility were shredded. His body was all he had - he didn&#039;t want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn&#039;t. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s been staying in that&#039;s been the hard part - as cocky and hot-headed as he is, he&#039;s already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he&#039;s still there at all is that he&#039;s obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he&#039;s already on his last chance, and he&#039;s only been in the team six months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad is confident, outgoing, and cocky. He&#039;s also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he&#039;s fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there&#039;s no doubt that he can be a jerk at times, but there&#039;s no doubting his loyalty or dedication to his friends. He&#039;s always there to back them up when they&#039;re getting rebuked or look after them when they&#039;re puking their guts up after a big night. Romantically, he&#039;s a bit of a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 10 (+0)&lt;br /&gt;
&lt;br /&gt;
WIS 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 47&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflexes: +7&lt;br /&gt;
&lt;br /&gt;
Willpower: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14/16&lt;br /&gt;
&lt;br /&gt;
Initiative: +12&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Unarmed: +9&lt;br /&gt;
&lt;br /&gt;
Melee: +9&lt;br /&gt;
&lt;br /&gt;
Ranged: +10&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: S&amp;amp;W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)&lt;br /&gt;
&lt;br /&gt;
Speed: 20 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +5 (2 Ranks, +3 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +5 (3 Ranks, +2 CHA, Result Cap 25)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (5 ranks, +0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +2 (2 Ranks, +0 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: American football, Basketball, Pool, Video games&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First&lt;br /&gt;
&lt;br /&gt;
Feats: Ambush Basics, CQB Basics, CQB Mastery, Officer, Tac-Squad Basics, Tac-Squad Mastery, Tac-Squad Supremacy&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Carrying:&lt;br /&gt;
&lt;br /&gt;
Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
Modular Tactical Armor III (8 lbs., 30 XP)&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;W Model 5906 9mm P II (Use stats for H&amp;amp;K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
Flash/bang Grenades x3 II (1 lbs., 20 XP)&lt;br /&gt;
&lt;br /&gt;
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)&lt;br /&gt;
&lt;br /&gt;
Tactical Radio I (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Nightvision Goggles I (1.5 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
Fiberscope I (4 lbs., 10 XP)&lt;br /&gt;
&lt;br /&gt;
battering ram (35 lbs., 1 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 63.2 lbs. (Medium Load, DP -1, ACP -2, Speed -5 ft.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79882</id>
		<title>SHELTER:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79882"/>
		<updated>2008-04-17T01:58:11Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Adde Charlotte&amp;#039;s free Cover Identity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
These PCs will be the agents of a secret espionage cell within the National Security Agency, codenamed SHELTER. They will become entangled in the intrigue and conspiracies of the World on Fire, combating threats such as the Franchise and working for and against other factions of the setting. Victories in this shadow war come at a high price, and trust is hard to come by. With hard work and a little luck, however, the agents of SHELTER may not only survive but also help bring the world back from the brink of self-destruction.&lt;br /&gt;
&lt;br /&gt;
=Themes=&lt;br /&gt;
&lt;br /&gt;
The main theme of this game will be Suspense. The PCs will be parties to misdirection, manipulation, and other machinations behind the scenes of the world stage. Enemy and rival operatives will have their own shadowy methods and motives, often putting the PCs in life-threatening situations. They will have to negotiate this dangerous and often deadly landscape while maintaining secrecy and plausible deniability.&lt;br /&gt;
&lt;br /&gt;
A corollary of the main theme is Paranoia. While they will have reasons to trust their teammates, the PCs will encounter many individuals with shifting loyalties and purposes. Someone who was an asset in one mission may turn out to be an antagonist in the next, and vice versa. It will be up to the players to decide who they put their faith in, and they should make contingency plans just in case.&lt;br /&gt;
&lt;br /&gt;
=Mood=&lt;br /&gt;
&lt;br /&gt;
This game will focus on the grittier end of the espionage spectrum, emphasizing brains over brawn and skill over gadgets. The tone will not be unremittingly bleak, but it will also not be especially light-hearted. What humor there is will come from the characters rather than the absurdity of the world they find themselves in. The more bizarre and outlandish elements of the World on Fire setting will not be used; no Alliance of Evil Geniuses or supernatural beings pulling the strings. While there will be moments of violence, it&#039;s my intention to downplay gun battles and other mayhem in this particular game.&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
Clandestine allows PCs to select a Covert feat when they receive a non-Covert feat choice. Faction means that the PCs will be working for an agency, in this case SHELTER. Gritty increases the danger of critical injury as a result of combat or other threats. Paranoid gives all special and player characters a +4 morale bonus with Blend/Stealth and Sneak/Hide checks to determine who benefits from a surprise round and also applies a -4 morale penalty to skill checks made to shift a target&#039;s disposition or convince a target to do something.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everybody&#039;s Been Burned&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everybody has been burned before&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everybody knows the pain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyone in this place can tell you to your face&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why you shouldn&#039;t try to love someone&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Everybody&#039;s Been Burned&amp;quot;, The Byrds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; Corrupt (-25 XP), Fast Growth (+0 XP), Thriller (+25 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; III (Blue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; Locate and destroy Apothecary hot lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039; The following occurrences generate exposure:&lt;br /&gt;
&lt;br /&gt;
* Failure to locate and destroy Apothecary hot lab: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039; Broad Reconnaissance II, Corrosive Acid III, Feat Training III (Concealed Carry), 3x Flash/bang Grenades II, Gadget - EMP II, Gadget - Hidden Compartment I, H&amp;amp;K Mk 23 .45 ACP III, H&amp;amp;K UMP .45 ACP III (fixed suppressor, tactical flashlight, tactical sling), Invitation III, Light SUV II, Lodging III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039; Cleaner Kit III, 5x Cover Identity III (PR 4), 5x Gas Masks (-185 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Bill: 3&lt;br /&gt;
&lt;br /&gt;
Carter: 3&lt;br /&gt;
&lt;br /&gt;
Charlotte: 3&lt;br /&gt;
&lt;br /&gt;
Damian: 3&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 14&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte: Cover Identity III (PR 4, Zofia Peres, ex-Mossad &#039;consultant&#039;), Smart Lockpick (Skill Boost I (Security), Miniature Gear Pick I (Fiberscope), housing: cell phone), Invitation II, Light SUV I (Acceleration Increase I), Full-Sized Sedan I (Acceleration Increase I),Narrow Reconnaissance IV (with Details Delayed), balaclava, zip ties, attaché case, 1 reserve common item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian: Laptop computer III PR 7, security software PR 7, Lockpicking Kit I, Unmarked Weapon I (FN FiveseveN), Gadget II ( low-grade incinerator, housing : attache case ), Improved knockout poison III ( delivery method : contact ), Cleaner Kit III, gas mask, Cover Identity III (PR 4, Markus Bleimann, freelance electronic troubleshooter), Cover Identity (PR 2, John Carpenter, NYPD detective), balaclava, gasoline, lighter, surgical gloves, attache case&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bill: Bag full of guns III, Dossier III (Grakos), Gadget II (miniature gear pick: Audio Bug II), Cover ID III (PR 4, Miroslav Zoran, Albanian &amp;quot;importer&amp;quot;), Improved Fear Poison III (3 doses), smartphone, hardware store zip ties, European cigarettes, flask of cheap vodka, notepad with pen.  1 Resource Pick and 1 Faction pick in Reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter: Still Camera III, dossier III (on Hilda), EMP Gadget II (hidden in a plastic coffee thermos), cover identity III (PR 4, Stephen Lynch, AP photographer), binoculars, can of spray paint, today&#039;s copy of the New York Times, a small point and shoot still camera, backpack, large food catering service van&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon: Skill Training III (Blend), Feat Training II (Concealed Carry), Weapon III (H&amp;amp;K Mk 23 .45 ACP), tin of breathmints, guide to eateries and clubs, signet ring, Cover Identity (PR 2, Percival Wynan, Harvard graduate with mob ties).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $5600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bag Full of Guns: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bill: Col M1911A1 service pistol .45 ACP&lt;br /&gt;
&lt;br /&gt;
Carter: MAC M10 light SMG 9mm P&lt;br /&gt;
&lt;br /&gt;
Charlotte: IMI Uzi heavy SMG 9mm P&lt;br /&gt;
&lt;br /&gt;
Damian: Walther PP backup pistol .380 ACP&lt;br /&gt;
&lt;br /&gt;
Simon: Glock 17 service pistol 9mm P&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79498</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79498"/>
		<updated>2008-04-10T14:05:53Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codename: SQUALL&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 13&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 15 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Iron Will)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Iron Will, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79497</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79497"/>
		<updated>2008-04-10T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added codename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
Codename: SQUALL&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 13&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 15 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Iron Will)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Iron Will, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79496</id>
		<title>SHELTER:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79496"/>
		<updated>2008-04-10T14:03:19Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added Charlotte&amp;#039;s gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
These PCs will be the agents of a secret espionage cell within the National Security Agency, codenamed SHELTER. They will become entangled in the intrigue and conspiracies of the World on Fire, combating threats such as the Franchise and working for and against other factions of the setting. Victories in this shadow war come at a high price, and trust is hard to come by. With hard work and a little luck, however, the agents of SHELTER may not only survive but also help bring the world back from the brink of self-destruction.&lt;br /&gt;
&lt;br /&gt;
=Themes=&lt;br /&gt;
&lt;br /&gt;
The main theme of this game will be Suspense. The PCs will be parties to misdirection, manipulation, and other machinations behind the scenes of the world stage. Enemy and rival operatives will have their own shadowy methods and motives, often putting the PCs in life-threatening situations. They will have to negotiate this dangerous and often deadly landscape while maintaining secrecy and plausible deniability.&lt;br /&gt;
&lt;br /&gt;
A corollary of the main theme is Paranoia. While they will have reasons to trust their teammates, the PCs will encounter many individuals with shifting loyalties and purposes. Someone who was an asset in one mission may turn out to be an antagonist in the next, and vice versa. It will be up to the players to decide who they put their faith in, and they should make contingency plans just in case.&lt;br /&gt;
&lt;br /&gt;
=Mood=&lt;br /&gt;
&lt;br /&gt;
This game will focus on the grittier end of the espionage spectrum, emphasizing brains over brawn and skill over gadgets. The tone will not be unremittingly bleak, but it will also not be especially light-hearted. What humor there is will come from the characters rather than the absurdity of the world they find themselves in. The more bizarre and outlandish elements of the World on Fire setting will not be used; no Alliance of Evil Geniuses or supernatural beings pulling the strings. While there will be moments of violence, it&#039;s my intention to downplay gun battles and other mayhem in this particular game.&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
Clandestine allows PCs to select a Covert feat when they receive a non-Covert feat choice. Faction means that the PCs will be working for an agency, in this case SHELTER. Gritty increases the danger of critical injury as a result of combat or other threats. Paranoid gives all special and player characters a +4 morale bonus with Blend/Stealth and Sneak/Hide checks to determine who benefits from a surprise round and also applies a -4 morale penalty to skill checks made to shift a target&#039;s disposition or convince a target to do something.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everybody&#039;s Been Burned&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everybody has been burned before&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everybody knows the pain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyone in this place can tell you to your face&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why you shouldn&#039;t try to love someone&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Everybody&#039;s Been Burned&amp;quot;, The Byrds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; Corrupt (-25 XP), Fast Growth (+0 XP), Thriller (+25 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; III (Blue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; Locate and destroy Apothecary hot lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039; The following occurrences generate exposure:&lt;br /&gt;
&lt;br /&gt;
* Failure to locate and destroy Apothecary hot lab: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039; Broad Reconnaissance II, Corrosive Acid III, Feat Training III (Concealed Carry), 3x Flash/bang Grenades II, Gadget - EMP II, Gadget - Hidden Compartment I, H&amp;amp;K Mk .23 .45 ACP III, H&amp;amp;K UMP .45 ACP III (fixed suppressor, tactical flashlight, tactical sling), Invitation III, Light SUV II, Lodging III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039; Cleaner Kit III, 5x Cover Identity III (PR 4), 5x Gas Masks (-185 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Bill: 3&lt;br /&gt;
&lt;br /&gt;
Carter: 3&lt;br /&gt;
&lt;br /&gt;
Charlotte: 3&lt;br /&gt;
&lt;br /&gt;
Damian: 3&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 13&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte: Smart Lockpick (Skill Boost I (Security), Miniature Gear Pick I (Fiberscope), housing: cell phone), Invitation II, Light SUV I (Acceleration Increase I), Full-Sized Sedan I (Acceleration Increase I),Narrow Reconnaissance IV (with Details Delayed), balaclava, zip ties, attaché case, 1 reserve common item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian: Laptop computer III PR 7, security software PR 7, Lockpicking Kit I, Unmarked Weapon I (FN FiveseveN), Gadget II ( low-grade incinerator, housing : attache case ), Improved knockout poison III ( delivery method : contact ), Cleaner Kit III, gas mask, Cover Identity III (PR 4, Markus Bleimann, freelance electronic troubleshooter), Cover Identity (PR 2, John Carpenter, NYPD detective), balaclava, gasoline, lighter, surgical gloves, attache case&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bill: Bag full of guns III, Dossier III (Grakos), Gadget II (miniature gear pick: Audio Bug II), Cover ID III (PR 4, Miroslav Zoran, Albanian &amp;quot;importer&amp;quot;), Improved Fear Poison III (3 doses), smartphone, hardware store zip ties, European cigarettes, flask of cheap vodka, notepad with pen.  1 Resource Pick and 1 Faction pick in Reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter: Still Camera III, dossier III (on Hilda), EMP Gadget II (hidden in a plastic coffee thermos), cover identity III (PR 4, Stephen Lynch, AP photographer), binoculars, can of spray paint, today&#039;s copy of the [iNew York Times[/i], a small point and shoot still camera, backpack, large food catering service van&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $4600&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79081</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79081"/>
		<updated>2008-04-05T10:56:08Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Profession is now a cross-class skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 15 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Iron Will)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Iron Will, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79079</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79079"/>
		<updated>2008-04-05T08:45:39Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Swapped Combat Expertise for Iron Will&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 15 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Iron Will)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Iron Will, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79074</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79074"/>
		<updated>2008-04-05T07:55:34Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Fixed skill caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79070</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79070"/>
		<updated>2008-04-05T06:09:07Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Decided to take a forte in Unarmed instead of taking Blunt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed (Forte), Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79069</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79069"/>
		<updated>2008-04-05T06:03:32Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Oops! Search comes off Int, not Wis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Pistol, SMG, Rifle, Blunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79068</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79068"/>
		<updated>2008-04-05T05:59:23Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Switched Talented feats around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+8 (6 ranks from Talented, cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer) +2 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Private Eye), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Pistol, SMG, Rifle, Blunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79061</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79061"/>
		<updated>2008-04-05T04:55:07Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer, Artist) +8 (6 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Resolve +6/+7 (6 ranks from Talented, cap 45)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Advisor), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Pistol, SMG, Rifle, Blunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condos in NYC and Washington D.C., Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79060</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79060"/>
		<updated>2008-04-05T04:52:38Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Leveled to level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 3&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 12&lt;br /&gt;
&lt;br /&gt;
Experience: 3125 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 17 &lt;br /&gt;
&lt;br /&gt;
Initiative: +5 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +5 &lt;br /&gt;
&lt;br /&gt;
Melee: +3 &lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +5 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep, Evasion I, Bonus Feat (Combat Expertise)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+6 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +9 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer, Artist) +8 (6 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Resolve +6/+7 (6 ranks from Talented, cap 45)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +9 [19-20] (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +9/+8 (6 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Advisor), Combat Expertise, Silver Spoon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Pistol, SMG, Rifle, Blunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art, Classical Music, Literature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Penthouse in NYC, Luxury Sports Car, Fashionable Appearance +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 1 Security, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79044</id>
		<title>SHELTER:Charlotte Devereux</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Charlotte_Devereux&amp;diff=79044"/>
		<updated>2008-04-05T01:17:01Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Tidied up the questions and answers section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Charlotte_devereux.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte Devereux comes from Old Money, and never wanted for anything during her privileged upbringing in New York, which is why some might question her choice of profession. But as far as she&#039;s concerned, it makes perfect sense. Her wealth means that she is unfazed by the notoriously poor remuneration an intelligence operative earns, and the work is some of the most challenging to be found. And Charlotte has always enjoyed a challenge, whether it be an cliff face to be scaled (she is a keen mountaineer), a difficult problem to be solved, or a man doubting her ability to compete. More importantly, she is a committed patriot, who loves her country and believes in its ideals far more fervently than any religion, and who feels an acute obligation to give something back to the country that has given her so much.&lt;br /&gt;
&lt;br /&gt;
A determined woman, she decided on her chosen occupation in high school, and set about achieving it with single-minded zeal. Intelligent and driven, and with her family&#039;s wealth and connections at her back, she easily won admission to Yale where she studied Modern Languages and International Relations with a clear eye to attracting Agency recruiters. When she was &#039;tapped&#039; for the Order of Skull and Bones, she knew she was on her way, and sure enough, the contacts she made there soon allowed her to let it be known she was open for an offer. It was not long in coming.&lt;br /&gt;
&lt;br /&gt;
After joining the CIA, she spent several years as a field agent in Europe, training her tradecraft skills to a fine point and making a name for herself as an upcoming agent. When Project Pitfall was launched, a number of agents decided to join its ranks, but although tempted by its resources and prestige, she demurred, preferring to stick with an Agency she knew was dedicated to America&#039;s interests and its interests alone. It was this attitude that saw her short listed by SHELTER&#039;s recruiters.&lt;br /&gt;
&lt;br /&gt;
Charlotte is a resourceful and savvy agent, with the instincts of a natural. She has eyes in the back of her head, an uncanny ability to disappear into a crowd or a dark alleyway with equal ease, and a pragmatic knack for the Great Game that serves her well time and time again. Why dress up like a ninja and crawl through vents when it is just as effective to cause a distraction and slip and out the front door before anyone notices the &#039;new girl&#039;? Acutely conscious that as an attractive women she might be easily relegated to the status of a &amp;quot;swallow&amp;quot;, she has scrupulously focused on Rescue and Intelligence missions where possible, rather than the Recruitment and Subversion missions that might lead her down that path. Of course, she has performed such missions when ordered to, but she&#039;s ensured that her skill set makes her better used in other roles, and so far, it seems to be an effective tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Graceful Master&lt;br /&gt;
&lt;br /&gt;
Class: Intruder 1&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation: 2&lt;br /&gt;
&lt;br /&gt;
Experience: 1000 xp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +0 &lt;br /&gt;
&lt;br /&gt;
Defence: 16 &lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Vitality: 8 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3 &lt;br /&gt;
&lt;br /&gt;
Melee: +1 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +0 &lt;br /&gt;
&lt;br /&gt;
Reflex: +5 &lt;br /&gt;
&lt;br /&gt;
Will: +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 12 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +3 &lt;br /&gt;
&lt;br /&gt;
Request: +3 &lt;br /&gt;
&lt;br /&gt;
Gear: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 DEX/-2 CON, 1 Additional Interest, Impress always a Class skill, +1 threat with Sleight of Hand, +1 Defence, Unarmed Proficiency, +1 with Disarm checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Dexterous, Gear Prep&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Athletics +5/+4 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Western Asia) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle, Service Aircraft) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Intelligence Officer, Artist) +6 (4 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Resolve +4/+5 (4 ranks from Talented, cap 35)&lt;br /&gt;
&lt;br /&gt;
Security +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Economy) +2 (0 ranks, cap 15)*&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 [19-20] (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
*Cross-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Martial Arts (Dex), Talented (Advisor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Pistol, SMG, Rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Mountaineering, Painting, Modern Art&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Did my father really commit suicide or was he murdered? A wealthy and powerful man with considerable connections, he was found dead at his desk a year ago, supposedly of a self-inflicted gunshot. A month later, Charlotte received an anonymous phone call from a woman claiming that Charlotte had a right to know the truth about her father&#039;s death, and asking for a meeting in Central Park. She went, but no-one showed up. Did the woman intend to confess to an affair only to back out at the last moment, or was there something more sinister afoot, with the informant silenced too before she could tell her the truth? Charlotte has no idea, but the question gnaws at her to this day.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Heather Anders, CIA station chief in Paris&lt;br /&gt;
&lt;br /&gt;
Acquaintance: specialist (Intercept Communication)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 4 (Condo in NYC, Luxury Sports Car, Trendy Appearance +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Colt M1911A1, Lockpicking Kit I, Consumer Grade Still Camera, binoculars, mini maglite, cell phone, sunglasses, wristwatch, swiss army knife, duct tape, paperback copy of latest best-seller, art supplies, nitrile gloves, pencil and notepad, tote bag)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Gadget, 2 CHA, 4 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits you&#039;d like to see in your character:&#039;&#039;&#039; independent, resourceful, sophisticated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name three traits your character doesn&#039;t like to see in others:&#039;&#039;&#039; boorishness, proselytising, submissiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where was your character born and when?&#039;&#039;&#039; In New York City in 1973.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s ideal speciality?&#039;&#039;&#039; Field work. Blending in, shadowing, conducting surveillance, lifting ID cards and breaking into places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character look like?&#039;&#039;&#039; Claudia Black. Athletic, attractive, and hardened. Tall, with black hair and grey eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any quirks?&#039;&#039;&#039; No, she&#039;s rigorously eliminated them, in order to avoid giving herself away when in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character love most?&#039;&#039;&#039; A challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s favourite things?&#039;&#039;&#039; Mountaineering, painting, driving fast on the open road. Anything that challenges or tests her abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What was the most important event in your character&#039;s life?&#039;&#039;&#039; The day she decided she wanted to be a spy. She&#039;d been talking with her favourite uncle at a family get-together after he caught her eavesdropping on him and a visiting friend of the family, and he managed to gently suggest it as a potential career without actually coming out with it. She&#039;s almost certain he&#039;s in the business too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What does your character think of espionage?&#039;&#039;&#039; She not only thinks it is essential for the security of her country, but for the most part, she enjoys the challenge and sense of achievement the work provides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s motivation?&#039;&#039;&#039; To do something extraordinary with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s family like?&#039;&#039;&#039; Wealthy, conservative, dignified, “old money”. Her father was a Senator, and prestigious social gatherings and dinners were a common occurrence when Charlotte was growing up. Her mother is still alive, but struggling to come to terms with her husband&#039;s death. And her younger sister Nicole now lives in Boston, where she works as a doctor and is married with children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s personal views?&#039;&#039;&#039; She is an atheist, and a hawkish Democrat. Economically conservative and socially liberal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your character&#039;s values?&#039;&#039;&#039; Self-respect, integrity, personal perfection, winning, political values, religious values, happiness, sex, love, friends, family, reputation, beauty, justice, career success, power, money, possessions, justice, fame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your character&#039;s greatest fear?&#039;&#039;&#039; To reach the end of her life without ever achieving her full potential. Never doing anything important with her life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does your character feel about her nation?&#039;&#039;&#039; She&#039;s proud to be an American and loves her country. Charlotte is a firm patriot, who holds to the maxim “my country, right or wrong”. She may not agree with everything its government does, but that doesn&#039;t change the fact that she loves the country and what it represents. She&#039;s always taken JFK&#039;s famous words “ask not what your country...” to heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would your character change about herself?&#039;&#039;&#039; A lot of things – she&#039;s a perfectionist, who sets herself impossibly high standards to live up to. At the moment, she wants to get fitter – she believes she&#039;s lost the edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does your character have any dark secrets or hidden shame in her past?&#039;&#039;&#039; She slept with her sister&#039;s husband once, back when he was her fiancé. Her guilt over that, and her increasing contempt for the man has meant that she has largely cut herself off from her family, avoiding them except at Thanksgiving etc. She&#039;s knows he&#039;s cheated on her sister with other women since, but can&#039;t raise the topic without permanently harming her own relationship with her sister.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=75260</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=75260"/>
		<updated>2008-02-06T05:56:15Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Mission Gear Picks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Databases==&lt;br /&gt;
[[The_Initiative:Initiative| &#039;&#039;&#039;The Initiative&#039;&#039;&#039;]]: What you know about the agency you work for.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Greys| &#039;&#039;&#039;The Greys&#039;&#039;&#039;]]: What you know about the aliens, or &amp;quot;the Greys&amp;quot; as they are often called.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Technology| &#039;&#039;&#039;Alien Technology&#039;&#039;&#039;]]: What you know about the technology of the aliens.&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;Caliber:&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; Feat Training IV (Officer), Skill Training IV (+2 Blend, +2 Intimidate, +2 Sneak), Low Profile Armor (Average) III with Camouflage (mountain) and Knee and Elbow Pads, H&amp;amp;K UMP .45 III with Concealment Case (briefcase), Tactical Sling, and Fixed Suppressor, Improved Knockout Poison IV(3 doses), EMP Device (Gadget III, 4d6 blast, 1 use, housing: wristwatch), ballistic glasses (from Arnold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; .338 Lapua FN Ultra-Ratio Mini-Hecate bolt-action rifle (IV) with FMJ ammunition, Reworked Action I, Rugged, and Patrol sling, Low-profile armor (III) with Camouflage, Knee and elbow pads, and Nomex underwear, NBC gear I, wheeled construction vehicle (II) with 2 upgrades TBA (from a sacrificed caliber IV pick), 3 common items TBA, 1 reserve common item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; EP-7 Energy Pistol (Represented as Cal IV Miniature Gear Pick Franchi SPAS-12, housing: EP-7 pistol), CI-9 Covert Insertion Grey Noise Generator (Cal IV Sensor Mask, housing: Walkman-sized device clipped to belt), Portable Sonar Unit, Biohazard Suit (Personal tailoring, weight reduction, trauma plates, pair of ballistic sunglasses), Electronics Kit III (loaded onto the team vehicle), &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; Portable radar unit IV, Cover identity IV (military - RAF air commodore), Camera III (commercial-grade video), Laser-resistant survival poncho III (8 damage resistance vs. laser damage), Tractor-trailer + 3 semi-trailers (Vehicle III, advanced stability add-on), 1 reserve Resource pick&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=376283 In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?p=8386760#post8386760 Out Of Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=75259</id>
		<title>The Initiative:Felicia Pike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=75259"/>
		<updated>2008-02-06T05:46:25Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Wealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Felicia_Pike.jpg|frame|Felicia as played by ?]]&lt;br /&gt;
&#039;&#039;&#039;Felicia Pike is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recruited by the Initiative in 1992, Ms. Pike aided in efforts to discredit Alien visitation theorists and maintain the secrecy of Initiative operations. She continued in this function until the Initiative was shut down in 1993. During the Initiative&#039;s closure, she was active in research into alien abduction reports, and deepened her already extensive knowledge of both alien visitation casefiles and the community of alien investigators. She was reactivated in 2007 in the wake of renewed alien activity.&lt;br /&gt;
&lt;br /&gt;
Ms. Pike&#039;s involvement with alien phenomena began in 1985 during service with the Peace Corps. She became aware of commonalities in encounter stories among isolated communities, and began to question the notion of media-induced narratives. Her insightful research gained the attention of alien researchers in NICAP as well as Initiative watchers, and her willingness to travel led to her being a familiar figure at alleged crash sites, crop circle locales, and conventions. Her writings reflected some unease with the possible panic the revelation of alien visitors might raise, and it was decided to recruit her into the initiative as an intelligence asset monitoring the alien research community at large. Her involvement with discrediting activities damaged her position in the alien research community somewhat, but she maintained activity in the research community after the closure of the Initiative, maintaining exposure to new casefile materials as an &amp;quot;unexplained phenomena adventure tour guide&amp;quot;. As a reactivated Initiative operative, she brings still-extensive contacts and an established cover to future Initiative operations.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Felicia Pike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; SANDFLEA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; djymm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Explorer 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Rowdy Wanderer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 16 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 15 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 40&lt;br /&gt;
Wounds: 14&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
Stress Threshold: 11&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
Melee: +3&lt;br /&gt;
Ranged: +4&lt;br /&gt;
Defense: 13&lt;br /&gt;
Initiative: +3&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +6&lt;br /&gt;
Gear Check: +4&lt;br /&gt;
&lt;br /&gt;
Fortitude: +6&lt;br /&gt;
Reflex: +3&lt;br /&gt;
Will: +1&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +3/+5 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+8 (4 ranks, +2 insight, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Cultures +12 (7 ranks, +2 insight, 19-20 threat range) [Central America, East Asia, East Europe, North America, Oceania, South Asia, West Asia, Western Europe]&lt;br /&gt;
&lt;br /&gt;
Drive +5 (4 ranks) [Personal Ground Vehicles, Standard Ground Vehicles, Mounts and Animal-drawn]&lt;br /&gt;
&lt;br /&gt;
Impress +6 (4 ranks, bonus class skill at 4th level, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Investigation +6/+8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Manipulate* +1/+3 (1 rank)&lt;br /&gt;
&lt;br /&gt;
Networking* +3/+5 (3 ranks, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Notice +2 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +6 (4 ranks, bonus class skill at 1st level) [Tour Guide]&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+1 (1 rank)&lt;br /&gt;
&lt;br /&gt;
Science +7 (4 ranks) [Economy, Engineering]&lt;br /&gt;
&lt;br /&gt;
Search +6 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+9 (7 ranks)&lt;br /&gt;
&lt;br /&gt;
Survival +2/+4 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Edged, Handgun, Hurled, Hurled (exotic), Shotgun, Unarmed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; All Over The World, Connected, Bookworm I, Uncanny Dodge I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; World Traveller, Lucky Break, Depth of Study, Polyglot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Cryptozoology, Snorkeling, Flute&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; 1-bedroom house, Mustang Mach I w/ fine tuning (HOT, DEP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Climbing Kit II, Laptop II, wetsuit, motorcycle jacket, SCUBA tank, Glock 27 w/ threaded barrel, holdout holster&lt;br /&gt;
common items: flashlight, binoculars, headset radio (basic), multi-tool, travel journal, travel journal, sleeping bag, flask, pastels, lighter, Shakuhachi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1S, 1G, 2 CHA&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
NICAP Researcher Willy Grant&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Intercept Communication (snoop)&lt;br /&gt;
&lt;br /&gt;
Associate: Analysis consultant&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;GM Fiat&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=75258</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=75258"/>
		<updated>2008-02-06T05:31:46Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Provisional Picks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Databases==&lt;br /&gt;
[[The_Initiative:Initiative| &#039;&#039;&#039;The Initiative&#039;&#039;&#039;]]: What you know about the agency you work for.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Greys| &#039;&#039;&#039;The Greys&#039;&#039;&#039;]]: What you know about the aliens, or &amp;quot;the Greys&amp;quot; as they are often called.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Technology| &#039;&#039;&#039;Alien Technology&#039;&#039;&#039;]]: What you know about the technology of the aliens.&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;Caliber:&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; Feat Training IV (Officer), Skill Training IV (+2 Blend, +2 Intimidate, +2 Sneak), Low Profile Armor (Average) III with Camouflage (mountain) and Knee and Elbow Pads, H&amp;amp;K UMP .45 III with Concealment Case (briefcase), Tactical Sling, and Fixed Suppressor, Improved Knockout Poison IV(3 doses), EMP Device (Gadget III, 4d6 blast, 1 use, housing: wristwatch), ballistic glasses (from Arnold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; .338 Lapua FN Ultra-Ratio Mini-Hecate bolt-action rifle (IV) with FMJ ammunition, Reworked Action I, Rugged, and Patrol sling, Low-profile armor (III) with Camouflage, Knee and elbow pads, and Nomex underwear, radiation suit, wheeled construction vehicle (II) with 2 upgrades TBA (from a sacrificed caliber IV pick), 3 common items TBA, 1 reserve common item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; EP-7 Energy Pistol (Represented as Cal IV Miniature Gear Pick Franchi SPAS-12, housing: EP-7 pistol), CI-9 Covert Insertion Grey Noise Generator (Cal IV Sensor Mask, housing: Walkman-sized device clipped to belt), Portable Sonar Unit, Biohazard Suit (Personal tailoring, weight reduction, trauma plates, pair of ballistic sunglasses), Electronics Kit III (loaded onto the team vehicle), &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; Portable radar unit IV, Cover identity IV (military - RAF air commodore), Camera III (commercial-grade video), Laser-resistant survival poncho III (8 damage resistance vs. laser damage), Tractor-trailer + 3 semi-trailers (Vehicle III, advanced stability add-on), 1 reserve Resource pick&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=376283 In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?p=8386760#post8386760 Out Of Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74369</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74369"/>
		<updated>2008-01-28T17:53:15Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Important Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Databases==&lt;br /&gt;
[[The_Initiative:Initiative| &#039;&#039;&#039;The Initiative&#039;&#039;&#039;]]: What you know about the agency you work for.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Greys| &#039;&#039;&#039;The Greys&#039;&#039;&#039;]]: What you know about the aliens, or &amp;quot;the Greys&amp;quot; as they are often called.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Technology| &#039;&#039;&#039;Alien Technology&#039;&#039;&#039;]]: What you know about the technology of the aliens.&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;Caliber:&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=376283 In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?p=8386760#post8386760 Out Of Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Initiative&amp;diff=74304</id>
		<title>The Initiative:Initiative</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Initiative&amp;diff=74304"/>
		<updated>2008-01-27T14:12:57Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Structure and Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beyond what is written in the History section of the main page, your characters would also know the following about the organization they work for. It is not intended to be an exhaustive description, but simply an overview to give you an idea of how the Initiative operates on a day to day level. Furthermore, whilst you are valued agents, there may well be some things that are classified beyond your clearance level, known only to higher ranking agents.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Main_Page| &#039;&#039;&#039;Back to the main page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Structure and Organization==&lt;br /&gt;
As a NATO agency, the Initiative is technically a military body, but its unique mission and personnel requirements mean that it operates a little differently from other military structures. With over half its personnel made up of scientists and civilian experts, and most of its actual soldiers drawn from the ranks of special forces, military discipline has taken a predictable (and arguably necessary) hit. The Initiative reports to the NATO Research and Technology Organization (RTO), and is headed up by a General, with a clear chain of command existing all the way down. Every investigation squad has at least one military NCO or officer, who is in nominal command, but who is in practice expected to defer to the expertise of the relevant squad member in all but military matters.&lt;br /&gt;
&lt;br /&gt;
STILL UNDER CONSTRUCTION&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74291</id>
		<title>The Initiative:Felicia Pike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74291"/>
		<updated>2008-01-27T08:05:53Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Felicia_Pike.jpg|frame|Felicia as played by ?]]&lt;br /&gt;
&#039;&#039;&#039;Felicia Pike is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recruited by the Initiative in 1992, Ms. Pike aided in efforts to discredit Alien visitation theorists and maintain the secrecy of Initiative operations. She continued in this function until the Initiative was shut down in 1993. During the Initiative&#039;s closure, she was active in research into alien abduction reports, and deepened her already extensive knowledge of both alien visitation casefiles and the community of alien investigators. She was reactivated in 2007 in the wake of renewed alien activity.&lt;br /&gt;
&lt;br /&gt;
Ms. Pike&#039;s involvement with alien phenomena began in 1985 during service with the Peace Corps. She became aware of commonalities in encounter stories among isolated communities, and began to question the notion of media-induced narratives. Her insightful research gained the attention of alien researchers in NICAP as well as Initiative watchers, and her willingness to travel led to her being a familiar figure at alleged crash sites, crop circle locales, and conventions. Her writings reflected some unease with the possible panic the revelation of alien visitors might raise, and it was decided to recruit her into the initiative as an intelligence asset monitoring the alien research community at large. Her involvement with discrediting activities damaged her position in the alien research community somewhat, but she maintained activity in the research community after the closure of the Initiative, maintaining exposure to new casefile materials as an &amp;quot;unexplained phenomena adventure tour guide&amp;quot;. As a reactivated Initiative operative, she brings still-extensive contacts and an established cover to future Initiative operations.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Felicia Pike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; SANDFLEA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; djymm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Explorer 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Rowdy Wanderer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 16 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 15 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 40&lt;br /&gt;
Wounds: 14&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
Stress Threshold: 11&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
Melee: +3&lt;br /&gt;
Ranged: +4&lt;br /&gt;
Defense: 13&lt;br /&gt;
Initiative: +3&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +6&lt;br /&gt;
Gear Check: +4&lt;br /&gt;
&lt;br /&gt;
Fortitude: +6&lt;br /&gt;
Reflex: +3&lt;br /&gt;
Will: +1&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +3/+5 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+8 (4 ranks, +2 insight, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Cultures +12 (7 ranks, +2 insight, 19-20 threat range) [Central America, East Asia, East Europe, North America, Oceania, South Asia, West Asia, Western Europe]&lt;br /&gt;
&lt;br /&gt;
Drive +5 (4 ranks) [Personal Ground Vehicles, Standard Ground Vehicles, Mounts and Animal-drawn]&lt;br /&gt;
&lt;br /&gt;
Impress +6 (4 ranks, bonus class skill at 4th level, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Investigation +6/+8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Manipulate* +1/+3 (1 rank)&lt;br /&gt;
&lt;br /&gt;
Networking* +3/+5 (3 ranks, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Notice +2 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +6 (4 ranks, bonus class skill at 1st level) [Tour Guide]&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+1 (1 rank)&lt;br /&gt;
&lt;br /&gt;
Science +7 (4 ranks) [Economy, Engineering]&lt;br /&gt;
&lt;br /&gt;
Search +6 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+9 (7 ranks)&lt;br /&gt;
&lt;br /&gt;
Survival +2/+4 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Edged, Handgun, Hurled, Hurled (exotic), Shotgun, Unarmed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; All Over The World, Connected, Bookworm I, Uncanny Dodge I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; World Traveller, Lucky Break, Depth of Study, Polyglot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Cryptozoology, Snorkeling, Flute&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; 1-bedroom house, Mustang Mach I w/ fine tuning (HOT, DEP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Climbing Kit II, Laptop II, wetsuit, motorcycle jacket, SCUBA tank, Glock 27 w/ threaded barrel, holdout holster&lt;br /&gt;
common items: flashlight, binoculars, headset radio (basic), multi-tool, travel journal, travel journal, sleeping bag, flask, pastels, lighter, Shakuhachi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1S, 1G, +2 faction picks (G,T,V, or R)&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
NICAP Researcher Willy Grant&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Intercept Communication (snoop)&lt;br /&gt;
&lt;br /&gt;
Associate: Analysis consultant&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;GM Fiat&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74290</id>
		<title>The Initiative:Felicia Pike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74290"/>
		<updated>2008-01-27T08:05:34Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Felicia_Pike.jpg|frame|Felicia as played by ?]]&lt;br /&gt;
&#039;&#039;&#039;Felicia Pike is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recruited by the Initiative in 1992, Ms. Pike aided in efforts to discredit Alien visitation theorists and maintain the secrecy of Initiative operations. She continued in this function until the Initiative was shut down in 1993. During the Initiative&#039;s closure, she was active in research into alien abduction reports, and deepened her already extensive knowledge of both alien visitation casefiles and the community of alien investigators. She was reactivated in 2007 in the wake of renewed alien activity.&lt;br /&gt;
&lt;br /&gt;
Ms. Pike&#039;s involvement with alien phenomena began in 1985 during service with the Peace Corps. She became aware of commonalities in encounter stories among isolated communities, and began to question the notion of media-induced narratives. Her insightful research gained the attention of alien researchers in NICAP as well as Initiative watchers, and her willingness to travel led to her being a familiar figure at alleged crash sites, crop circle locales, and conventions. Her writings reflected some unease with the possible panic the revelation of alien visitors might raise, and it was decided to recruit her into the initiative as an intelligence asset monitoring the alien research community at large. Her involvement with discrediting activities damaged her position in the alien research community somewhat, but she maintained activity in the research community after the closure of the Initiative, maintaining exposure to new casefile materials as an &amp;quot;unexplained phenomena adventure tour guide&amp;quot;. As a reactivated Initiative operative, she brings still-extensive contacts and an established cover to future Initiative operations.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Felicia Pike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; SANDFLEA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; djymm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Explorer 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Rowdy Wanderer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 16 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 15 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 40&lt;br /&gt;
Wounds: 14&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
Stress Threshold: 11&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
Melee: +3&lt;br /&gt;
Ranged: +4&lt;br /&gt;
Defense: 13&lt;br /&gt;
Initiative: +3&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +6&lt;br /&gt;
Gear Check: +4&lt;br /&gt;
&lt;br /&gt;
Fortitude: +6&lt;br /&gt;
Reflex: +3&lt;br /&gt;
Will: +1&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +3/+5 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+8 (4 ranks, +2 insight, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Cultures +12 (7 ranks, +2 insight, 19-20 threat range) [Central America, East Asia, East Europe, North America, Oceania, South Asia, West Asia, Western Europe]&lt;br /&gt;
&lt;br /&gt;
Drive +5 (4 ranks) [Personal Ground Vehicles, Standard Ground Vehicles, Mounts and Animal-drawn]&lt;br /&gt;
&lt;br /&gt;
Impress +6 (4 ranks, bonus class skill at 4th level, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Investigation +6/+8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
*Manipulate +1/+3 (1 rank)&lt;br /&gt;
&lt;br /&gt;
*Networking +3/+5 (3 ranks, synergy bonus w/ Cultures)&lt;br /&gt;
&lt;br /&gt;
Notice +2 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +6 (4 ranks, bonus class skill at 1st level) [Tour Guide]&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+1 (1 rank)&lt;br /&gt;
&lt;br /&gt;
Science +7 (4 ranks) [Economy, Engineering]&lt;br /&gt;
&lt;br /&gt;
Search +6 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+9 (7 ranks)&lt;br /&gt;
&lt;br /&gt;
Survival +2/+4 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Edged, Handgun, Hurled, Hurled (exotic), Shotgun, Unarmed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; All Over The World, Connected, Bookworm I, Uncanny Dodge I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; World Traveller, Lucky Break, Depth of Study, Polyglot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Cryptozoology, Snorkeling, Flute&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; 1-bedroom house, Mustang Mach I w/ fine tuning (HOT, DEP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Climbing Kit II, Laptop II, wetsuit, motorcycle jacket, SCUBA tank, Glock 27 w/ threaded barrel, holdout holster&lt;br /&gt;
common items: flashlight, binoculars, headset radio (basic), multi-tool, travel journal, travel journal, sleeping bag, flask, pastels, lighter, Shakuhachi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1S, 1G, +2 faction picks (G,T,V, or R)&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
NICAP Researcher Willy Grant&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Intercept Communication (snoop)&lt;br /&gt;
&lt;br /&gt;
Associate: Analysis consultant&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;GM Fiat&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74289</id>
		<title>The Initiative:Felicia Pike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Felicia_Pike&amp;diff=74289"/>
		<updated>2008-01-27T08:04:45Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Initial Posting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Felicia_Pike.jpg|frame|Felicia as played by ?]]&lt;br /&gt;
&#039;&#039;&#039;Felicia Pike is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recruited by the Initiative in 1992, Ms. Pike aided in efforts to discredit Alien visitation theorists and maintain the secrecy of Initiative operations. She continued in this function until the Initiative was shut down in 1993. During the Initiative&#039;s closure, she was active in research into alien abduction reports, and deepened her already extensive knowledge of both alien visitation casefiles and the community of alien investigators. She was reactivated in 2007 in the wake of renewed alien activity.&lt;br /&gt;
&lt;br /&gt;
Ms. Pike&#039;s involvement with alien phenomena began in 1985 during service with the Peace Corps. She became aware of commonalities in encounter stories among isolated communities, and began to question the notion of media-induced narratives. Her insightful research gained the attention of alien researchers in NICAP as well as Initiative watchers, and her willingness to travel led to her being a familiar figure at alleged crash sites, crop circle locales, and conventions. Her writings reflected some unease with the possible panic the revelation of alien visitors might raise, and it was decided to recruit her into the initiative as an intelligence asset monitoring the alien research community at large. Her involvement with discrediting activities damaged her position in the alien research community somewhat, but she maintained activity in the research community after the closure of the Initiative, maintaining exposure to new casefile materials as an &amp;quot;unexplained phenomena adventure tour guide&amp;quot;. As a reactivated Initiative operative, she brings still-extensive contacts and an established cover to future Initiative operations.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Felicia Pike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; SANDFLEA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; djymm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Explorer 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Rowdy Wanderer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 16 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 15 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 40&lt;br /&gt;
Wounds: 14&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
Stress Threshold: 11&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
Melee: +3&lt;br /&gt;
Ranged: +4&lt;br /&gt;
Defense: 13&lt;br /&gt;
Initiative: +3&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +6&lt;br /&gt;
Gear Check: +4&lt;br /&gt;
&lt;br /&gt;
Fortitude: +6&lt;br /&gt;
Reflex: +3&lt;br /&gt;
Will: +1&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +3/+5 (3 ranks)&lt;br /&gt;
Blend +7/+8 (4 ranks, +2 insight, 19-20 threat range)&lt;br /&gt;
Cultures +12 (7 ranks, +2 insight, 19-20 threat range) [Central America, East Asia, East Europe, North America, Oceania, South Asia, West Asia, Western Europe]&lt;br /&gt;
Drive +5 (4 ranks) [Personal Ground Vehicles, Standard Ground Vehicles, Mounts and Animal-drawn]&lt;br /&gt;
Impress +6 (4 ranks, bonus class skill at 4th level, synergy bonus w/ Cultures)&lt;br /&gt;
Investigation +6/+8 (6 ranks)&lt;br /&gt;
*Manipulate +1/+3 (1 rank)&lt;br /&gt;
*Networking +3/+5 (3 ranks, synergy bonus w/ Cultures)&lt;br /&gt;
Notice +2 (2 ranks)&lt;br /&gt;
Profession +6 (4 ranks, bonus class skill at 1st level) [Tour Guide]&lt;br /&gt;
Resolve +3/+1 (1 rank)&lt;br /&gt;
Science +7 (4 ranks) [Economy, Engineering]&lt;br /&gt;
Search +6 (3 ranks)&lt;br /&gt;
Streetwise +7/+9 (7 ranks)&lt;br /&gt;
Survival +2/+4 (2 ranks)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Edged, Handgun, Hurled, Hurled (exotic), Shotgun, Unarmed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; All Over The World, Connected, Bookworm I, Uncanny Dodge I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; World Traveller, Lucky Break, Depth of Study, Polyglot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Cryptozoology, Snorkeling, Flute&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; 1-bedroom house, Mustang Mach I w/ fine tuning (HOT, DEP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Climbing Kit II, Laptop II, wetsuit, motorcycle jacket, SCUBA tank, Glock 27 w/ threaded barrel, holdout holster&lt;br /&gt;
common items: flashlight, binoculars, headset radio (basic), multi-tool, travel journal, travel journal, sleeping bag, flask, pastels, lighter, Shakuhachi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1S, 1G, +2 faction picks (G,T,V, or R)&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
NICAP Researcher Willy Grant&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Intercept Communication (snoop)&lt;br /&gt;
&lt;br /&gt;
Associate: Analysis consultant&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;GM Fiat&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Felicia_Pike.jpg&amp;diff=74288</id>
		<title>File:Felicia Pike.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Felicia_Pike.jpg&amp;diff=74288"/>
		<updated>2008-01-27T07:48:54Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Felicia Pike is a PC in the Initiative PbP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Felicia Pike is a PC in the Initiative PbP.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Dr_Arnold_Michaels&amp;diff=74265</id>
		<title>The Initiative:Dr Arnold Michaels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Dr_Arnold_Michaels&amp;diff=74265"/>
		<updated>2008-01-27T02:34:01Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Dr_Michaels.jpg|frame|Dr Michaels as played by Jack Coleman]]&lt;br /&gt;
&#039;&#039;&#039;Dr Arnold Michaels is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arnold Michaels is pushing forty-five now, and has been with the Initiative since recruitment halfway through his doctoral thesis - research he was pursuing at the time was determined to overlap with the reverse-engineering project then current. Michaels became instrumental in the final design schematic for the EP-7 Beta run (Energy Pistol-7) and lost all interest in going in for civilian work - this was far more interesting to him, and he&#039;d heard enough of other projects in the weekly roundtables to realise that there would be new research projects for the rest of his life.&lt;br /&gt;
&lt;br /&gt;
In 1992 he successfully lobbied to be attached to a field unit so that he could examine downed craft, terrestrial base sites, etc, first-hand to get more of an idea of how their technology worked in situ, off the back of the revelation that a particular, more powerful alien handheld computer only worked within the powerfield generated by a craft - which explained why the quest for its power source had set research back five weeks. Since 1998 he&#039;s been studying field medicine technique in his free time and, as a field scientist, developing rudimentary forensic techniques for the alien bodies.&lt;br /&gt;
&lt;br /&gt;
Dr Arnold Michaels has written seven books and forty-six uncollected articles. Two books and ten articles have been deemed sufficiently non-classified to be published outside the Initiative. He has become increasingly obsessed with alien technology as the answer, not only to running the enemy off the planet, but also to revitalising the planet and reversing the environmental damage wrought by humanity.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Dr Arnold Michaels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; KINGFISHER&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scientist 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Brainy Contract Professional&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3d4&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 18 (+4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 23&lt;br /&gt;
Wounds: 11&lt;br /&gt;
Subdual Threshold: 11&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
Melee: +2&lt;br /&gt;
Ranged: +3&lt;br /&gt;
Defense: 15&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +10&lt;br /&gt;
Request Check: +5&lt;br /&gt;
Gear Check: +5&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
Reflex: +2&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +4/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Analysis: +13/+11 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Blend*: +4/+4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Computers: +13 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Cultures: (0 ranks) [North America, Western Europe, Eastern Europe]&lt;br /&gt;
&lt;br /&gt;
Drive: +5 (4 ranks) [Standard ground vehicles, rotary-wing aircraft]&lt;br /&gt;
&lt;br /&gt;
Electronics: +18/+16 (12 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Investigation*: +5/4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Mechanics:+ 12/+10 (8 ranks)&lt;br /&gt;
&lt;br /&gt;
Medicine: +14/+12 (8 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Notice: +10 (6 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Profession: +6 (4 ranks) [Materials scientist, Pop-science author]&lt;br /&gt;
&lt;br /&gt;
Resolve: +9/+7 (7 ranks)&lt;br /&gt;
&lt;br /&gt;
Science: +11 (7 ranks) [engineering, super-science, fabrication, biology]&lt;br /&gt;
&lt;br /&gt;
Search: +13 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Sneak: +5/+5 (4 ranks)&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Handgun, Edged, Shotgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin Abilities:&#039;&#039;&#039; +2 Int, -2 STR, +1 skill point per level (4 at first), Talented, 1 contact grade, 1 Resources Request check without spending AD, Medicine skill cap increase by 1, Mechanics skill cap increase by 1 (at level 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; Professor, Intense Study, Ph. D (Electronics), Bright Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Professor, Intense Study, Ph. D (Electronics), Bright Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Classic Cinema, Alien Conspiracy Twaddle, French Cuisine&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 4:&#039;&#039;&#039; Tactical Jacket (Personal tailoring, Weight Reduction), Colt M1911A1, First Aid Kit II, Electronics Kit I, Mechanics Kit I, Forensics Kit I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 2G, 1E, 1S, 1 CHA&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
Rudy Jacobs, Head of Initiative R&amp;amp;D&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Don Walsh (Priority Request) – Don handles labwork priorities.&lt;br /&gt;
&lt;br /&gt;
Associate: Dr Denise Jacobi (All The Right Questions I) – Denise is an expert in organising reverse-engineering operations.&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early on, Dr Michaels barely survived an encounter with an alien telepath. While he knows them to be rare – or believes them to be rare, at any rate – he&#039;s nervous whenever one is confirmed present on a mission.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Dr_Arnold_Michaels&amp;diff=74264</id>
		<title>The Initiative:Dr Arnold Michaels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Dr_Arnold_Michaels&amp;diff=74264"/>
		<updated>2008-01-27T02:33:10Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Dr_Michaels.jpg|frame|Dr Michaels as played by Jack Coleman]]&lt;br /&gt;
&#039;&#039;&#039;Dr Arnold Michaels is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arnold Michaels is pushing forty-five now, and has been with the Initiative since recruitment halfway through his doctoral thesis - research he was pursuing at the time was determined to overlap with the reverse-engineering project then current. Michaels became instrumental in the final design schematic for the EP-7 Beta run (Energy Pistol-7) and lost all interest in going in for civilian work - this was far more interesting to him, and he&#039;d heard enough of other projects in the weekly roundtables to realise that there would be new research projects for the rest of his life.&lt;br /&gt;
&lt;br /&gt;
In 1992 he successfully lobbied to be attached to a field unit so that he could examine downed craft, terrestrial base sites, etc, first-hand to get more of an idea of how their technology worked in situ, off the back of the revelation that a particular, more powerful alien handheld computer only worked within the powerfield generated by a craft - which explained why the quest for its power source had set research back five weeks. Since 1998 he&#039;s been studying field medicine technique in his free time and, as a field scientist, developing rudimentary forensic techniques for the alien bodies.&lt;br /&gt;
&lt;br /&gt;
Dr Arnold Michaels has written seven books and forty-six uncollected articles. Two books and ten articles have been deemed sufficiently non-classified to be published outside the Initiative. He has become increasingly obsessed with alien technology as the answer, not only to running the enemy off the planet, but also to revitalising the planet and reversing the environmental damage wrought by humanity.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Dr Arnold Michaels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; KINGFISHER&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scientist 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Brainy Contract Professional&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3d4&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 11 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 18 (+4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 23&lt;br /&gt;
Wounds: 11&lt;br /&gt;
Subdual Threshold: 11&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
Melee: +2&lt;br /&gt;
Ranged: +3&lt;br /&gt;
Defense: 15&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +10&lt;br /&gt;
Request Check: +5&lt;br /&gt;
Gear Check: +5&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
Reflex: +2&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +4/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Analysis: +13/+11 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Blend*: +4/+4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Computers: +13 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Cultures: (0 ranks) [North America, Western Europe, Eastern Europe]&lt;br /&gt;
&lt;br /&gt;
Drive: +5 (4 ranks) [Standard ground vehicles, rotary-wing aircraft]&lt;br /&gt;
&lt;br /&gt;
Electronics: +18/+16 (12 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Investigation*: +5/4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Mechanics:+ 12/+10 (8 ranks)&lt;br /&gt;
&lt;br /&gt;
Medicine: +14/+12 (8 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Notice: +10 (6 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Profession: +6 (4 ranks) [Materials scientist, Pop-science author]&lt;br /&gt;
&lt;br /&gt;
Resolve: +9/+7 (7 ranks)&lt;br /&gt;
&lt;br /&gt;
Science: +11 (7 ranks) [engineering, super-science, fabrication, biology]&lt;br /&gt;
&lt;br /&gt;
Search: +13 (7 ranks, 19-20 threat range)&lt;br /&gt;
&lt;br /&gt;
Sneak: +5/+5 (4 ranks)&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; (Standard ground vehicles, rotary-wing aircraft)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin Abilities:&#039;&#039;&#039; +2 Int, -2 STR, +1 skill point per level (4 at first), Talented, 1 contact grade, 1 Resources Request check without spending AD, Medicine skill cap increase by 1, Mechanics skill cap increase by 1 (at level 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; Professor, Intense Study, Ph. D (Electronics), Bright Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Professor, Intense Study, Ph. D (Electronics), Bright Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Classic Cinema, Alien Conspiracy Twaddle, French Cuisine&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 4:&#039;&#039;&#039; Tactical Jacket (Personal tailoring, Weight Reduction), Colt M1911A1, First Aid Kit II, Electronics Kit I, Mechanics Kit I, Forensics Kit I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 1:&#039;&#039;&#039; $100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 2G, 1E, 1S, 1 CHA&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
Rudy Jacobs, Head of Initiative R&amp;amp;D&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Don Walsh (Priority Request) – Don handles labwork priorities.&lt;br /&gt;
&lt;br /&gt;
Associate: Dr Denise Jacobi (All The Right Questions I) – Denise is an expert in organising reverse-engineering operations.&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early on, Dr Michaels barely survived an encounter with an alien telepath. While he knows them to be rare – or believes them to be rare, at any rate – he&#039;s nervous whenever one is confirmed present on a mission.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74214</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74214"/>
		<updated>2008-01-26T10:05:42Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Added the skeleton for a future databases section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Databases==&lt;br /&gt;
[[The_Initiative:Initiative| &#039;&#039;&#039;The Initiative&#039;&#039;&#039;]]: What you know about the agency you work for.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Greys| &#039;&#039;&#039;The Greys&#039;&#039;&#039;]]: What you know about the aliens, or &amp;quot;the Greys&amp;quot; as they are often called.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Technology| &#039;&#039;&#039;Alien Technology&#039;&#039;&#039;]]: What you know about the technology of the aliens.&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;Caliber:&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74213</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74213"/>
		<updated>2008-01-26T09:54:53Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Mission Gear Picks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;Caliber:&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74212</id>
		<title>The Initiative:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Main_Page&amp;diff=74212"/>
		<updated>2008-01-26T09:54:36Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Mission Gear Picks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Flying_saucer.jpg|right|A Flying Saucer]]&lt;br /&gt;
Welcome to the Initiative, folks. You&#039;ve all been selected for your excellence in your varied fields, and just as importantly, for your discretion. Because what you&#039;re about to hear is Top Secret, and it is &#039;&#039;vital&#039;&#039;, I repeat, &#039;&#039;vital&#039;&#039; that the wider public does not learn of our existence, let alone our purpose. The alternative would be chaos, hysteria and rampant paranoia, making our job all but impossible to do. And once the genie is out of the bottle, it &#039;&#039;cannot&#039;&#039; be put back. Now, given your backgrounds, some of you probably already suspect the truth, but for those who haven&#039;t, let me put it to you as plainly as I can. Aliens exist, and they&#039;ve been visiting our world and kidnapping people for &#039;&#039;at least&#039;&#039; the last seventy years, and quite possibly for far longer than that. We don&#039;t know for sure, and I&#039;m afraid that&#039;s something you&#039;re going to have to get real accustomed to. What we do know is this: the saucers are real, folks, and they&#039;re up to no good. We&#039;re on the front line in what could very well be a fight for the survival of the entire human race, and all the indications are that we&#039;re running out of time &#039;&#039;real&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the wiki page for The Initiative, a Spycraft 2.0 PbP being played on the RPGnet forums.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Of course UFOs are real. The military scientists that were tasked with investigating the numerous reports of mysterious flying saucers and foo fighters in the latter stages of WWII were quick to recognise that reality. There were simply too many strikingly similar reports from credible witnesses and trained military pilots to dismiss them all as optical illusions, hoaxes, hallucinations or cases of misidentification. There was widespread consensus that the extraterrestrial hypothesis represented the most plausible explanation for these occurrences – all that was missing was the physical proof. On July 7th, 1947, they got it. &lt;br /&gt;
&lt;br /&gt;
The recovery of the remnants of a clearly extraterrestrial craft at Roswell represented a historic discovery, and one with potentially critical strategic import in the context of the growing coolness between the United States and the Soviet Union. As a result, the military was swift to cover up its find, lest it be blackmailed by the international community into sharing a technological goldmine. The resulting project was run in absolute secrecy, revealed only to those who absolutely had to know, and hidden even from much of the top brass at the military. &lt;br /&gt;
&lt;br /&gt;
As a result, when Project Sign was launched later that year to formally investigate the possibility of alien visitation, it too was kept in the dark. Of course, as time went by, it became clear that Project Sign&#039;s investigations could only harm the national interest, and it was transformed into Project Grudge with the clear objective of &#039;debunking&#039; the idea and brushing it under the carpet. Unfortunately, this didn&#039;t work – the obvious bias of the Project was raising too much criticism. A more subtle approach would be needed – an outwardly impartial and scientific process that would meet with no success and allow the issue to fade away quietly. Afterwards, the remaining adherents of the extraterrestrial hypothesis could be dismissed as crackpots. Thus was born Project Blue Book, and it was largely successful in its objective of relegating the idea of UFOs and alien visitors to the realm of science fiction and paranoid nutjobs.&lt;br /&gt;
&lt;br /&gt;
In the meantime, work on examining the wreckage of the Roswell saucer and the dead aliens continued out of the public eye, yielding considerable technical advances and opening the eyes of American military scientists to stunning scientific possibilities, helping the United States take an early lead in the arms race. However they had relatively little to work with – the crashed saucer was more debris than spaceship, with little in the way of functioning technology. The real treasure trove was the recovery of the corpses known as the “greys”. By the 1960s, the initial spurt of technological progress had slowed and all but trickled to a halt. Nor had they had any further success in recovering additional craft, with the first attack on a UFO meeting in abject failure, after which American aircraft were never able to intercept one again. After 1961, the number of sightings the US military considered genuine dropped abruptly and it was theorized that the aliens had withdrawn for now. The remaining sightings were still investigated, but by now the inevitable leaks had led to the mythology of UFOs taking on a life of its own, rendering the vast majority of sightings extremely suspect, with hoaxes abounding.&lt;br /&gt;
&lt;br /&gt;
It was around this time that American spies discovered that the Europeans had a project of their own investigating UFOs, and that they had their own recovered spacecraft, of a different kind to that at Area 51. After initially contemplating espionage, it was decided that diplomacy and cooperation were the only realistic option. Thus was born the Combined Alien Research Initiative (CARI), or as its agents refer to it for short, the Initiative. Operating under the auspices of NATO (although it was later expanded to include Japan and Australia in order to better monitor what was realistically a global phenomenon), the Initiative&#039;s combined efforts led to new advances, and an improved understanding of alien technology, but as the drought of alien sightings continued decade after decade and research petered out, funding was slowly cut back further and further. &lt;br /&gt;
&lt;br /&gt;
In 1993, it was finally shut down altogether, and its personnel redistributed to their respective countries. As far as the bean-counters were concerned, the aliens weren&#039;t coming back, and it was questionable whether they had ever even been hostile enough to represent a threat in the first place. The alien artifacts had been studied to death, and there was little left to be learned that could not be done under the banner of existing agencies. Nevertheless, there were those from the Initiative who believed that this was a mistake, and had long pressed their belief that the aliens would return some day, and that we could not afford to assume they would be peaceful when they did so.&lt;br /&gt;
&lt;br /&gt;
In 2007, they did just that. On August 15th, one of the long-range passive sensors at the mothballed Initiative base in the Swiss Alps picked up a contact and passed it on to NATO command. 23 hours later, the United States reported the loss of a spy satellite. More soon followed, and a fresh wave of UFO sightings was reported (and naturally dismissed by the by-now well trained media). The aliens had returned, and though the governments of the world ensured that the general population was none the wiser, it was clear that the aliens did not come in peace. The Initiative was reactivated, its bases reopened and new and old personnel recruited. The old timers had been proven right, and soon the long-theoretical technology they had worked on in the past also proved its worth, when Initiative fighters successfully intercepted and shot down their first saucer. The technological superiority of the aliens was still incontestable, but the gap had been narrowed. The fight was on!&lt;br /&gt;
&lt;br /&gt;
==Faction Statistics==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 5 (Protection, Secrecy, Stability, Grail, Reconstruction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History:&#039;&#039;&#039; 3 (Decline, Accomplishment, Rise From The Ashes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image:&#039;&#039;&#039; 4 (Secretive Goals, Secretive Methods, On Record Leaders, Secretive Members, Secretive Sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites:&#039;&#039;&#039; 10 (Advanced Lab, Airstrip, Armoury, COMSEC Centre, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; 8 (E-V, G-III, R-IV, S-V, T-V, V-IV, W-IV)&lt;br /&gt;
&lt;br /&gt;
==Campaign Qualities==&lt;br /&gt;
&#039;&#039;&#039;Elite Ops:&#039;&#039;&#039; Each time a player character gains any non-Skill feat choice, he may choose a Basic Skill feat instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction:&#039;&#039;&#039; All PCs work for The Initiative, and gain Reputation rather than Net Worth. Charisma-granted gear picks may be chosen from the Gadgets, Vehicles, Tradecraft, or Resources categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omni-Competent:&#039;&#039;&#039; All skill check result caps are lifted. Further, all checks become active. Finally, each skill check penalty suffered is reduced to 1/2 standard (rounded down, minimum –1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tense:&#039;&#039;&#039; All stress damage is doubled. Further, no character of any type may take 10 with any skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thriller:&#039;&#039;&#039; The number of Challenges required to complete each Complex Task increases by 1 (this may increase the number of required Challenges past 10). Further, during a Dramatic Conflict, the effect of every Lead result decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
[[The_Initiative:Nathan_Hazard|&#039;&#039;Nathaniel Hazard&#039;&#039;]], played by mathey.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Wladyslaw_Kalinowski|&#039;&#039;Wladyslaw Kalinowski&#039;&#039;]], played by Mikko Kauppinen.&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Dr_Arnold_Michaels|&#039;&#039;Dr Arnold Michaels&#039;&#039;]], played by Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Ossian_O&#039;Ryan|&#039;&#039;Ossian O&#039;Ryan&#039;&#039;]], played by TygerTyger&lt;br /&gt;
&lt;br /&gt;
[[The_Initiative:Felicia_Pike|&#039;&#039;Felicia Pike&#039;&#039;]], played by djymm.&lt;br /&gt;
&lt;br /&gt;
And GMed by Illegible Smudge.&lt;br /&gt;
&lt;br /&gt;
==Mission Gear Picks==&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==Action Dice Pools==&lt;br /&gt;
&#039;&#039;&#039;Nathan:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wladyslaw:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnold:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ossian:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felicia:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games Master:&#039;&#039;&#039; 13 (varies)&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=372816&amp;amp;page=4 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.crafty-games.com The Crafty Games Website]&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Ossian_O%27Ryan&amp;diff=74211</id>
		<title>The Initiative:Ossian O&#039;Ryan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Ossian_O%27Ryan&amp;diff=74211"/>
		<updated>2008-01-26T09:50:37Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Ossian.jpg|frame|Ossian as played by Cillian Murphy]]&lt;br /&gt;
&#039;&#039;&#039;Ossian O&#039;Ryan is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ossian O&#039;Ryan grew up in Dublin, the son of two IT professionals with a small but successful business providing networking technical services to several UK telecoms. He was a bright, enthusiastic learner, both in school and at home regarding his parents&#039; work. They rather expected him to follow in their footsteps and eventually take over the company. What they didn&#039;t expect was a pair of uniformed officers from the G-2 branch of the Óglaigh na h-Éireann, Ireland&#039;s national intelligence and defense agency, shortly after Ossian&#039;s twentieth birthday.&lt;br /&gt;
&lt;br /&gt;
Apparently young Oz had been making experimental forays into several corporate and government databases for the past four years. While it was hacking in the purest sense - done as a test of his own skill in understanding and circumventing countermeasures rather than for any destructive purposes - he had managed to find a few minor backdoors into some areas of relatively sensitive information, including a set of encrypted files referred to as the Goll mac Morna transcripts. Oz hadn&#039;t made much headway against the encryption, but he had retrieved a small sample of the data as a minor trophy and to test his decrypting skills later. While he had been careful to cover his tracks, G-2 had inevitably noticed and tracked the incursion.&lt;br /&gt;
&lt;br /&gt;
As the officers explained to Ossian&#039;s parents, Oz could face a life sentence in prison if brought up on charges of treason and espionage, or he could go to work for the government instead and receive comprehensive training in data analysis, intelligence and counterintelligence techniques. There was really no question as to the decision.&lt;br /&gt;
&lt;br /&gt;
Oz received six years of intensive military intelligence training and served as a capable and dedicated G-2 agent for another five, tracking and collating communications regarding terrorist activity in Ireland and potential threats abroad, earning the rank of Lieutenant. He has been attached to field units on occasion and was directly responsible for the prevention of three significant terrorist attacks on Irish soil, receiving appropriate commendations for his service.&lt;br /&gt;
&lt;br /&gt;
Oz was surprised beyond words in 2007 when his C.O. called him into her office, closed the door, and told him what he&#039;d stumbled upon as a teenager. The Goll mac Morna transcripts were the Irish government&#039;s records of their part in the old European counterpart to Project Sign, which had subsequently been folded into CARI. While the newer agency had been shut down for over a decade, it had just been officially reopened, and Ossian was offered a position overseas as the G-2 delegate to the project. While he was reluctant to leave his home (Oz still lived with his parents), he realized that this was the greatest opportunity he&#039;d ever receive. Six weeks later, he had relocated to the States.&lt;br /&gt;
&lt;br /&gt;
Oz O&#039;Ryan is an agreeable enough guy, but as a tech geek drafted into military service just after high school, he doesn&#039;t have a lot of experience with looser organizational structures like that of the Initiative, which can leave him a bit uptight and uncertain of himself without a strict hierarchy and protocols in place. At 31 years of age, he is still largely the stereotypical computer nerd. However, he&#039;s also a connoisseur of opera and fine whiskeys and has developed a fondness for sailing. Without quite realizing it, Oz has become a fairly eligible bachelor, and his mother is constantly pressuring him to make time to meet a nice girl and bring her home for a visit. He misses his parents and his younger brother and sister, he has a cat named COBOL, and he&#039;s trying to teach himself to cook.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Ossian O&#039;Ryan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; THE WIZARD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; TygerTyger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Hacker 2 / Snoop 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Veteran Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 17 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 21&lt;br /&gt;
Wounds: 10&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
Melee: +2&lt;br /&gt;
Ranged: +3&lt;br /&gt;
Defense: 15&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +5&lt;br /&gt;
Gear Check: +6&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
Reflex: +5&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Analysis +9/+7 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Blend +5/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Bluff +4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8/+6 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Computers +14, threat 19-20 (7 ranks (Master Key I))&lt;br /&gt;
&lt;br /&gt;
Cultures +7 (4 ranks) [Western Europe, Northern America, Northern Africa]&lt;br /&gt;
&lt;br /&gt;
Drive +4 (3 ranks) [Standard Ground Vehicles]&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+11, threat 19-20 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Falsify +8/+7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Investigation +5/+4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Networking +6/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (3 ranks) [Military Officer]&lt;br /&gt;
&lt;br /&gt;
Resolve +5/+3 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Science +9 (6 ranks (Master Key I)) [Mathematics, Programming]&lt;br /&gt;
&lt;br /&gt;
Search +7 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Security +7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +5 (4 ranks; additional +2 when planting bugs)&lt;br /&gt;
&lt;br /&gt;
Sneak +6/+6 (5 ranks; additional +2 when planting bugs)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; unarmed, handgun, rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; Custom &#039;ware, &#039;L337, Master Key I, Flawless Search, Intuition I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Techie, Extra Gear (Resources), Bug Basics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Sailing, whiskey, opera, cooking, terrorist activities&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; Downtown loft, forest-green 1968 Jaguar [caliber I mid-size sedan - Luxury Fittings, Top Speed Increase I]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Audio bug (cal II) [power rating 2, 400 ft. range increment (after Bug Basics)], Laptop computer (cal III) [power rating 3], Code cracker software (cal I) [power rating 2], H&amp;amp;K P7 940 S&amp;amp;W, Authentication Kit I, Electronics Kit I, Attache case, flashlight, cell phone, PDA, clip-on sunglasses, pocket watch, DVD burner and blank discs, scanner, Swiss Army knife, binoculars, headset radio, spare laptop battery, USB flash drive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 2:&#039;&#039;&#039; $400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1E, 2T, 1G, 1R, 1 CHA bonus pick (V/T/G/R), max 2 reserve picks, Free Reserve Picks from origin: 1E, 1(E/T/G/R), 5 common items&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
Maura Shanahan, G-2 major&lt;br /&gt;
&lt;br /&gt;
Acquaintance: It&#039;s Elementary/Friends on the Force (Sleuth 5)&lt;br /&gt;
&lt;br /&gt;
Associate: Ranged Sneak Attack (Sniper 4)&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;Romance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alexis Barakowski, female surveillance tech for CARI&#039;s satellite network, likes to sing the blues, has a jealous ex.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Ossian_O%27Ryan&amp;diff=74210</id>
		<title>The Initiative:Ossian O&#039;Ryan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Ossian_O%27Ryan&amp;diff=74210"/>
		<updated>2008-01-26T09:49:48Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: Initial Posting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Ossian.jpg|frame|Ossian as played by Cillian Murphy]]&lt;br /&gt;
&#039;&#039;&#039;Ossian O&#039;Ryan is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ossian O&#039;Ryan grew up in Dublin, the son of two IT professionals with a small but successful business providing networking technical services to several UK telecoms. He was a bright, enthusiastic learner, both in school and at home regarding his parents&#039; work. They rather expected him to follow in their footsteps and eventually take over the company. What they didn&#039;t expect was a pair of uniformed officers from the G-2 branch of the Óglaigh na h-Éireann, Ireland&#039;s national intelligence and defense agency, shortly after Ossian&#039;s twentieth birthday.&lt;br /&gt;
&lt;br /&gt;
Apparently young Oz had been making experimental forays into several corporate and government databases for the past four years. While it was hacking in the purest sense - done as a test of his own skill in understanding and circumventing countermeasures rather than for any destructive purposes - he had managed to find a few minor backdoors into some areas of relatively sensitive information, including a set of encrypted files referred to as the Goll mac Morna transcripts. Oz hadn&#039;t made much headway against the encryption, but he had retrieved a small sample of the data as a minor trophy and to test his decrypting skills later. While he had been careful to cover his tracks, G-2 had inevitably noticed and tracked the incursion.&lt;br /&gt;
&lt;br /&gt;
As the officers explained to Ossian&#039;s parents, Oz could face a life sentence in prison if brought up on charges of treason and espionage, or he could go to work for the government instead and receive comprehensive training in data analysis, intelligence and counterintelligence techniques. There was really no question as to the decision.&lt;br /&gt;
&lt;br /&gt;
Oz received six years of intensive military intelligence training and served as a capable and dedicated G-2 agent for another five, tracking and collating communications regarding terrorist activity in Ireland and potential threats abroad, earning the rank of Lieutenant. He has been attached to field units on occasion and was directly responsible for the prevention of three significant terrorist attacks on Irish soil, receiving appropriate commendations for his service.&lt;br /&gt;
&lt;br /&gt;
Oz was surprised beyond words in 2007 when his C.O. called him into her office, closed the door, and told him what he&#039;d stumbled upon as a teenager. The Goll mac Morna transcripts were the Irish government&#039;s records of their part in the old European counterpart to Project Sign, which had subsequently been folded into CARI. While the newer agency had been shut down for over a decade, it had just been officially reopened, and Ossian was offered a position overseas as the G-2 delegate to the project. While he was reluctant to leave his home (Oz still lived with his parents), he realized that this was the greatest opportunity he&#039;d ever receive. Six weeks later, he had relocated to the States.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oz O&#039;Ryan is an agreeable enough guy, but as a tech geek drafted into military service just after high school, he doesn&#039;t have a lot of experience with looser organizational structures like that of the Initiative, which can leave him a bit uptight and uncertain of himself without a strict hierarchy and protocols in place. At 31 years of age, he is still largely the stereotypical computer nerd. However, he&#039;s also a connoisseur of opera and fine whiskeys and has developed a fondness for sailing. Without quite realizing it, Oz has become a fairly eligible bachelor, and his mother is constantly pressuring him to make time to meet a nice girl and bring her home for a visit. He misses his parents and his younger brother and sister, he has a cat named COBOL, and he&#039;s trying to teach himself to cook.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Ossian O&#039;Ryan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; THE WIZARD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; TygerTyger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Hacker 2 / Snoop 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Veteran Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 12 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 10 (+0)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 17 (+3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 21&lt;br /&gt;
Wounds: 10&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
Melee: +2&lt;br /&gt;
Ranged: +3&lt;br /&gt;
Defense: 15&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
Request Check: +5&lt;br /&gt;
Gear Check: +6&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
Reflex: +5&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Analysis +9/+7 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Blend +5/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Bluff +4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8/+6 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Computers +14, threat 19-20 (7 ranks (Master Key I))&lt;br /&gt;
&lt;br /&gt;
Cultures +7 (4 ranks) [Western Europe, Northern America, Northern Africa]&lt;br /&gt;
&lt;br /&gt;
Drive +4 (3 ranks) [Standard Ground Vehicles]&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+11, threat 19-20 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Falsify +8/+7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Investigation +5/+4 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Networking +6/+5 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (3 ranks) [Military Officer]&lt;br /&gt;
&lt;br /&gt;
Resolve +5/+3 (3 ranks)&lt;br /&gt;
&lt;br /&gt;
Science +9 (6 ranks (Master Key I)) [Mathematics, Programming]&lt;br /&gt;
&lt;br /&gt;
Search +7 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
Security +7 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +5 (4 ranks; additional +2 when planting bugs)&lt;br /&gt;
&lt;br /&gt;
Sneak +6/+6 (5 ranks; additional +2 when planting bugs)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; unarmed, handgun, rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; Custom &#039;ware, &#039;L337, Master Key I, Flawless Search, Intuition I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Techie, Extra Gear (Resources), Bug Basics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; Sailing, whiskey, opera, cooking, terrorist activities&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; Downtown loft, forest-green 1968 Jaguar [caliber I mid-size sedan - Luxury Fittings, Top Speed Increase I]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; Audio bug (cal II) [power rating 2, 400 ft. range increment (after Bug Basics)], Laptop computer (cal III) [power rating 3], Code cracker software (cal I) [power rating 2], H&amp;amp;K P7 940 S&amp;amp;W, Authentication Kit I, Electronics Kit I, Attache case, flashlight, cell phone, PDA, clip-on sunglasses, pocket watch, DVD burner and blank discs, scanner, Swiss Army knife, binoculars, headset radio, spare laptop battery, USB flash drive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 2:&#039;&#039;&#039; $400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 1E, 2T, 1G, 1R, 1 CHA bonus pick (V/T/G/R), max 2 reserve picks, Free Reserve Picks from origin: 1E, 1(E/T/G/R), 5 common items&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
Maura Shanahan, G-2 major&lt;br /&gt;
&lt;br /&gt;
Acquaintance: It&#039;s Elementary/Friends on the Force (Sleuth 5)&lt;br /&gt;
&lt;br /&gt;
Associate: Ranged Sneak Attack (Sniper 4)&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;Romance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alexis Barakowski, female surveillance tech for CARI&#039;s satellite network, likes to sing the blues, has a jealous ex.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ossian.jpg&amp;diff=74209</id>
		<title>File:Ossian.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ossian.jpg&amp;diff=74209"/>
		<updated>2008-01-26T09:37:39Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: A picture of Ossian O&amp;#039;Ryan, a PC in the Initiative PbP, as played by Cillian Murphy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of Ossian O&#039;Ryan, a PC in the Initiative PbP, as played by Cillian Murphy.&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Initiative:Nathan_Hazard&amp;diff=74198</id>
		<title>The Initiative:Nathan Hazard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Initiative:Nathan_Hazard&amp;diff=74198"/>
		<updated>2008-01-26T05:07:26Z</updated>

		<summary type="html">&lt;p&gt;Illegible Smudge: /* Vital Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Image:Nathan_Hazard.jpg|frame|Nathan as played by Ron Livingston]]&lt;br /&gt;
&#039;&#039;&#039;Nathan Hazard is a PC in the Spycraft 2.0 PbP [[The_Initiative:Main_Page| The_Initiative]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nathaniel Hale Hazard is the only son of Senator Alexander Hazard, a popular Democratic politician from Connecticut. Nathan&#039;s father wanted him to follow in his footsteps, and for most of his formative years it appeared that his son was intending to do just that. Things changed when Nathan was at Yale, studying political science. He met and fell in love with a fellow student who appeared to share his patriotism and belief in the value of international diplomacy. His girlfriend encouraged Nathan to consider a more proactive role in life than his fathers, one that would put him on the front lines of efforts to make the world a better place to live. She was in fact a recruiter for the Central Intelligence Agency, and playing on Nathan&#039;s idealism and desire to follow his own path, she successfully convinced him to join the Company.&lt;br /&gt;
&lt;br /&gt;
While Nathan was a bit flummoxed by the later realization of his ex&#039;s ulterior motives, he proved to be a capable and enthusiastic field operative, displaying a talent for tradecraft. He made a name for himself during a Middle Eastern operation where his team&#039;s cover was blown and they were pursued by local counter-espionage agents as well as the police. Through a combination of luck and resourcefulness, Nathan managed to arrange the escape of his comrades, allowing them to deliver some critical information to the agency. He was himself captured and imprisoned for a brief time, holding out against interrogation while the CIA arranged for an exchange for prisoners which led to his release.&lt;br /&gt;
&lt;br /&gt;
Nathan grew somewhat disillusioned during the post-9/11 shakeup of the CIA, feeling increasingly alienated from his new superiors and their political agendas. A vocal proponent of international cooperation, Nathan was troubled by America&#039;s diplomatic failures and increasing isolationism. While he was weighing alternative career options, he was approached by representatives of the Initiative. Emphasizing the global scope of their operations and the very high stakes for which they were playing, the agency recruiters successfully convinced Nathan to join their team.&lt;br /&gt;
&lt;br /&gt;
Nathan is a capable and well-rounded team player, someone who is generally skilled in the spy game rather than specialized in a particular field. He shares his father&#039;s knack for making friends and quick thinking, as well as his father&#039;s fervent belief in freedom and democracy. More than that, he&#039;s just plain lucky, able to pull off improbable escapes and feats of daring with aplomb. Nathan&#039;s chief weaknesses come from the same places that his idealism springs from. He is more trusting than most career field agents, his passion for his work can make him reckless, and he is always holding himself to an impossible standard. He has never entirely escaped from under the shadow of his father.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Nathan Hazard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Name:&#039;&#039;&#039; CHALLENGER&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; mathey&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Pointman 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Adaptable Operative&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Dice:&#039;&#039;&#039; 3 (d4+2)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRENGTH: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEXTERITY: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONSTITUTION: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INTELLIGENCE: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WISDOM: 13 (+1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARISMA: 14 (+2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality: 33&lt;br /&gt;
Wounds: 14&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
Stress Threshold: 13&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
Melee: +4&lt;br /&gt;
Ranged: +5&lt;br /&gt;
Defense: 14&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +5&lt;br /&gt;
Request Check: +6&lt;br /&gt;
Gear Check: +5&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&lt;br /&gt;
Reflex: +4&lt;br /&gt;
Will: +3&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +7/+8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Athletics +7/+8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Cultures +5 (4 ranks) [Eastern Europe, Northern America, Western Asia, Western Europe]&lt;br /&gt;
&lt;br /&gt;
Drive +6 (4 ranks) [Personal Ground Vehicles, Standard Ground Vehicles, Personal Aircraft]&lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks)&lt;br /&gt;
&lt;br /&gt;
Notice +6 (5 ranks)&lt;br /&gt;
&lt;br /&gt;
Profession +6 (4 ranks) [Diplomat, Spy]&lt;br /&gt;
&lt;br /&gt;
Resolve +4/+3 (2 ranks)*&lt;br /&gt;
&lt;br /&gt;
Science +1 (0 ranks) [Chemistry]&lt;br /&gt;
&lt;br /&gt;
Tactics +5/+6 (4 ranks)&lt;br /&gt;
&lt;br /&gt;
* cross-class skill&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; unarmed, blunt, handgun, hurled, submachine gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039; Generous, Versatility (Acrobatics, Athletics, Bluff, Impress), Assistance (1/2), Lead 1/session, Orders I&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Candidate, Equilibrium Basics, Fortunate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interests:&#039;&#039;&#039; baseball, fine cuisine, history, politics, rock and roll, spelunking&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3:&#039;&#039;&#039; 1-bedroom house&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions 3:&#039;&#039;&#039; H&amp;amp;K M23 III (concealed holster, custom grip, JHP ammunition loadout), Cover Identity II, First Aid Kit I, Headset Radio I, Consumer-Grade Camera I, journal, courier pouch, compass, flashlight, PDA, binoculars, magnifying glass, Leatherman multitool, watch, Ipod, fire extinguisher, attache case, guitar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Cash 3:&#039;&#039;&#039; $900&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Picks:&#039;&#039;&#039; 2R, 1S, 1W, 2 CHA bonus picks, 4 common items, 1 reserve pick maximum&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
Janice Fallon, White House aide&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Halls of Power (politico)&lt;br /&gt;
&lt;br /&gt;
==Subplot==&lt;br /&gt;
&#039;&#039;&#039;Long-Term Mission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Central Intelligence Agency has tasked Nathan with recovering an alien communications device that is said to have the power to translate a number of intergalactic languages. It is hoped that he&#039;ll find clues to the location of one such &amp;quot;Babel Matrix&amp;quot; during his missions with the Initiative. Capturing one could be a major coup for American intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives:&#039;&#039;&#039; Observe, Acquire, Test&lt;/div&gt;</summary>
		<author><name>Illegible Smudge</name></author>
	</entry>
</feed>